Search results

Refine results by

Year level
Resource type
Learning area

Refine by topic

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?

Moving Image

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'.

Image

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.

Tablet friendly (Interactive resource)

The vile vendor: questions

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 ...

Interactive resource

The vile vendor: best guess

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. Guess which drink flavour is most likely to be served. Make several guesses and then check your results from the random sample. Work out the likelihood of an event in ...

Interactive resource

The vile vendor: go figure

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 ...

Interactive resource

The foul food maker: best guess

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. Guess which type of meal is most likely to be served. Make several guesses, then check your results from the random sample. This ...

Interactive resource

The foul food maker: go figure

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 ...

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

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 ...