
Maths • 45 • 16 students • Created with AI following Aligned with Australian Curriculum (F-10)
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This is lesson 3 of 9 in the unit "Exploring Chance and Variability". Lesson Title: Exploring Spinners and Cards Lesson Description: Introduce spinners and playing cards as tools for chance experiments. Students create their own spinner and predict outcomes before testing.
In this lesson students begin chance experiments using spinners and playing cards. They will create a spinner, predict outcomes, and then test their predictions to compare what they expected with what actually happens.
5 min – Launch with “What might happen?” Show a simple real-life scenario (e.g., “What’s more likely—landing on heads or tails?” using a coin) and prompt responses using certain/impossible/more likely/less likely. Clarify that chance outcomes can’t be guaranteed.
8 min – Introduce spinners and cards Demonstrate a prepared spinner with unequal sections (e.g., 2 red, 1 blue, 1 green) and a small deck of cards (or card faces). Discuss how each section/each card represents an outcome. Ask: “If we spin 10 times, which result do you think will happen most often?”
10 min – Plan predictions Students work in pairs. They choose a spinner design (template provided): 4, 6, or 8 equal-sized sections, but with at least two colours/outcomes used so that likelihood can differ. Each group writes:
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