Showing posts with label theoretical probability. Show all posts
Showing posts with label theoretical probability. Show all posts

Thursday, February 10, 2011

Game of Pig

Game of Pig:  one die version

This is best introduced as a class activity.   Students collect points for each toss of the die unless a ONE is tossed, which means they lose all of the points they have collected in the round.   To prevent losing their points, students may elect to stop at any point in the game before a ONE is tossed and they get to keep the points they collected but get no further points.   Students love the game and begin to appreciate that theoretical probability and experimental probability are often quite different! 

Game Analysis:  Once students are familiar with the game, encourage small groups to develop a "winning strategy" and explain it to their classmates. Then play the class game with groups competing to see who has the best strategy in the actual game. Repeat, as necessary, for students to modify strategies.  NOTE:  Some student strategies are:  stopping after 5 tosses, stopping when they have 20 points, stopping after the second toss of a 6 or a 5, etc.  Be sure to ask students to explain the thinking behind the strategy.

Terry's Note:  I have used this with students in Grades 1-12 as well as in teacher training sessions and everyone loves it!  Students record each toss and then must add up a string of numbers providing great practice in mental math.  Students also continue to search for that magic strategy that will help them win.  Along the way, they informally experience, and thus learn, a lot about experimental probability.  I found this game to be a great use of those few minutes at the end of class to keep students actively engaged.  No student ever groaned when I said we were going to play pig!
  • Download directions for playing the Pig Game in a whole class setting.
  • Download the Pig Template to use as a recording sheet.  Place the sheet in a plastic sheet protector and use dry erase markers to create a reusable recording sheet.
  • Have students record each die toss in a Pig Tally Template for easy data collection.  This method also groups data so that students see a visual representation of the frequency of each outcome.
  • Use copies of the Pig Handout as a writing activity.  Encourage students to write about the probability in Pig and what they have learned from playing the game.  OR use these sheets for student groups to write out their "winning strategy" and post them on a bulletin board for future reference.  Keep a running total of times each strategy is successful in winning.
  • Play Pig online.
  
Game of Pig:  Two dice version
Students should be familiar with the one-die version of Pig before playing the 2-dice version.   Tossing a one on either die means that the player loses all points collected in that round, if he/she has not stopped before the one is thrown.   Any player who is still playing when snake-eyes (double ones) are thrown, loses all points collected thus far in the whole game! 

Game Analysis:  Students need to develop different strategies for playing this 2-dice version of Pig.   After playing several times, student pairs might analyze the two-dice frequency chart to calculate the probability of a one being tossed.   Students can use this information to develop a winning strategy and compete against other teams to see whose strategy is most successful. 
  • Download  a two-dice toss frequency chart for students to use in determining the probability of different outcomes.
  • See online directions for playing Two-dice Pig.
  • Play an online version of Two-dice Pig against the computer.
  • See Two Dice Roll for an online simulation of two-dice toss that graphs the outcomes.  This is a great way for students to collect larger samples of data to analyze experimental probability against theoretical probability.  Groups of students might also use this simulator to generate dice tosses to test their winning strategies.

 Game of Skunk
After students have mastered the Pig Game, analyzed the probability of the game and identified winning strategies, introduce the Game of Skunk and challenge students to analyze the probability used in this game and develop a winning strategy.   How are the games alike and how are they different?   Does the same "winning strategy" work for both games?  

Wednesday, January 19, 2011

The M&M Game

M and M Game: 2-dice Version 
Students place M&M markers on the numbers 2-12.   Students may place one M&M marker on each number or place several on some numbers and leave other numbers blank.   Next, students toss two 6-sided dice, find the sum, and remove an M&M marker from that number, if there is still one.   The first player to remove all markers wins the game. 

This game helps students develop an understanding of the probability of a two-dice throw.  As students play the game, they practice addition facts, but they also learn that some sums are tossed more frequently than others.  This hands-on experience is then solidified with a discussion of all of the possible outcomes, creating a chart to visually capture the data.

Next, students play the game again with this mathematical knowledge and discuss how this information impacts the placement of M&Ms.  Couple this game-playing with class data collection and students may then compare theoretical and experimental probability of a larger sample.

This is just one example of how a simple game may be used as a data collection activity to develop student understanding of theoretical and experimental probability concepts.  Some teachers question the use of games in the classroom pressed for time.  In my experience, this rich use of games to practice basic facts AND as a data collection activity is time well-spent and students respond positively to both the practice and the discussion of these hands-on, fun experiences.

NOTE:  This game, created by Susie Siegel as a grad school project, uses a sentence strip as the number line.  The M&M pieces were created using PowerPoint.  Teachers may choose to laminate the pieces for use in a classroom math center.


MATERIALS:
  • Download Ms. Siegel's M&M Game directions and recording sheet.
  • Download a picture, alternate recording sheet and directions for using that recording sheet.  NOTE:  This recording sheet was designed to fit into a sheet protector so that students may use dry erase markers to play and record data.  This option may be used without the M&M game pieces.
  • Download the 2-dice toss recording sheet for a discussion of the theoretical probability of tossing two dice.  Students write one outcome that produces that sum in each box to create a visual display.   NOTE:  use different colored dice for this activity so that students are able to see that tossing 4 on the red die and 3 on the blue die is different from tossing 3 on the red die and 4 on the blue die.  Both must be counted as outcomes.  Students might benefit from actually using two different color markers to record these outcomes as well.
  • Download M&M pieces for use in playing the game.

Thursday, July 15, 2010

The Game of Pig

Pig is one of my favorite probability games.  I have played the game with kindergarten through college level students and used it in teacher training sessions.  Everyone LOVES the game and it's fun to watch who plays it safe and who's the risk-taker.  



In my own classroom experience, I have found that this is best introduced as a class activity. Students collect points for each toss of the die unless a ONE is tossed, which means they lose all of the points they have collected in the round. To prevent losing their points, students may elect to stop at any point in the game before a ONE is tossed and they get to keep the points they collected but get no further points. Students love the game and begin to appreciate that theoretical probability and experimental probability are often quite different! 

I devised a method that uses only one die tossed by the teacher, so this is a great transition activity that quiets a class as they strain to hear and record the results of the die toss AND decide if they will stop or continue to play.   It's a win-win because students feel that they're playing, but they're actually learning a lot about the probability of a one-die toss.

  • Download Pig directions.
  • Download Pig template or Pig Tally template, and place in a sheet protector to record die tosses.  Students may use dry erase markers for a reusable recording sheet.  The Pig Tally template requires students to use tally marks to record each toss of the die.  This recording sheet is a very visual presentation of the results and proves extremely useful when students devise winning strategies, as described below.
Results:  Younger students may use calculators to total each column.  Older students should use mental math to find the sum of the die tosses.  Students should write the total of all 3 columns in the upper right hand corner of the template and circle it.

Extending the Data Collection & Analysis:
  • Ask pairs or small groups of students to talk about the game and come up with a winning strategy.  For example, some groups decide to stop once they have 20 points.  Another group decides to stop when they get 3 of any number.
  • Have each group share their winning strategy and explain why they think it is a winner.
  • Play the game again.  Groups MUST play according to their winning strategy.
  • Discuss the results and allow groups to refine their strategies, if desired, before playing 1-2 more times.
  • Finally, ask students to write about what they learned from this game.  Is there really a winning strategy that works all the time?  Explain your thinking.