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Probability: Experimental Probability - Deck of Cards

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Muggle Math
4 Followers
Grade Levels
6th - 10th
Resource Type
Standards
Formats Included
  • Google Driveā„¢ folder
Pages
12 pages
$1.49
$1.49
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Muggle Math
4 Followers
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Description

Looking for a fun and engaging way to introduce experimental probability?

In this lesson, student players must compete against a dealer to guess the suit of the next card drawn. Easily use the included slides to work through the 40-60 minute activity. All you need are the slides, the following handout (optional,) and cards! Jumbo playing cards are a great way for your class to compete together. You may also choose to use several decks of regular playing cards for students to work in partners or groups!

In this activity, students must state their hypothesis, design their experiment, conduct their tests, and draw conclusions. Students can use this real world example to see if the odds are ever really in their favor when playing simple card games.

Your class will have a blast guessing cards and learn a TON about probability and the reality of chance in games!

Have a question? Send a message or leave a comment!

Thank you! ***Muggle Math***

Total Pages
12 pages
Answer Key
N/A
Teaching Duration
N/A
Last updated Jun 1st, 2022
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Standards

to see state-specific standards (only available in the US).
Understand that the probability of a chance event is a number between 0 and 1 that expresses the likelihood of the event occurring. Larger numbers indicate greater likelihood. A probability near 0 indicates an unlikely event, a probability around 1/2 indicates an event that is neither unlikely nor likely, and a probability near 1 indicates a likely event.
Approximate the probability of a chance event by collecting data on the chance process that produces it and observing its long-run relative frequency, and predict the approximate relative frequency given the probability. For example, when rolling a number cube 600 times, predict that a 3 or 6 would be rolled roughly 200 times, but probably not exactly 200 times.
Develop a probability model and use it to find probabilities of events. Compare probabilities from a model to observed frequencies; if the agreement is not good, explain possible sources of the discrepancy.
Develop a probability model (which may not be uniform) by observing frequencies in data generated from a chance process. For example, find the approximate probability that a spinning penny will land heads up or that a tossed paper cup will land open-end down. Do the outcomes for the spinning penny appear to be equally likely based on the observed frequencies?
Design and use a simulation to generate frequencies for compound events. For example, use random digits as a simulation tool to approximate the answer to the question: If 40% of donors have type A blood, what is the probability that it will take at least 4 donors to find one with type A blood?

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4 Followers