River Race is a game designed to teach students about chance through rolling a pair of dice. Students discover the probability of different dice combinations and adapt their game strategy to reflect it.
Conduct repeated chance experiments; identify and describe possible outcomes, record the results, recognise and discuss the variation
Describe possible everyday events and the possible outcomes of chance experiments and order outcomes or events based on their likelihood of occurring; identify independent or dependent events
List the possible outcomes of chance experiments involving equally likely outcomes and compare to those which are not equally likely
Conduct repeated chance experiments to observe relationships between outcomes; identify and describe the variation in results
Conduct repeated chance experiments and run simulations with an increasing number of trials using digital tools; compare observations with expected results and discuss the effect on variation of increasing the number of trials
Conduct Probability (Chance) experiments, identify and describe possible outcomes and recognise variation in results
Describe possible everyday events and order their Probability (Chance)s of occurring
List outcomes of Probability (Chance) experiments involving equally likely outcomes and represent probabilities of those outcomes using fractions
Conduct Probability (Chance) experiments with both small and large numbers of trials using appropriate digital technologies
Conduct chance experiments, identify and describe possible outcomes and recognise variation in results
Describe possible everyday events and order their chances of occurring
Identify everyday events where one cannot happen if the other happens
Identify events where the chance of one will not be affected by the occurrence of the other
List outcomes of chance experiments involving equally likely outcomes and represent probabilities of those outcomes using fractions
Conduct chance experiments with both small and large numbers of trials using appropriate digital technologies
Compare observed frequencies across experiments with expected frequencies
Uses appropriate terminology to describe, and symbols to represent, mathematical ideas
Checks the accuracy of a statement and explains the reasoning used
Describes and compares chance events in social and experimental contexts
Describes and represents mathematical situations in a variety of ways using mathematical terminology and some conventions
Conducts chance experiments and assigns probabilities as values between 0 and 1 to describe their outcomes
Selects and applies appropriate problem- solving strategies, including the use of digital technologies, in undertaking investigations
Gives a valid reason for supporting one possible solution over another
Records and compares the results of chance experiments
Conducts chance experiments and quantifies the probability
This activity can be extended by having students record the dice rolls tat happened in their game, and graphing that information. A discussion as to why 7 is more likely than 12, or why no one ever rolled a 1 can follow and help students prepare for further games.