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Applying and Problem-solving

Chance - What are the chances?

Students must play probability games, complete a story about chance, design games for the characters to play, and decide who will make it to the treasure first.

Progression Continua

Element

Applying and problem-solving

i
The learner

Poses simple probability problems and solves them by conducting probability experiments.

 

Uses probability to determine and design mathematically fair and unfair games and explains possible outcomes. 

j

The learner

Uses games to carry out blind experiments and predict whether they are fair or unfair.

 

Uses previous data to evaluate whether you can use patterns to make informed decisions about future events. 

04.

k
The learner

Refines all possible outcomes to meet a given criteria.

 

Conducts chance experiments with both small and large numbers of trials using appropriate digital technologies. 

Grading Rubric - What learners can typically do

Element

Applying and problem-solving

Bunny Hop Game

i
The learner

Plays game and identifies outcome. Discusses the fairness of the game by comparing with the experimental probability of throwing heads i.e. the number of times that the coin lands heads up divided by the total number of times the coin is flipped. 

j
The learner

Develops the game by extending the number line or number of throws etc. Discusses the fairness of the game by determining the theoretical probability of tossing a head/tail. 

04.

k
The learner

Considers the possible outcomes of tossing two coins and records using an organised list, sample space, tree diagram.

Probability Story

i
The learner

Continues the story and explains the outcome.

j
The learner

Adds one game of chance to the story. Finishes the story and justifies the outcome.

04.

k
The learner

Adds one or more games of chance to the story. Shares the games with peers to play. Discusses results and compares to the outcome in the story.

Dice Game

i
The learner

Rolls two dice and calculates the difference. Discusses the likelihood of winning if the difference between the two numbers is 0, 1, 2, or the difference between the two numbers is 3, 4, 5.

j
The learner

Systematically records the theoretical probability of all possible outcomes of rolling two dice and calculating the difference using an organised list. 

04.

k
The learner

Identifies all the possible outcomes of tossing two dice. Records using a representation of choice.

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