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Mathematics / Year 6 / Statistics and Probability / Chance

View on Australian Curriculum website Australian Curriculum, Assessment and Reporting Authority
Curriculum content descriptions

Conduct chance experiments with both small and large numbers of trials using appropriate digital technologies (ACMSP145)

Elaborations
  • conducting repeated trials of chance experiments, identifying the variation between trials and realising that the results tend to the prediction with larger numbers of trials
General capabilities
  • Numeracy Numeracy
  • ICT capability Information and Communication Technology (ICT) capability
ScOT terms

Sampling (Statistics)

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Year level 5-6
Resource type
Learning area Mathematics
Tablet friendly (Interactive resource)

Mystery spinner: challenge

Look at results in a frequency graph compiled after testing an unseen spinner. Work out the likely proportions of colours in the mystery spinner. Use a tool to build a new spinner (a dial with a pointer). Choose up to five equal-sized sectors. Fill the sectors with up to five colours. For example, make a five-part spinner ...

Interactive resource

Mystery spinner

Look at results in a frequency graph compiled after testing an unseen spinner. Work out the likely proportions of colours in the mystery spinner. Use a tool to build a new spinner (a dial with a pointer). Choose up to twelve equal-sized sectors. Fill the sectors with up to five colours. For example, make a six-part spinner ...

Interactive resource

Mystery spinner: match the graph

Look at results in a frequency graph compiled after testing an unseen spinner. Work out the likely proportions of colours in the mystery spinner. Use a tool to build a new spinner (a dial with a pointer). Choose up to three equal-sized sectors. Fill the sectors with up to three colours. For example, make a three-part spinner ...

Interactive resource

Dice duels: bike race

Race bikes along a track. Try to pick a winner before the races start. Add the numbers on a pair of dice to determine which bike moves. Explore how many rolls are needed to complete a race. Work out the least and greatest number of rolls possible for two track lengths. Look at larger samples of race results. Compare the ...

Interactive resource

Dice duels: find the bias

A dice has been weighted (loaded) to favour one of the six numbers. Roll the dice to work out which is the favoured face. Explore how many rolls are needed for you to be reasonably sure of a conclusion. Look at demonstrations of the mathematical principles of bias. Compare the shape of theoretical data distributions with ...

Interactive resource

Dice duels: load one dice

Make biased dice. Weight (load) a dice to favour one of the six numbers. For example, load the number six so that it is three times more likely to come up than any other face (probability 4/9). Test ideas about bias by rolling a loaded dice. Look at demonstrations of the mathematical principles of bias. Compare the shape ...

Interactive resource

Random or not: explore numbers of jubes (1:1:1)

Test a machine that randomly packages three types of fruit jubes: penguin, fish or frog. Notice that each jube type is equally likely to be produced within a packet of 12 jubes. Look at patterns in numbers of jube types, such as 3 penguins, 4 fish and 5 frogs (the most common in a sample). Manually choose jube types for ...

Teacher resource

reSolve: Probability

This sequence of four lessons explores probability in real world situations including advertising, games and population sampling. Students calculate probabilities, represent probabilities as fractions, decimals and percentages, perform chance experiments with small and large sample sizes and graph their results, examine ...

Interactive resource

Random or not: explore numbers of jubes (1:1)

Test a machine that randomly packages two types of fruit jubes: penguin or frog. Notice that each jube type is equally likely to be produced within a packet of 12 jubes. Look at patterns in numbers of jube types, such as 5 penguins and 7 frogs (the most common in a sample). Manually choose jube types for a new packet. Explore ...

Interactive resource

Random or not: explore numbers of jubes (2:1)

Test a machine that randomly packages two types of fruit jubes: fish or frog. Notice that frog jubes are twice as likely to be produced within a packet of 12 jubes. Look at patterns in numbers of jube types, such as 4 fish and 8 frogs (the most common in a sample). Manually choose jube types for a new packet. Explore the ...

MovingImage

Comparing chance

A simple interactive simulation in which students compare probabilities.

Interactive resource

Random or not: explore runs of jubes (1:1:1)

Test a machine that randomly packages three types of fruit jubes: kookaburra, koala and kiwi. Notice that each jube type is equally likely to be produced within a packet of 12 jubes. Look at patterns in sequences of jube types such as 3 frog jubes occurring in a row. Manually choose jube types for a new packet. Explore ...

Interactive resource

Random or not: explore runs of jubes (1:1)

Test a machine that randomly packages two types of fruit jubes: kookaburra and kiwi. Notice that each jube type is equally likely to be produced within a packet of 12 jubes. Look at patterns in sequences of jube types such as 3 kookaburra jubes occurring in a row. Manually choose jube types for a new packet. Explore the ...

Interactive resource

Random or not: explore runs of jubes (2:1)

Test a machine that randomly packages two types of fruit jubes: kookaburra and koala. Notice that koala jubes are twice as likely to be produced within a packet of 12 jubes. Look at patterns in sequences of jube types such as 3 koala jubes occurring in a row. Manually choose jube types for a new packet. Explore the longest ...

Interactive resource

Random or not: explore alternating jubes (1:1)

Test a machine that randomly packages two types of fruit jubes: kookaburra and kiwi. Notice that each jube type is equally likely to be produced within a packet of 12 jubes. Look at patterns in sequences of jube types such as kookaburra, kiwi, kookaburra, kiwi (run of 4). Manually choose jube types for a new packet. Explore ...

Interactive resource

Random or not: explore alternating jubes (2:1)

Test a machine that randomly packages two types of fruit jubes: kookaburra and kiwi. Notice that kiwi jubes are twice as likely to be produced within a packet of 12 jubes. Look at patterns in alternating sequences of jube types such as kiwi, kookaburra, kiwi, kookaburra, kiwi (run of 5). Manually choose jube types for a ...

Interactive resource

Dice duels: find the bias [ESL]

A dice has been weighted (loaded) to favour one of the six numbers. Roll the dice to work out which is the favoured face. Explore how many rolls are needed to be reasonably sure of a conclusion. Look at demonstrations of the mathematical principles of bias. Compare the shape of theoretical data distributions with experimental ...

Interactive resource

Dice duels: load one dice [ESL]

Make biased dice. Weight (load) a dice to favour one of the six numbers. For example, load the number six so that it is twice as likely to come up than any other face (probability 2/7). Test ideas about bias by rolling a loaded dice. Look at demonstrations of the mathematical principles of bias. Compare the shape of theoretical ...

Teacher resource

reSolve: Probability - Rock Paper Scissors

In this sequence of two lessons, students determine their chances of winning the game 'rock paper scissors', then test their chances by playing against another player and in a simulated game. Students look at the psychological aspect of the game and recognise that there is a strategy to increase your chance of winning. ...

Moving Image

Probability and the birthday paradox

Even when a maths problem seems simple – for example, the chance of two people sharing a birthday – the maths can run counter to our human intuition. Mathematician Lily Serna poses a maths problem to the Clovelly Bowling Club: how many people do you need to gather to get a 50 per cent chance of any two people in that group ...