LESSON PLAN Grade Level/Course: Grade 6 Mathematics Teacher(s): Ms. Green & Mr. Nielsen Unit: Probability Lesson 6 Date: Summer 2008 Topic(s): Playing Carnival Games Resources: Transparencies: _________________________________________________________________________ Worksheets: Everyday Mathematics MM p.218-219 Technology: Smart Board, Projector, & Document Camera Manipulatives: Calculators, coins, dice, dry erase boards, and markers Other Supplies: Probability chart Assessments: Classwork: Booth 4 Assignment Options: __________________________________________________________________ Project/Performance Task: __________________________________________________________________ Quiz/Test: ___ Objective Items ___ Short Answer with Work Shown ___ Extended Response Individual or Group Presentation: Share group results with class Notebook/Portfolio: Record Vocabulary Journal/Exit Slips: __________________________________________________________________ Observation(s): _________________________________________________________________________ 2007 MN Math Standards and Benchmarks ____ Number & Operations X Data Analysis and Probability _____ Geometry & Measurement _____ Problem Solving ____ Algebra Instructional Strategies Launch: ___ Questioning ___ Inquiry ___ Accessing Prior Knowledge X Brainstorming ___ Setting Objectives/Goals ___ Recording Information ___ Demonstration ___ Reinforcing Effort ___ Graphic Organizers & Other Non-LRs X Cooperative Learning ___ Problem Solving ___Problem-based Learning ___ Instructional Technology ___ Compare and Contrast X Simulations and Modeling ___ Graphic Organizers & Other Non-LRs Summarize: ___ Questioning X Written or Oral Summaries ___ Providing Feedback ___ Cooperative Learning X Compare and Contrast ___Discuss ___ Reinforcing Effort ___Graphic Organizers & Other Non-LRs X Analyze Apply: ___ Questioning ___ Presentations and Exhibitions ___ Research X Project Design ___ Problem Solving ___ Connections to Other Disciplines Explore: ___ Questioning ___Presentations/Sharing ___ Guided Practice ___ Reinforcing Effort The Plan: Objective: Simulate carnival games and predict which game has the best chance of winning a prize. Find the outcomes for each booth and the probability of winning a carnival prize. Notes/Reflections/Vocabulary: 5 minutes Vocabulary *Simple Probability *Chance *Outcome *Equally likely *Event *Favorable Outcomes *Possible Outcomes *Trial EXPLORE (Investigation(s))(Making, Investigating, Finding . . .) 35 minutes LAUNCH (Introducing) Create a list of games played at carnivals. Discuss the odds of winning a prize at these games. What is the purpose of Carnival games? The students will visit six carnival booths. They will record Carnival Booths 1. Two in a Row 50.0% the results of 10 games and describe strategies for winning 2. Odd Tail Toss 25.0% the greatest number of prize coupons. Have students find 3. Roll It Up 41.7% the possible outcomes using tables. Teach students that the 4. 10 or More 11.1% probability of an event is favorable outcomes / possible 5. Make the Call 16.7% outcomes. Model using the table method to produce the 6. 7 or More 58.3% possible outcomes and probability for booth 6. With the students, complete the outcomes and probability for booths 1 and 5. Have the students work with partners to practice with booths 2 and 3. Have students work individually to complete booth 4. SUMMARIZE (Wrapping the Lesson) (Discussing, Writing . . .) Bring the group together to share their booths’ probability. The teacher will add the probabilities to the class chart. Have a class discussion about the predicted easiest game and the game with the greatest probability of winning a prize coupon. Extension Objective: Make a connection between the experimental probability and theoretical probability of an event. Have students conduct the experimental probability for the booth of their choice. Homework Create a Carnival Game using dice and or coins. Find the outcomes using a table and determine the probability of winning the game. Resources Modified from Everyday Mathematics Grade 6 Unit 7, Lesson 7.1 10 minutes Carnival Games At the carnival, you play 10 games and will try to win as many prize coupons as possible. You must visit at least three different booths. Booth 1 Booth 2 Two in a Row Flip a coin twice. If the coin lands on the same side both times, you win a prize coupon. Booth 3 Odd Tail Toss Flip a coin once and roll a die once. If you get Tails and an odd number, you win a prize coupon. Booth 4 Roll It Up 10 or More Roll a die twice. If the second roll is a greater number than the first, you win a piece coupon. Roll a die twice. If you get 5 or greater both times, you win a prize coupon. Booth 5 Make the Call Predict the roll of a die. If that number comes up, you win a prize coupon. Booth 6 7 or More Roll a die twice. If the total of the rolls is 7 or greater, you win a prize coupon. Carnival Games Records Below, record the number of each booth you visit. Make a tally mark for each prize coupon you win during your 10 games. Booth Number Number of Prize Coupons Won Total Number of Prize Coupons Won 1. Describe a strategy for winning the greatest number of prize coupons in 10 games if you must visit at least 3 different booths. 2. At which booths does it seem easy to win? 3. Describe how you would change the rules of one game to make it easier to win. Carnival Games Booth Number of Favorable Outcomes Number of Favorable Outcomes Probability Possible Outcomes Possible Outcomes of Winning 1 2 3 4 5 6 Carnival Games Booth Number of Favorable Outcomes 1 2 3 4 5 6 2 3 15 4 1 21 Number of Favorable Outcomes Probability Possible Outcomes Possible Outcomes of Winning 4 12 36 36 6 36 2/4 or ½ 50.0% 3/12 or ¼ 25.0% 15/36 or 5/12 41.7% 4/36 or 1/9 11.1% 1/6 16.7% 21/36 or 7/12 58.3% Booth 1 Flip 1 Flip 2 Heads Heads Tails Heads Tails Tails Heads Tails Booth 2 Heads Tails 1 2 3 4 5 6 Heads Odd Heads Even Heads Odd Heads Even Heads Odd Heads Even Tails Odd Tails Even Tails Odd Tails Even Tails Odd Tails Even Booth 3 1 2 3 4 5 6 1 1,1 1,2 1,3 1,4 1,5 1,6 2 2,1 2,2 2,3 2,4 2,5 2,6 3 3,1 3,2 3,3 3,4 3,5 3,6 4 4,1 4,2 4,3 4,4 4,5 4,6 5 5,1 5,2 5,3 5,4 5,5 5,6 6 6,1 6,2 6,3 6,4 6,5 6,6 Booth 4 1 2 3 4 5 6 1 1,1 1,2 1,3 1,4 1,5 1,6 2 2,1 2,2 2,3 2,4 2,5 2,6 3 3,1 3,2 3,3 3,4 3,5 3,6 4 4,1 4,2 4,3 4,4 4,5 4,6 5 5,1 5,2 5,3 5,4 5,5 5,6 6 6,1 6,2 6,3 6,4 6,5 6,6 Booth 5 1 2 3 4 5 6 Booth 6 1 2 3 4 5 6 1 1,1 1,2 1,3 1,4 1,5 1,6 2 2,1 2,2 2,3 2,4 2,5 2,6 3 3,1 3,2 3,3 3,4 3,5 3,6 4 4,1 4,2 4,3 4,4 4,5 4,6 5 5,1 5,2 5,3 5,4 5,5 5,6 6 6,1 6,2 6,3 6,4 6,5 6,6 LESSON PLAN Grade Level/Course: Grade 6 Mathematics Teacher(s): Ms. Green & Mr. Nielsen Unit: Probability Lesson 7 Date: Summer 2008 Topic(s): Experimental Probability & Coin Flipping Resources: Transparencies: _________________________________________________________________________ Worksheets: Coin Flipping Experiment Handout Technology: Smart Board, Projector, & Document Camera Manipulatives: Calculators, coins, dry erase boards, and markers Other Supplies: Probability chart Assessments: Classwork: Assignment Options: __________________________________________________________________ Project/Performance Task: __________________________________________________________________ Quiz/Test: ___ Objective Items ___ Short Answer with Work Shown ___ Extended Response Individual or Group Presentation: Share group results with class Notebook/Portfolio: Record Vocabulary Journal/Exit Slips: __________________________________________________________________ Observation(s): _________________________________________________________________________ 2007 MN Math Standards and Benchmarks ____ Number & Operations X Data Analysis and Probability _____ Geometry & Measurement _____ Problem Solving ____ Algebra Instructional Strategies Launch: ___ Questioning ___ Inquiry ___ Accessing Prior Knowledge X Brainstorming ___ Setting Objectives/Goals ___ Recording Information ___ Demonstration ___ Reinforcing Effort ___ Graphic Organizers & Other Non-LRs X Cooperative Learning ___ Problem Solving ___Problem-based Learning ___ Instructional Technology ___ Compare and Contrast X Simulations and Modeling ___ Graphic Organizers & Other Non-LRs Summarize: ___ Questioning X Written or Oral Summaries ___ Providing Feedback ___ Cooperative Learning X Compare and Contrast ___Discuss ___ Reinforcing Effort ___Graphic Organizers & Other Non-LRs X Analyze Apply: ___ Questioning ___ Presentations and Exhibitions ___ Research X Project Design ___ Problem Solving ___ Connections to Other Disciplines Explore: ___ Questioning ___Presentations/Sharing ___ Guided Practice ___ Reinforcing Effort The Plan: Notes/Reflections/Vocabulary: 10 minutes Vocabulary Revisit probability tree diagrams using the Carnival Game booths. Ask students how they would go about create a tree *Tree diagram *Law of large numbers LAUNCH (Introducing) diagram for booth 1. Guide students through a tree diagram for booth 2. Objective: Gain additional practice with theoretical and experimental probabilities by conducting a coin flipping experiment. EXPLORE (Investigation(s))(Making, Investigating, Finding . . .) The students will complete A Coin-Flipping Experiment handout in small groups. They will analyze the results and answer questions about the experiment. After completing the theoretical probability, student will conduct experimental probability by flipping a coin 300 times and recording the results. SUMMARIZE (Wrapping the Lesson) (Discussing, Writing . . .) Bring the group together to compare experimental and theoretical probabilities. Homework Calculate the number of possible outcomes using a tree diagram for choosing a dinner from 5 main courses, 3 vegetables, 2 salads, and 4 beverages. Resources Modified from Everyday Mathematics Grade 6 Unit 7, Lesson 7.5 30 minutes The Law of Large Numbers says that in repeated, independent trials with the same probability p of success in each trial, the percentage of successes is increasingly likely to be close to the chance of success as the number of trials increases. 10 minutes Extra Practice Unit 7 Name ___________________________________ Date _________________ A Coin-Flipping Experiment 1. Suppose you flip a coin 3 times. What is the probability that the coin will land a. HEADS 3 times? b. HEADS 2 times and TAILS 1 time? c. HEADS 1 time and TAILS 2 times? d. TAILS 3 times? e. With the same side up all 3 times (that is, all HEADS or all TAILS)? Make a tree diagram to help you solve the problems. 2. One trial of an experiment consists of flipping a coin 3 times. Suppose you perform 100 trials. For about how many trials would you expect to get HHH or TTT? What percent of the trials is that? NCTM Standards Data Analysis and Probability Standard for Grades 6–8 http://standards.nctm.org/document/chapter6/index.htm Expectations Instructional programs from prekindergarten through grade 12 should enable all students to— In grades 6–8 all students should— Formulate questions that can be addressed with data and collect, organize, and display relevant data to answer them • formulate questions, design studies, and collect data about a Select and use appropriate statistical methods to analyze data • find, use, and interpret measures of center and spread, including mean characteristic shared by two populations or different characteristics within one population; • select, create, and use appropriate graphical representations of data, including histograms, box plots, and scatterplots. and interquartile range; • discuss and understand the correspondence between data sets and their graphical representations, especially histograms, stem-and-leaf plots, box plots, and scatterplots. Develop and evaluate inferences and predictions that are based on data • use observations about differences between two or more samples to Understand and apply basic concepts of probability • understand and use appropriate terminology to describe complementary make conjectures about the populations from which the samples were taken; • make conjectures about possible relationships between two characteristics of a sample on the basis of scatterplots of the data and approximate lines of fit; • use conjectures to formulate new questions and plan new studies to answer them. and mutually exclusive events; • use proportionality and a basic understanding of probability to make and test conjectures about the results of experiments and simulations; • compute probabilities for simple compound events, using such methods as organized lists, tree diagrams, and area models. MN State Standards Grade: 6 Strand: Data Analysis & Probability Standard: Use probabilities to solve real world and mathematical problems; represent probabilities using fractions, decimals and percents. Benchmarks 6.4.1.1 Determine the sample space (set of possible outcomes) for a given experiment and determine which members of the sample space are related to certain events. Sample space may be determined by the use of tree diagrams, tables or pictorial representations. For example: A 6 ⋅ 6 table with entries such as (1,1), (1,2), (1,3), …, (6,6) can be used to represent the sample space for the experiment of simultaneously rolling two number cubes. 6.4.1.2 Determine the probability of an event using the ratio between the size of the event and the size of the sample space; represent probabilities as percents, fractions and decimals between 0 and 1 inclusive. Understand that probabilities measure likelihood. For example: Each outcome for a balanced number cube has probability 1/6, and the probability of rolling an even number is 1/2. 6.4.1.3 Perform experiments for situations in which the probabilities are known, compare the resulting relative frequencies with the known probabilities; know that there may be differences. For example: Heads and tails are equally likely when flipping a fair coin, but if several different students flipped fair coins 10 times, it is likely that they will find a variety of relative frequencies of heads and tails. 6.4.1.4 Calculate experimental probabilities from experiments; represent them as percents, fractions and decimals between 0 and 1 inclusive. Use experimental probabilities to make predictions when actual probabilities are unknown. For example: Repeatedly draw colored chips with replacement from a bag with an unknown mixture of chips, record relative frequencies, and use the results to make predictions about the contents of the bag.
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