F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This tutorial is suitable for use with a screen reader. It explains how the use of simple words can describe the likelihood of everyday events. Will an event happen: yes, no or maybe? Answer some sample questions using these words and then build your own examples. This learning object is one in a series of three objects.
Overcrowding in hospitals is one of the biggest challenges facing our healthcare system . In order to reduce hospital waiting times, the Patient Admission Prediction Tool (PAPT) uses historical data to predict how many patients, and with what kinds of injuries, are expected to arrive at the emergency department each day ...
Have you ever played a game that required you to roll a dice? Did you know that you have equal chances of rolling any of the six numbers? Can you think of another experiment where you have an equal chance of getting one result or the other?
Mathematician Adam Spencer answers a question about something called the 'birthday paradox'. Find out what this has to do with birthdays and the number of people in a room.
Mathematician Lily Serna visits Luna Park to explain a great probability pitfall. She shares a century-old tale from Monte Carlo casino, and then she puts its lesson to the test. If you flip a coin and it lands on heads three times in a row, what result would you predict for the next flip? Find out why intuition might land ...
Use a vending machine to squirt coloured 'slushies' into ice-cream cones. Work out which 'sludge events' are possible and then choose a matching probability word.
This tutorial is suitable for use with a screen reader. It explains how the use of simple words can describe the likelihood of everyday events. How likely is an event: certain, likely, equal chance, unlikely or certainly not? Answer some sample questions using these words and then build your own examples. This learning ...
Use a vending machine to get an awful meal such as fly soup, worm pasta or yucky duck. The machine serves a meal randomly from four slots. Work out the likelihood of getting each type of meal. Then choose a matching probability word: impossible, unlikely, equal, likely or certain. Run simple probability experiments. Compare ...
This tutorial is suitable for use with a screen reader. It explains how the use of simple words can describe the likelihood of everyday events. How likely is an event: certain, likely, equal chance, unlikely or certainly not? Answer some questions using these words and then build your own examples. Learn how to describe ...
Test a coloured spinner (dial with pointer) with three equal-sized sectors. Use a tool to build more spinners. Choose up to twelve equal-sized sectors. Choose one of three colours for each part of a spinner. For example, make a three-colour spinner with six red sectors, four yellow sectors and two orange sectors. Test the ...
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 ...
Use a vending machine to get a vile-flavoured drink such as cabbage, smelly sock or rusty nail. The machine serves a can of drink randomly from four slots. Work out the likelihood of getting each flavour. Then choose a matching probability word: impossible, unlikely, equal, likely or certain. Move on to filling the slots ...
This sequence of lessons invites students to collect data about letter frequency in a variety of text sources. They use their findings to critically evaluate letter point values in Scrabble, compare them to historical values, create their own themed Scrabble point values and to decipher an encoded excerpt of text. Each ...
This is an interactive resource that enables students to conduct virtual probability experiments using a spinner or a pair of dice. The student can manipulate the relative sizes of the different coloured segments of the spinner or the numbers on the faces of the dice to investigate the effect of these changes on probability. ...
These seven learning activities, which focus on 'games, simulations and modelling' using a variety of tools (software) and devices (hardware), illustrate the ways in which content, pedagogy and technology can be successfully and effectively integrated in order to promote learning. In the activities, teachers use games, ...
What is the chance for Flynn and Dodly that it will rain at the beach? Dodly takes his umbrella and gumboots just in case it rains, and his scarf and gloves in case it gets cold. Explore the language of chance with the two monsters. What is the chance Dodly will pick a blue lolly out of the bag of four lollies?
A simple interactive simulation in which students compare probabilities.
In this introductory activity students use a simple thumb-wrestling tournament to analyse a series of matches in which there can only be one victor. Students work in small groups to explore different ways of mapping out the events of a tournament, introducing the concept of constructing sample spaces and tree diagrams as ...
This is a 15-page guide for teachers. It continues the development of probability. A careful consideration of outcomes and equally likely outcomes is undertaken. In year 8, students see that these are a special case of finding probabilities of events by summing probabilities of the disjoint (or mutually exclusive) outcomes ...
This is a 15-page guide for teachers. This module continues the development of probability. In year 10, students consider situations involving two or three stages or two or three variables. In the special case of two- or three-step chance experiments, they assign probabilities to outcomes in situations involving selections ...