... p. 24
Looking at this ...…
Looking at this
Originally looking at
I believe the data is not equal because the Middle Path only has 1 result- Cave A. While 'M' had an equal (33 1/3%) chance of being selected, it always resulted in ending in Cave A. This gave a person going through the paths a greater chance of ending in A over B.
... Red Blue Game
If a carnival game is played in which there is one of each red, blue, green, an…
Red Blue Game
If a carnival game is played in which there is one of each red, blue, green, and yellow marbles in the first bucket and one red, yellow, and green marble in the second bucket, the player must draw a blue and a red marble to win. This sampler shows a mixer for each bucket. The player must draw blue from the first bucket and red from the second. The "Join" column on the table of runs shows the results. In the formula column, if the join column shows the B, R win, then the player will earn $2. If this column is anything else, the player loses the $1 s/he payed to play the game. Then, the sum column, shows the final sum of the Join column, after all players have played the game, providing a total of how much the players collectively lost (or won). We can see that they lost a total of $88.
Marble Pull Game
This is a marble pull game. A player removes one marble from a cup (red, blue, yellow, green), then pulls a second marble from a second cup (red, yellow, green). The players pays $1 to play and wins $3 if they pull out one red and one blue marble, any color. This particular model shows a two-step mixer in which only blue marble pulls from the first cup are counted. These values are converted into numerical values to establish how much money the house or the player gains/loses across multiple runs. This format resulted in a column of data with many blank spaces (pulls which no data was collected on the second pull because it wasn't blue). To solve this problem, the formula MISSING was used to establish a value for a blank cell. - Kyle Issleb
To win, a player must land on green. They are presented with 2 spinners: $5 with a 1/4 chance to land on green and $3 for a 1/6 chance to land on green. The player must decide which spinner provides better value for their money. Runs for each spinner will be different. If a player had $15, they could play the 1/4 spinner 3 times and the 1/6 spinner 5 times. Have students run the spinners at 3 and 5 respectively. Their results will vary. Have students multiply runs by 10 (30 and 50 times, respectively). Then by 10 again (300 and 500) and 10 again (3000 and 5000). As more runs are used, the % of experimental data will approach theoretical (25% for 1/4, 16,6% for 1/6). However, the counts for each type will routinely show the 1/6 spinner lands on green more often for the money. - Kyle Issleb
The kids cut lawns to earn money. They thought that customers should pay $20 per lawn. Customers offered different ways to pay and asked the kids to choose. Calculate the expected value of the method and determine if they should accept or reject the pay plan. The customer rolls a pair of number cubes and adds the two numbers. If the sum is even, Julie and Brandon get $25. If it is odd they get $18. We set up a mixer to determine experimental probability for this problem. We used formulas to calculate the total they made in a certain number of runs (lawns mowed/week). We also set up the counter to explore the theoretical probability. *This problem was taken from the Connected Math curriculum, Grade 7. One and One NathanMiller
Nathan Miller This problem asks, "What is the probablility of a basketball player scoring 0 points, 1 point, or 2 points in a one-and-one free throw situation?" To solve this, I created a 2 spinner tree system in which the first spinner represents the first shot and the following spinners represent the second shot, should a second shot be awarded. You'll notice the first spinner is labeled with "0" & "1" to represent the possible score received for the first shot. The upper right spinner represents the total number of points received after the second shot. This allowed me to skip the step of creating a counter function in my data. This problem came from the Connected Mathematics 2 curriculum published by Pearson.
Original Question: What is the probability of of a specific value appearing on a spinner? To answer I made a spinner of 10 equal slices, each with a unique value. Then I graphed the outcomes of a 1000 trials.
Third Question: What would be the maximum run and value in 100 trials. I created a formula and graphed the results.
Created by: Matthew LeBlanc Adapted from: Adapted Mathematics
I created a casino game. You pay $7 to play and are payed based on the sum of the two dice you throw. It cost $7 to play Payouts for sums: 2-21 3-14 4-7 5-5 6-4 7-0 8-4 9-5 10-7 11-14 12-21 I used the switch function to show the profit of loss per play. At current payout the game is highly biased for the casino.
Carnival Game: Student must pick a color marble from each bucket. If he/she has a blue and a red marble he/she will win. The cost of the game is $1. If the player wins they will win $3. The counter shows the theoretical prbablity. Sum_House is the total amount of money that the house has when the player pays. Pay_out shows the amount the house will lose when teh player wins. The total shows what the house gets for each game situation. The sum shows what the house will leave with at the end of the night.