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Maths • 45 • 16 students • Created with AI following Aligned with Australian Curriculum (F-10)

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Maths
45
16 students
11 July 2026

Teaching Instructions

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.

Overview

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.

Learning intentions

  • Students will describe likely outcomes using everyday language (more likely/less likely, certain/impossible).
  • Students will make simple predictions about what might happen in a chance experiment.
  • Students will record results from a spinner or card draw and look for patterns.
  • Students will explain whether outcomes match their predictions and why it might differ.

Success criteria

  • I can predict what is more likely when a spinner has sections of different sizes or counts.
  • I can run a chance experiment multiple times and record results clearly.
  • I can compare my predicted results with my actual results using simple reasons.
  • I can use language like certain, impossible, more likely, and less likely appropriately.

Curriculum links

  • Chance and data: using everyday and mathematical language to describe likelihood and outcomes.
  • Collect, represent and interpret data: making simple tables/graphs from results.
  • Using measurements and models appropriately: constructing a spinner model to represent parts of the whole.
  • Reasoning: explaining predictions and comparing them with experimental results.

Lesson structure (45 minutes)

  1. 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.

  2. 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?”

  3. 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:

  • their predicted most likely outcome and least likely outcome
  • a simple reason using the number of sections (e.g., “more sections mean more likely”) If using cards, groups decide what outcome each card face represents (e.g., hearts = “A”, spades = “B”).
  1. 12 min – Build and test Students build their spinner (cut, assemble, add a pointer) and test it. They spin 10 times, recording results in a table (Outcome | Tally | Total). If a group finishes early, they repeat another 10 spins to strengthen comparisons.
  • Quick teacher check: ensure spinners are balanced enough to spin fairly, and students record each spin immediately.
  1. 7 min – Compare predictions with results Students share one group result. Guide them to answer:
  • “Did the most likely outcome happen most often?”
  • “Did anything surprising happen?” Reinforce that results may not perfectly match predictions, because chance experiments vary.
  1. 3 min – Whole-class reflection Exit prompt on board: “One sentence: My prediction was… My result showed… The reason is…” Collect brief answers from several students.

Resources

  • Spinner templates with 4/6/8 equal sections (paper or card), scissors, glue or tape
  • Paper fasteners/brads for spinner rotation and a sturdy pointer
  • Coloured pencils/markers
  • Mini recording sheets with a results table for 10 spins
  • Deck of playing cards with faces kept consistent (or face cards removed if preferred)
  • Risk-reduction: classroom-safe spinner stand or controlled spinning area
  • Example finished spinner and an example completed tally table
  • Timer for testing rounds
  • Visual language prompts: certain, impossible, more likely, less likely

Assessment

  • Observation during building and recording: students use an organised table and record outcomes accurately.
  • Evidence of prediction quality: students can state a most likely/least likely outcome with a reason tied to section or card counts.
  • Reflection statements: students compare predicted expectations with observed results using likelihood language.

Differentiation

  • Support: provide spinner designs with pre-counted section numbers (e.g., 6 sections total with 4 of one colour) and sentence starters for predictions (“I think … because there are … sections”).
  • Support: offer a card-choice option where outcomes are represented by only two card types to reduce cognitive load.
  • Extension: students design a spinner where two outcomes are equally likely and must justify why, then test to see if results are close over 20 spins.
  • EAL/SEN: use pictorial recording (colour tally indicators), pair with a supportive peer, and allow oral responses for the final reflection before writing.

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