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Listed under:  Mathematics  >  Statistics and probability  >  Probability
Collection

Introducing chance - Years 2 to 4

This collection of ten learning objects introduces chance - the likelihood of an event occurring - mostly in qualitative terms. Objects in the first category, theoretical or random chance, emphasise the difference between experimental and theoretical probability. Objects in the second category, spinners, utilise frequency ...

Teacher resource

Make your own luck - unit of work

This unit explores the mathematics of chance, the notion of probability and how we can influence these factors.

Teacher resource

Chances are - unit of work

This unit explores the mathematics of chance. Discover the language of chance and how it affects our decisions. Explore the notion of probability, and how we can influence this.

Moving Image

What's the chance?

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?

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The giraffe ate it

When something has no chance of happening we say its impossible. Sometimes the chance of something happening is unlikely. Listen to these excuses explaining why the host did not do his homework. Which of his excuses might the teacher think, the chance of this happening is ... 'possible'?

Moving Image

Chance and playing with dice

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?

Collection

Data - Years 5 and 6

The 11 learning objects in this collection relate to the use, collection, display, comparison and interpretation of statistical data. Objects in the first category, statistical graphs, enable students to compare and use a broad range of statistical graphs appropriately. Objects in the second category, surveys, explore and ...

Teacher resource

HOTmaths: exploring relative frequency: solution sheet

This resource provides further information about the tasks in the learning object 'HOTmaths: exploring relative frequency', as well as solutions for the tasks.

Teacher resource

HOTmaths: using relative frequency: solution sheet

This resource provides examples of possible solutions for each task in the learning object 'HOTmaths: using relative frequency'.

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Coin on a chessboard - mathematics activities

This photograph of a coin on a chessboard seems unrelated to anything more mathematical than the counting of squares or lines crossed by the coin. However, examining the results of repeatedly tossing this coin on the board takes the observer into the novel world of geometric probability. Teachers are encouraged to scan ...

Teacher resource

Take a chance - unit of work

This unit provides students with a real life context to investigate the language of chance and how events may be manipulated to alter the chance of something happening. It also introduces the use of fractions, decimals and percentages when looking at probability.

Teacher resource

Language of chance - unit of work

This unit provides students with a real life context to investigate the language of chance.

Teacher resource

Games of chance - unit of work

This unit provides students with a real life context to investigate chance by exploring and creating games of chance.

Interactive resource

Random or not: analyse 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 this sample). Analyse the results of large ...

Interactive resource

Random or not: analyse 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 koala jubes occurring in a row. Analyse the results of large samples. Compare 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

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

Spinners: advanced builder

Use a tool to build coloured spinners (dials with pointers). Choose up to six equal-sized sectors. Choose up to four colours for the parts of each spinner. For example, make a five-part spinner with two blue sectors, two yellow sectors and one green sector. Test the spinner over a number of spins. See which colour the pointer ...

Interactive resource

Spinners: basic builder

Use a tool to build coloured spinners (dials with pointers). Choose up to six equal-sized sectors. Choose up to four colours for the parts of each spinner. For example, make a three-part spinner with two blue sectors and one yellow sector. Test each spinner over a number of spins. See which colour the pointer lands on each ...

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 ...