Station Procedures
Station Procedures
Penny Flip
- Write whether you think the coin is more likely to land on heads or tails
and why.
- Calculate the theoretical probability.
- There should be 2 pennies at the station. Each person should flip the
penny and record the number of times it lands on heads and the number
of times it lands on tails.
- Make a graph representing the results you obtained from the penny flip.
- Record your data on the data collection sheet.
Spinner
- 1/4 of the spinner should be red, 1/4 should be
green, and 1/2 should be blue.
- Which color do you think you are more likely to stop on and why?
- Calculate the theoretical probability of landing on each section.
- Each person should spin the spinner 50 times and record their results
- Make a graph representing the results you obtained from the spinner.
- Record your data on the data collection sheet.
Marble Bag
- Place 10 of the white marbles into the opaque bag along with the 5 red marbles.
- Calculate the theoretical probability of drawing a red marble
- Draw 1 marble from the bag, record its color, and replace the marble back
in the bag.
- Repeat step 3 until you have drawn 25 marbles.
- Create a graph which show the results of your experiment.
- Add 5 more white marbles to the bag for a total of 15 white marbles and
5 red marbles.
- Calculate the probability of drawing a red marble
- Draw 1 marble from the bag, record its color, and replace the marble back
in the bag.
- Repeat step 8 until you have drawn 25 marbles.
- Create a graph which shows the results of your experiment.
- Record your data on the data collection sheet.
Deck of Cards
- Calculate the probability of drawing a spade.
- Mix the deck of cards.
- Draw 1 card, record whether or not it is a spade, and replace it into the deck.
- Mix the deck of cards.
- Draw another card, record whether or not it is a spade, and replace the card back in the deck.
- Continue this process until you have drawn 20 cards
- Record your data on the data collection sheet.
Monte Hall Game
- Player 1 mixes the three cards and sets them face down so that Player 2 does not
know which card is hiding the lucky mole.
- Player 2 chooses one of the cards.
- Player 1 then removes one of the losing cards.
- Player 2 now chooses either to stay with the card he/she chose
originally or switch to the card that is left.
- Once Player 2 has made his/her decision the group needs to record either
a win or a loss result under the appropriate column on the data sheet.
- Player 2 then mixes the cards and sets them face down so that Player 1 does
not know which card is hiding the lucky mole.
- Player 1 chooses one of the cards.
- Player 2 then removes one of the losing cards.
- Player 1 now chooses either to stay with the card he/she chose
originally or switch to the card that is left.
- Once Player 1 one has made his/her decision the group needs to record either
a win or a loss result under the appropriate column on the data sheet.
- Continue this process until 24 cards have been drawn.
- Record your data on the data collection sheet.
1 Step Race Car Game
- Player 1 is assigned the numbers 1, 2, and 3. Player 2 is assigned the numbers
4, 5, and 6.
- Player 1 rolls first if he/she rolls a 1, 2, or 3 he/she wins; otherwise,
Player 2 rolls.
- If Player 2 rolls a 4, 5, or 6 he/she wins; otherwise, Player 1 rolls again.
- Continue this process until either Player 1 or 2 wins.
- Play this game at least 5 times.
- Record who wins each game.
- Calculate both the theoretical and experimental probability of each player
winning,
- Record your data on the data collection sheet.
- Now try playing this game with player 1 winning on rolls of 1, 2, 3, and 4,
and Player 2 winning on rolls of 5 and 6.
- Play this game at least 5 times.
- Record who wins each game.
- Calculate both the theoretical and experimental probability of each player
winning,
- Record your data on the data collection sheet.
2 Step Race Car Game
- Player 1 is assigned the numbers 1, 2, and 3. Player 2 is assigned the numbers
4, 5, and 6.
- Player 1 rolls first if he/she rolls a 1, 2, or 3 he/she wins; if not
Player 2 rolls.
- If Player 2 rolls a 4, 5, or 6 he/she wins if not Player 1 rolls again.
- Continue this process until either Player 1 or 2 wins.
- Play this game at least 10 times.
- Record who wins each game.
- Calculate both the theoretical and experimental probability of each player
winning,
- Record your data on the data collection sheet.
- Now try playing this game with Player 1 winning on rolls of 1, 2, 3, and 4,
and Player 2 winning on rolls of 5 and 6.
- Play this game at least 10 times.
- Record who wins each game.
- Calculate both the theoretical and experimental probability of each player
winning,
- Record your data on the data collection sheet.
2 Dice Game
- Each student should number a piece of paper 2-12 and place 10 chips or paper
squares on 10 numbers. The pieces of paper do not need to be placed on
different numbers.
- Players roll the dice and the highest roll goes first.
- Player 1: roll the dice, calculate your sum, and record this number on your
data sheet. If you have a marker on that number, remove it.
- Player 2: roll the dice, calculate your sum, and record the number on your
data sheet. If you have a marker on that number remove it.
- The first player to remove all of his/her markers
wins.
- Answer the questions located at the bottom of the data collection sheet
- If time permits play the game again allowing Player 2 to go first.
- Record your data on the data collection sheet.
Please use this form for questions and comments about this project.
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The Shodor Education Foundation, Inc.