J UNIOR P ROBABILITY. I NTRODUCTION Grant Ritchie and Dr Michelle Dalrymple Cashmere High School ...
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Transcript of J UNIOR P ROBABILITY. I NTRODUCTION Grant Ritchie and Dr Michelle Dalrymple Cashmere High School ...
INTRODUCTION
Grant Ritchie and Dr Michelle Dalrymple Cashmere High School
Junior Statistics focus
Collated information from variety of resources
Plan for this session…
THINK ABOUT….
1. Steve is very shy and withdrawn, invariably helpful but with little interest in people or in the world of reality. A meek and tidy soul, he has a need for order, structure and a passion for detail. Is it more likely that Steve is a librarian/ sales assistant/ primary teacher?
2. Which is more likely when I throw a coin 6 times & record the results: H-T-H-T-T-H or H-H-H-T-T-T
3. In a casino a roulette wheel has stopped on red in the last 7 games. Would you rather bet on red or black in the next game?
CAT & MOUSE
Demonstration of the game You are the mouse. Each roll of the dice you
move one space according to whether the roll is Odd (O) or Even (E). Supposing the 'cat wins'. Does this mean the
cat will win every time?
How can we find out which has the better chance - the Cat or the Mouse? The obvious answer is to play many games.
http://www.youtube.com/watch?v=VG02xeBz8PE
http://www.youtube.com/watch?v=Ck6Iys1l2qw
INVESTIGATION…
Question: Is the mouse more likely to get eaten or get the cheese?
Predict: What do you think will happen? Plan: Play 10 Games and record your results Data: Count up your results & add them to the class data. Analysis: What do you notice?
What was the overall probability that the mouse/ cat won?
How come there were anomalies Is this game fair??? How can we tell?
(software simulation of MANY games!!) Conclusion: answer your question, how could we extend
our investigation?
EXPECTATION
We can figure out who is likely to win without having to play a single game.
Imagine playing the game 32 times
1st step has two possible roads: in how many of the 32 games would you expect mouse to go down either road?
Now of these games, how many times would you expect mouse to go down each road?
CHANGING THE GAME
Changing the dice allocation: which numbers make mouse go left/right.
Changing the game board.
Who is more likely to win now?
NCEA – PROBABILITY
Junior Probability
Chance & Data
Probability
Probability Distributions
Stats Reports
Stats Reports
Experimental Probability
Experiments
Experiments
Simulations
EXPERIMENTAL/SIMULATIONS
Level 3 Level 4 Level 5
• Carry out simple experiments (e.g flip a coin)- notice that results vary between trials
• Accept variation between samples and expectations
S3-3
• Compare expected distributions and experimental distributions (e.g roll 2 dice)
• Graph results to see distributions and compare them to the theoretical models.
S4-3
• Compare expected distributions and trial distributions (e.g roll a die and flip a coin)
• Graph results to see distributions and compare them to the theoretical models.
S5-3
L31/2 Stage
L42 Stage
L52/3 Stage + complex
EXPRESSING PROBABILITIES
Level 3 Level 4 Level 5
• Written in words e.g. likely certain etc
S3-3
• Simple Fractions, percentages and decimals e.g. using number lines between 0-1 to show probabilities.
S4-4
• Express as fraction percentages and decimals
• Calculate probability using equally likely outcomes
S5-4
L31/2 Stage
L42 Stage
L52/3 Stage + complex
SAMPLE SPACE & OUTCOMES
Level 3 Level 4 Level 5
• In simple situations use
- lists- basic tree
diagrams,- tables
to show possible outcomes
S3-3
• Two-stage situations (eg possible outcomes in a 2 child family) use
- Lists,- Tree
diagrams,- Networks,- 2 way tables
to show possible outcomes
S4-3
• Two-stage situations with different events(eg possible outcomes main meal and dessert selections) use
- Lists,- Tree
diagrams,- Networks,- 2 way tables
to show possible outcomes
S5-4
CHS EMPHASIS
Year 9
Introducing PPDAC – through Probability
Statistical Literacy
Year 10
Theoretical Probability & Literacy
PPDAC Statistics
(Making the call)
PROBABILITY DISTRIBUTIONS
The probabilities associated with each outcome DISCRETE or CATEGORICAL outcomes
Table, Graph (eg dot plot, bar chart)
MEASUREMENT data Table (with class intervals) Graph (eg histogram)
At higher curriculum levels we can also use formulas
PRISONERS GAME
1. Place 10 prisoners (x) in any cells.
2. If their cell number is rolled they escape: cross them out.
3. When all escaped you (the big boss) wins.
0 1 2 3 4 5
PRISONERS GAME
Predict
What is the problem we are investigating?
What predictions do we want to make?
PRISONERS GAME
Roll your dice and record the difference Repeat 60 times (work together at your table…) Add your data to the class’
What do you notice? What do you wonder?
1. If you were a prisoner, which cell would you want to be in and why?
2. How could we find the probability of different totals? Computer simulation….
PRISONERS GAME
Could we use probability theory to investigate this game?
How would you do this in your class?
1
2
0 3
4
5
FINISH
There are 6 seahorses racing, one in each lane
Which seahorse has the best chance of winning?
Take turns to roll two dice and work out the difference between the two dice.
The seahorse with that dice difference moves one place forward
Repeat Record which horse wins the game
SEA HORSE GAME
RANDOMNESS
On your piece of paper in front of you…
Without looking at what anyone else is doing…
Randomly place one ‘x’ on it
Now
Leave your piece of paper on your desk
Have a look at everyone else’s ‘x’
What do you notice?
RANDOMNESS REFLECTION…
Level 6
What should we be exposing our students to before this?
http://www.youtube.com/watch?v=YpvE0Co66nU
Start – 1.20
THINK ABOUT…
I might make more money if I was in business for myself; should I quit my job?
An fire might destroy my house; should I buy insurance?
My mathematics teacher might collect homework today; should I do it?
SKUNK
Each letter of SKUNK represents a different round of the game; play begins with the "S" column and continue through the "K" column. The object of SKUNK is to accumulate the greatest possible point total over five rounds. The rules for play are the same for each of the five rounds.
At the beginning of each round, every player stands. Then, a pair of dice is rolled. (Everyone playing uses that roll of the dice; unlike other games, players do not roll the dice for just themselves.)
A player gets the total of the dice and records it in his or her column, unless a "one" comes up. If a "one" comes up, play is over for that round and all the player's points in that column are
wiped out. If "double ones" come up, all points accumulated in prior columns are wiped out as well. If a "one" doesn't occur, the player may choose either to try for more points on the next roll (by
continuing to stand) or to stop and keep what he or she has accumulated (by sitting down). Note: If a "one" or "double ones" occur on the very first roll of a round, then that round is over
and each player must take the consequences.
SKUNK
1 = Round over, points for round wiped out if still standing
1,1 = Round over, ALL points from prior rounds wiped out if still standing
KEY IDEAS…
Appreciation of uncertainty/randomness
Lots and lots and lots of probability ideas out there Make sure you know what your
key teaching points are… Make sure you’re aware of the
directions you can run with them…
Remember to include situations where comparing with theory isn’t possible
Remember we still need to teach mathematical probability as well as from the experimental perspective