Kōkiri Learn

Session 1 · SOLVE: Link Ideas

The dice race

  1. 10 minSet up a race: 11 horses numbered 2 to 12. Roll two dice; the horse with that sum moves one step. Each person picks a horse.
  2. 20 minRun three races. Record the winners.
  3. 15 minLink: compare the winners with your two-dice table. Why does 7 win so often and 2 and 12 hardly move?
  4. 5 minPredict the probability of rolling a sum of 7 and of not rolling a 7.

Session 2 · SOLVE: Link Ideas

Complements and spinners

  1. 10 minComplementary events: P(event) + P(not the event) = 1. Try it on the dice race.
  2. 20 minSpinner design: make a spinner where blue has a 1/4 chance, red 1/3 and green the rest. What angle does each sector need? (Hint: 360° × the probability.)
  3. 15 minSpin 30 times and compare with the theory. Pool with another group for 60 spins.
  4. 5 minPaper cup toss: predict whether a cup lands upright, upside down or on its side. Can you work out its probability without experimenting?

Getting started

Use a spinner with four equal sectors first, then change the sizes.

Stretch

What is the probability of rolling at least one six when you roll two dice? Use the complement to find it quickly.

Checkpoint

Students can explain why experimental results differ from theoretical probability, and use complements to find a probability.

Activities for this week

Useful this week