F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Students conduct chance experiments, record data into a frequency table and represent data using a column graph.
The focus of this activity is for students to conduct an experiment that involves chance.They will use the information they gather to represent their findings.
Students conduct chance experiments and play chance-related games to generate data, which they represent and interpret.
Use a vending machine to squirt coloured 'slushies' into ice-cream cones. Work out which 'sludge events' are possible and then choose a matching probability word.
Use a vending machine to get a vile-flavoured drink such as cabbage, smelly sock or rusty nail. The machine serves a can of drink randomly from four slots. Work out the likelihood of getting each flavour. Then choose a matching probability word: impossible, unlikely, equal, likely or certain. Move on to filling the slots ...
This tutorial is suitable for use with a screen reader. It explains how the use of simple words can describe the likelihood of everyday events. How likely is an event: certain, likely, equal chance, unlikely or certainly not? Answer some sample questions using these words and then build your own examples. This learning ...
This tutorial is suitable for use with a screen reader. It explains how the use of simple words can describe the likelihood of everyday events. How likely is an event: certain, likely, equal chance, unlikely or certainly not? Answer some questions using these words and then build your own examples. Learn how to describe ...
Look at results in a frequency graph compiled after testing an unseen spinner. Work out the likely proportions of colours in the mystery spinner. Use a tool to build a new spinner (a dial with a pointer). Choose up to five equal-sized sectors. Fill the sectors with up to five colours. For example, make a five-part spinner ...