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Linear & Probability Games

Maths • Year 8 • 40 • 13 students • Created with AI following Aligned with Australian Curriculum (F-10)

Maths
8Year 8
40
13 students
2 November 2025

Teaching Instructions

I want 2 maths games that cover the year 8 Australian curriculum for Maths term 4. I want them to cover topics we've done and make them fun.

WALT (We Are Learning To)

  • Understand and apply concepts of linear equations and relations.
  • Explore probability through combinations and use of diagrams.
  • Practice problem-solving with engaging maths games.
  • Develop efficient strategies for solving equations and calculating probabilities.

Success Criteria

  • I can solve and graph linear equations using algebraic and graphical methods.
  • I can calculate probabilities using two-way tables, tree diagrams, and Venn diagrams.
  • I can work collaboratively to complete maths games and explain my reasoning.
  • I can apply digital tools to support my learning.

Curriculum References

  • Solve linear equations and inequalities; graph linear relations (AC9M8A02)
  • Explore linear functions using digital tools; make conjectures (AC9M8A04)
  • Determine combinations for two events; use two-way tables, tree diagrams, Venn diagrams for probabilities (AC9M8P02)

Class Information

  • Year Level: Year 8
  • Time: 40 minutes
  • Class Size: 13 students
  • Setting: Restorative, holistic, neurodiverse class at Silkwood School

Lesson Overview

TimeActivityDescription
0-5 minIntroductionExplain WALT, success criteria, warm-up discussion.
5-20 minGame 1: Linear Function ChallengeMaths game focusing on linear equations & graphs.
20-35 minGame 2: Probability PuzzleMaths game exploring probability with diagrams.
35-40 minReflection and Wrap-UpDiscuss learning, share answers, set extension.

Activity 1: Linear Function Challenge

Purpose

To revise and deepen understanding of linear equations and graphing in an interactive way.

Setup

  • Students work in pairs or small groups.
  • Use digital graphing tools (e.g., GeoGebra, Desmos) on tablets or laptops.
  • Cards or slips with linear equations and inequalities like:
    • (y = 2x + 3)
    • (3x - y = 7)
    • Inequalities like (y \leq 2x + 1), (x > 4)
  • Each card has a challenge: graph it, solve for x when y=0, or verify solutions.

Rules

  • Draw a card, solve the problem collaboratively.
  • Use digital tools to graph and confirm findings.
  • Score points for correct answers and explanation:
    • 2 points for correct graph representation
    • 1 point for correct solution by substitution
    • Bonus 1 point if students explain reasoning clearly

Differentiation

  • Provide simpler linear forms for students needing support (e.g., (y = x + 1)).
  • Encourage extension students to create their own equations and challenge peers.
  • Dyslexia-friendly reading cards: use clear fonts, ample spacing, and math visuals.

Curriculum Alignment

  • Solve linear equations & inequalities and verify solutions graphically/algebraically (AC9M8A02)
  • Experiment with linear functions using digital tools to observe patterns (AC9M8A04).

Activity 2: Probability Puzzle

Purpose

To engage students in calculating probabilities for combined events using visual tools.

Setup

  • Use printed sets of events cards and blank two-way tables, Venn diagram templates, or tree diagram structures.
  • Events examples:
    • Tossing 2 coins
    • Selecting coloured balls (red, blue, green)
    • Rolling dice with specific number outcomes
  • Students work in groups to fill in tables and calculate probabilities for outcomes such as:
    • "At least one head"
    • "Both tails"
    • "Red and Blue"

Rules

  • Complete diagrams and tables collaboratively.
  • Present results explaining why probabilities add up to 1.
  • Identify mutually exclusive and inclusive events.
  • Points awarded for completeness and explanation.

Extension

  • Advanced students create their own event scenarios (linking to First Nations games as context, e.g., Battendi game combinations).
  • Integrate digital tools to simulate events and verify probabilities.

Differentiation

  • Offer step-by-step prompts and partially filled diagrams for students requiring scaffolding.
  • Use colour coding and symbol supports for dyslexic-friendly materials.
  • Encourage peer teaching within groups.

Curriculum Alignment

  • Determine event combinations using two-way tables, tree and Venn diagrams (AC9M8P02)
  • Use probability language like "at least", "inclusive or", "exclusive or" correctly.

Reflection & Extension (5 minutes)

  • Students share what they found challenging or interesting.
  • Discuss real-world applications of linear functions (e.g., AI models) and probability (e.g., games, risk assessment).
  • Provide extension student activity: model a linear real-world problem (formula or graph), or create a complex probability scenario with three events.

Differentiation Summary

Learner NeedsStrategies
Neurodiverse studentsSmall groups, clear instructions, use of digital visual tools
Students with reading difficultiesDyslexia-friendly cards, clear spacing, oral instructions
Advanced learnersCreate own problems, explain methods to peers
All studentsRestorative approach encouraging teamwork and mutual support

Materials Needed

  • Tablets/laptops with graphing software
  • Printed hands-on cards and diagrams
  • Whiteboard and markers for explanation
  • Score sheets for games

This plan combines key Year 8 Term 4 Australian Curriculum topics of linear functions, equations, and probability, anchoring them in two dynamic, collaborative problem-solving games. Each game emphasises hands-on use of digital tools aligned with AC learning objectives and caters to neurodiverse, dyslexic, and advanced learners in a restorative setting at Silkwood School.

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