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Listed under:  Health  >  Psychology  >  Cognition  >  Thinking  >  Problem solving
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Questacon Cyber Castle Challenge

Embark on an exhilarating virtual adventure that will ignite young minds and equip them for the digital frontier. The Questacon Cyber Castle Challenge is a FREE Minecraft: Education game and resources to engage students in cyber security concepts and skills of the future.

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Tuckshop orders

Students make calculations with money.

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digIT Robotics workbook

This brief lesson provides an introduction to coding MakerBots (mBots) using a block language. It provides introductory information about the robot's sensors, motors and microcontroller so students can control the mBot.

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Two-up - The fairest game of all?

In this lesson, students look at the history and mathematics of Two-Up, exploring why it is considered such a fair game, and how the ‘boxer’ or game runner makes a profit. The lesson is outlined in detail including NSW curriculum links, learning intentions, discussion points, materials required, links to supporting videos ...

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Multi-bets

In this lesson, students will calculate both the payout and the odds for various multi-bets, demonstrating how even this increased payout does not match the probability of achieving such a bet, and therefore the risk and appeal of the bet should be weighed up. The lesson is outlined in detail including NSW curriculum links, ...

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Poker machines

In this lesson, students design a poker machine payout system which both guarantees a return of 85% of money invested, while also being fun and engaging for the player. Students then simulate these machines to test the ‘actual’ or real world payout of such machines, taking note of their feelings when playing. Ultimately, ...

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How does gambling on the races work?

This lesson simulates the operation of a bookmaker to illustrate to students how easy it is to get swept up in the excitement of a race, and to show how the bookmakers are always coming out having made a profit. The lesson is outlined in detail including NSW curriculum links, learning intentions, discussion points, materials ...

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Should you swap?

This lesson explores the classic probability problem, commonly known as the Monty Hall problem: having chosen what you think is the winning door with the money behind it, should you swap to another door when Monty offers you the opportunity? Students will first use probability language to define the problem. Students will ...

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Sports betting

In this lesson students will take ownership of a gambling organisation. They will look at long term statistics of various sporting matches to set the initial odds and then monitor live betting to adjust the odds they are offering gamblers, in order to demonstrate how sports betting organisations guarantee they always make ...

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Multiplying two-digit numbers using the area model - Calculate

This resources describes some games and activities that can be used to help students to learn strategies to solve multi-digit multiplication problems, including using the area model.

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Fractions Year 6 - Calculate

This activity challenges students to unpack a rule and see if it is being used correctly. Often students will just learn a rule and blindly use it. This task asks students to stop and think and then make corrections to ensure the rule works in all cases (generalise).

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Maps Year 3 & 4 - Calculate

The focus of this activity is to encourage students to use trial and error and persistence to solve a mathematical problem.

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Reasoning Year 5 - Calculate

The focus of this activity is for students to recognise the relationship between the dimensions of a square or rectangle and the perimeter and area of these shapes. Students will need to use a systematic approach to show that they have found all the possible solutions.

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'Mission to Mars' - An AMSI Schools 'Rich Task' in Number & Place Value - Calculate

This task aims provide a rich, contextual activity through which students can gain an understanding of the distances relevant to the size of our solar system, and how an understanding of place value, metric measurement systems and time measurement can be used to represent these large distances and convert calculations ...

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Patterns & Algebra Year 6 - Frogs Lesson - Calculate

This activity is designed to encourage students to engage with a problem, before they overthink it. Too often in class we begin with what is familiar to students and gradually increase the challenge. This problem begins with a challenge and encourages students to work backwards to solve a simpler problem, before applying ...

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Problem Solving (Year 6) - Calculate

This unit investigates the idea of problem solving in the year 6 classroom. By the end of Year 6 students should be able to solve problems involving addition, subtraction, multiplication and division or any combination of these processes. They should have a variety of problem-solving strategies in their repertoire, both ...

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Throw a Shape - Calculate

In this game, students throw dice to determine the number of edges and vertices of a 3D shape, they then use physical materials to build their shapes. The game gives them an opportunity to practise geometric reasoning, identifying shapes based on their properties and visualising objects in three dimensions.

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Santa needs a navigator - Calculate

This activity challenges students to find the best route for Santa to take around the world, taking timezones and travel time into consideration. Students mark places on a map, plan a route that is taken only at night and calculate the duration of the entire trip.

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Smart shopping

Students compare and evaluate different shopping options.

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When the dam runs dry

This is an illustrated story retelling the real-life engineering decisions made to provide water to a Queensland town when its dam, the only source of water, ran dry. It shows the creativity, innovation and collaboration required to provide a solution that delivers a sustainable water supply. The downloadable PDF includes ...