Mathematics / Year 3 / Statistics and Probability / Chance

Curriculum content descriptions

Conduct chance experiments, identify and describe possible outcomes and recognise variation in results (ACMSP067)

Elaborations
  • conducting repeated trials of chance experiments such as tossing a coin or drawing a ball from a bag and identifying the variations between trials
General capabilities
  • Literacy Literacy
  • Numeracy Numeracy
  • Critical and creative thinking Critical and creative thinking
ScOT terms

Measures of spread,  Probability,  Observations (Data)

Online

Always, sometimes, never

This is a web resource that includes four student activities focusing on chance and the language associated with chance events, accompanied by activity sheets and a detailed teacher guide for each activity. The activities cover words associated with chance and likelihood, fairness, luck and superstitions, and ordering chance ...

Text

Coin Toss - Calculate

The focus of this activity is for students to conduct an experiment that involves chance.They will use the information they gather to represent their findings.

Online

Possible outcomes: Year 3 – planning tool

This planning resource for Year 3 is for the topic of Possible outcomes. Students develop their knowledge of the language of chance, which is a subjective, informal estimate. Students learn to describe events as impossible, unlikely, likely, even chance, highly likely and certain.

Downloadable

Come in spinner

Students recognise and describe variations in results and conduct a simple experiment with spinners.

Online

Conduct chance experiments: Year 3 – planning tool

This planning resource for Year 3 is for the topic of Conduct chance experiments. Students conduct repeated chance experiments. They can identify and describe possible outcomes and record the results of the chance experiments. Students then compare results of trials and discuss the variation. It is expected that students ...

Online

Primary mathematics: games, simulations and modelling

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, ...

Downloadable

Lucky dip

Students conduct chance experiments and play chance-related games to generate data, which they represent and interpret.