Statistics 1, Activity 3 Throwing a six Students initially play a game called ‘Greedy’ in which throwing a six spells disaster and a loss of all their accumulated points. This can be used to test the hypothesis that ‘Boys are greedier than girls.’ The game, however, is a prelude to the main activity which involves answering the question ‘On average, how many throws does it take to throw a six?’ In this activity students gain an understanding of ‘expectation’ as well as learning how to calculate summary statistics when the data is given in a frequency table. Features of this activity A fun game that leads into the main activity and that will be used again in the pathway – Probability 1 Mathematical language developed in context A practical activity that generates data for analysis A brief insight into hypothesis testing Students will learn that even in apparently random events, the ‘average’ number of throws is quite predictable. Materials and preparation Poster: ‘Somebody once told me that boys are greedier than girls’ Lots of dice games depend on throwing a six. Greedy game – instructions (greedy.docx) ‘But, on average, how many throws does it take to throw a six?’ Introductory video (to be supplied) Introductory PowerPoint (throw6.ppt) ‘I am not too sure, actually. What do you think?’ Notebook file (Throwing a six) (This is a Smartboard file.) Page 1 of 8 Introducing the game Somebody once told me that ‘Boys are greedier than girls’. If suitable, make and display a poster similar to the one on the right. It is meant to be provocative. Start the lesson by saying, ‘Somebody once told me that boys are greedier than girls…’ ‘Do you agree?’ Short discussion. ‘Well, this morning we are going to find out by playing a game called ‘Greedy’. Now use either the Notebook file or the Powerpoint file to explain the rules. Hard to believe, isn’t it! GREEDY GREEDY? Rules of the game: 1. Everyone stands up. 2. A normal six-sided die is rolled twice. 3. Your initial score is the sum of these two throws. 4. You can sit down and record your score on the score sheet. 5. Or you can remain standing and we throw the die again. 6. If the die is a SIX, you lose all of your score, sit down and record your score as ZERO. ‘Sometimes you have to know when to stop…’ 7. If the die is not a SIX, you add this to your score. 8. You can now sit down or the game proceeds as before. 9. The aim is to score as many as possible. Warning If you are too GREEDY and always choose to remain standing, you will eventually score ZERO. Page 2 of 8 Collecting the data The students play five rounds. At the end of the fifth round each student adds up the score for the five rounds. The object of the game is to score as many as possible. Greedy people tend to score low. As always, it is a good idea to discuss which average is the most appropriate but the ‘choice’ of average can lead to different conclusions. If you are using this game to compare male and female results then it is appropriate to use a back-to-back stem and leaf plot, as shown below. Beware – this is unsorted data! Female Male (1) 0 0 01720 (5) (2) 24 1 732 (3) (2) 82 2 743864 (6) (4) 9082 3 5721 (4) (6) 955001 4 (3) 746 5 602 (3) (2) 01 6 6 (1) (3) 474 7 0 (1) Total Total (23) Female Male 8 (23) Now sort the data: (1) 0 0 00127 (5) (2) 42 1 237 (3) (2) 82 2 344678 (6) (4) 9820 3 1257 (4) (6) 955100 4 (3) 764 5 026 (3) (2) 10 6 6 (1) (3) 744 7 0 (1) Total (23) 8 (23) Total Page 3 of 8 Discuss any obvious differences in the data before finding any summary statistics. In the example given, the summary statistics are: Statistic Female Male Mean 43.4 28.0 Mode 40, 45 (bimodal) 0, 24 (bimodal) Minimum 0 0 Lower quartile 30 12 Median 41 26 Upper quartile 57 37 Maximum 77 80 Range 77 80 IQR 27 25 Low outliers nil nil High outliers nil 80 Now encourage your students to support or disagree with the suggestion that ‘Boys are greedier than girls’. Three important questions to discuss ‘In the last game, the key to making a high score was anticipating when, on average, you might get a six.’ ‘Throwing a six is important in lots of board games, so on the evidence so far, how many throws do you think it takes to throw a six?’ So, on average, how many throws do you think it takes to throw a six? Are you more likely to get your first six on the first throw? The second throw? The third throw? What do you think? Is this the same question? Record their estimates. ‘Also, do you think you are more likely to get a six on the first throw? The second throw? The third throw? …’ ‘Is this the same question?’ Page 4 of 8 Record your students’ initial thoughts. Now give everyone a single die (or work in pairs) and ask them to carry out an experiment to generate some data that will help. Let everyone have around ten goes. Record their results on a stem and leaf plot, or a dot plot, or even make a large tally chart. You will have quite a lot of data! Summarise their results and refer to this as the ‘wisdom of the crowd’. Summarising the data Now begin the sorting process by rewriting the data in a frequency table as shown below. It is still difficult to draw any immediate conclusions, so at this point it is a good idea to draw a line graph. The shape of this graph indicates the data has a positive skew. Page 5 of 8 Discuss with the group how to calculate the mean from a frequency diagram. Make sure they understand what to do and why! More key measures Page 6 of 8 Are there any outliers? This gives your students a chance to use the understanding of outliers introduced in Activity 1, to decide if a student is particularly unlucky. In this case there seem to be several high outliers but no low outliers. Why is that? How does this relate to the shape of the box plot? Page 7 of 8 Matching histograms and boxplots Match each histogram with its corresponding boxplot, by writing the letter of the boxplot in the space provided. Page 8 of 8
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