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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?

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?

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 ...

Interactive resource

Spinners: match up

Predict the results of testing coloured spinners (dials with pointers). Choose two spinners that are likely to generate similar results. For example, choose a four-part spinner with two blue sectors and two yellow sectors. Match it with an equivalent spinner divided into blue and yellow halves. Test the pair of spinners ...

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 ...

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

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 ...

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 ...