
Maths • 45 • 35 students • Created with AI following Aligned with Australian Curriculum (F-10)
Free PDF · we'll email you a copy
This is lesson 2 of 7 in the unit "Probability Fun at the Carnival". Lesson Title: Comparing Quantities with Decimals and Percentages Lesson Description: Building on fractions, students will learn to convert fractions to decimals and percentages, using real-life examples of probability in carnival games. Data representation activities will be conducted to compare probabilities. Differentiation: Provide conversion charts. Extension: Explore probability puzzles involving decimals and percentages.
In this lesson students convert fractions to decimals and percentages, then use these forms to compare quantities linked to carnival game probabilities. They work with short, realistic scenarios (e.g., “chance to win” cards) and represent results in simple tables/graphs.
5 min — Launch: “Which game is better?” Display two carnival game cards showing win chances as fractions (e.g., 3/5 and 1/2). Students decide quickly which is more likely, but must justify using conversion (not guesses only).
10 min — Mini-lesson: conversion strategies Model 3 worked examples using thinking aloud:
10 min — Guided practice: conversion and comparison Students work in pairs on a short set of conversions and comparisons (4–6 items). For each item they write: fraction → decimal → percentage, then circle the larger probability. Teacher circulates to check correct placement of “tenths/hundredths” and percent reasoning.
10 min — Data representation activity: compare probabilities Provide a “carnival board” scenario: three games with win probabilities given as fractions/decimals/percentages in mixed forms. Students complete a table with columns: Game, Win probability (fraction), (decimal), (percentage). Then they create a simple bar representation (e.g., one bar per game) using the percentages as heights or scaled ticks on a short axis.
7 min — Whole-class discussion: fairness lens Students share one comparison (e.g., “Game A is 60% while Game B is 50%, so A is more likely to win”). Guide them to make links to fairness: if players pay the same, higher win probability may make a game less fair for the organiser.
3 min — Exit ticket: convert + compare Individually, students answer 2 questions:
Join thousands of teachers using Kuraplan AI to create personalized lesson plans that align with Aligned with Australian Curriculum (F-10) in minutes, not hours.
Created with Kuraplan AI
Generated using openai/gpt-5.4-nano
🌟 Trusted by 1000+ Schools
Join educators across Australia