2.2 Cracking Level 1 with Area Models Megan is designing a

2.2 Cracking Level 1 with Area Models
Megan is designing a computer game called treasure hunt. The
computer chooses one of the 100 squares at random, and then
hides the treasure in the room containing that square.
Let's play a few times.
We will use 10-sided
dice to randomly
generate numbers and
assume that the grid is
numbered numerically,
left to right, top to
bottom, starting at one.
How can the floor plan and the information on how
the computer hides the treasure help you?
You have just entered level 1 of
Treasure Hunt. What is the
probability that the treasure is hidden
in the . . .
Great Hall?
Den?
Dining Hall?
Library?
Front Hall?
Megan enlarges the floor plan in the game grid
above by a scale factor of 2. How does this
affect the probabilities that the treasure is in
each room?
F. They are unchanged.
G. They are the original probability.
H. They are twice the original.
J. They are four times the original.
1. The first time you played level 1, the treasure was
hidden in the library. What is the probability that the
treasure will be hidden in the library when you play level
one the second time?
2. Monty says that since the computer randomly picks the
location of the treasure, the treasure is just as likely to be
hidden in the Great Hall as in the Dining Room. Is Monty
correct? Explain your answer.
Queen's
lady-in-waiting's
room
King's
steward's
room
King's
chancellor's
room
Queen's
maid's
room
King's
marshal's
room