# data[].attributes.body
Today we will be continuing our work on probability. We will be sure to review our knowledge about theoretical probability, and then move on talk about experimental probability.

# data[].attributes.body
Have a look and answer the question on the file to refresh your memory on theoretical probability. We will come back as a group in 5 minutes!

# data[].attributes.body
Please watch only the first 47 seconds of this video, which will solidify our minds-on activity.

# data[].attributes.attachment_link.description
Need a custom math course? Visit http://www.MathHelp.com. This lesson covers experimental probability. Students learn that probability can be found by conducting an experiment. For example, given a number cube that has the numbers 1, 2, 3, 4, 5, and 6 on its faces, students are asked to toss the number cube 6 times and use the results to determine the probability of rolling a given number, such as 4.

# data[].attributes.body
This is the spinner that we will be using to conduct our experiment today. I will show you an example and be sure you all know how to adjust it and use it properly.

# data[].attributes.attachment_link.readable_text
The spinner activity can display up to four spinners. These can be used as random number generators in lessons. With the built in activities you can practice BODMAS, algebraic substitution or challenge students to find the rule to produce a result using addition, subtraction, multiplication and division.

Controlling the virtual manipulative

Click the spin button to spin the sliders. You can change the number of spinners shown by clicking the number selector in the top right hand corner. Initially six sided hexagon spinners are shown which are useful to simulate dice. To change the number of sides for the spinners make sure you have selected settings mode and then drag the sliders to new values. The slider max value is 12, but if you click on the number you can enter your own manually, although in practice 50 is about the maximum number that visually fit on the spinner.

Edit mode

In edit mode, you can use the probability spinner however you want. For example to generate random numbers, or probability experiments. In this mode the controls to change the number of sides on each spinner are visible.

The game modes use the spinner values, this means that they really require at least two spinners and the challenges are hardest with four spinners. In the game modes your can change the time limit to reflect the difficulty. There is also an option to not allow negative numbers occuring in the calculation, click the control to toggle negatives on or off.

Finding the rule game

The rule guess game is not too dissimilar to the countdown game shown on British TV. First select 'find rule' from the select control and press the spin button. When the spinners have stopped you will see a target number in the bottom right of the screen. The aim of the game is to use the operators Ã—,+,- to reach the number using each spinner value once and once only. Note the number is always attainable and obviously there might be more than one way to get the result. You can see the way the computer calculated the result by clicking the expression above the target number. To view the calculation in algebraic notation click algebraic expression. The first spinner is letter a, second letter b, third c and fourth d.

Calculate Mode

First select 'calculate' from the select control followed by spin. When the spinners have stopped a calculation is revealed using their values. The students can work out the answer. To show the answer click the answer

Substitution Mode

This mode works in a way similar to the calculate mode, but an algebraic expression is shown. The students need to substitute the letters using the spinner values. The completed substitution can be clicked to reveal it, followed by the answer. This is a great way to slowly introduce some algebra with just two spinners, but slowly build up over time to use the four spinner, which can produce more complex expressions.

# data[].attributes.attachment_link.title
Probability spinner, adjustable classroom random number spinners

# data[].attributes.attachment_link.description
Random spinners can be used to generate random numbers, display one to four spinners and adjust the numbers. Contains classroom game find a number using 4 rules or by substituting into an algebraic expression.

# data[].attributes.body
Here is a possible sample outcome using a 6 sectioned spinner, with 10 trials, to find the experimental probability of getting a 3.

# data[].attributes.body
Have a look at this chart which clarifies the difference between these two types of probability.

# data[].attributes.body
Please start the video at 48 seconds to get a grasp of experimental probability.

# data[].attributes.attachment_link.description
Need a custom math course? Visit http://www.MathHelp.com. This lesson covers experimental probability. Students learn that probability can be found by conducting an experiment. For example, given a number cube that has the numbers 1, 2, 3, 4, 5, and 6 on its faces, students are asked to toss the number cube 6 times and use the results to determine the probability of rolling a given number, such as 4.

# data[].attributes.body
Please review the learning goals and success criteria for the lesson.

# data[].attributes.body
Download a copy of this checklist and use it to self-assess as you work through the task.

# data[].attributes.body
Please download a copy of this to work from digitally on your computer. This is where you will record the results of your 2 spinner experiments. Be sure to save it when you have finished, as you will need to upload this along with your self assessment at the end of today's lesson.

# data[].attributes.body
Now get ready to start your experiments! Remember, you need 4 or more sections for each spinner, and use a minimum of 8 trials each time. Conduct some more experiements if you finish early!

# data[].attributes.attachment_link.readable_text
The spinner activity can display up to four spinners. These can be used as random number generators in lessons. With the built in activities you can practice BODMAS, algebraic substitution or challenge students to find the rule to produce a result using addition, subtraction, multiplication and division.

Controlling the virtual manipulative

Click the spin button to spin the sliders. You can change the number of spinners shown by clicking the number selector in the top right hand corner. Initially six sided hexagon spinners are shown which are useful to simulate dice. To change the number of sides for the spinners make sure you have selected settings mode and then drag the sliders to new values. The slider max value is 12, but if you click on the number you can enter your own manually, although in practice 50 is about the maximum number that visually fit on the spinner.

Edit mode

In edit mode, you can use the probability spinner however you want. For example to generate random numbers, or probability experiments. In this mode the controls to change the number of sides on each spinner are visible.

The game modes use the spinner values, this means that they really require at least two spinners and the challenges are hardest with four spinners. In the game modes your can change the time limit to reflect the difficulty. There is also an option to not allow negative numbers occuring in the calculation, click the control to toggle negatives on or off.

Finding the rule game

The rule guess game is not too dissimilar to the countdown game shown on British TV. First select 'find rule' from the select control and press the spin button. When the spinners have stopped you will see a target number in the bottom right of the screen. The aim of the game is to use the operators Ã—,+,- to reach the number using each spinner value once and once only. Note the number is always attainable and obviously there might be more than one way to get the result. You can see the way the computer calculated the result by clicking the expression above the target number. To view the calculation in algebraic notation click algebraic expression. The first spinner is letter a, second letter b, third c and fourth d.

Calculate Mode

First select 'calculate' from the select control followed by spin. When the spinners have stopped a calculation is revealed using their values. The students can work out the answer. To show the answer click the answer

Substitution Mode

This mode works in a way similar to the calculate mode, but an algebraic expression is shown. The students need to substitute the letters using the spinner values. The completed substitution can be clicked to reveal it, followed by the answer. This is a great way to slowly introduce some algebra with just two spinners, but slowly build up over time to use the four spinner, which can produce more complex expressions.

# data[].attributes.attachment_link.title
Probability spinner, adjustable classroom random number spinners

# data[].attributes.attachment_link.description
Random spinners can be used to generate random numbers, display one to four spinners and adjust the numbers. Contains classroom game find a number using 4 rules or by substituting into an algebraic expression.

# data[].attributes.body
Once you are clear on today's task, please launch the 30 minute timer. Be prepared to re-join the group at the end of this time period. Have fun with your spinners!

# data[].attributes.attachment_link.title
30 Minute Timer - Online Timer - Countdown

# data[].attributes.attachment_link.description
Set timer for 30 Minutes. Wake me up in 30 Minutes. Set alarm for 30 Minutes from now. Free and easy to use countdown timer.

# data[].attributes.body
Clink on this link to access the jamboard for a brief consolidation of theoretical and experimental probability. Answer both questions! Don't forget to upload your self-assessment and the chart that you used to record your data!