Record, describe and analyse the frequency of outcomes of simple…
Record, describe and analyse the frequency of outcomes of simple probability experiments involving randomness, fairness, equally and unequally likely outcomes, using appropriate language and the 0-1 probability scale.
The National curriculum in England: mathematics programmes of study, Key Stages 1–3 outcome (Probability) for Key Stage 3 says: “Record, describe and analyse the frequency of outcomes of simple probability experiments involving randomness, fairness, equally and unequally likely outcomes, using appropriate language and the 0-1 probability scale.” This Fieldbook unit teaches it hands-on, with everyday materials and a printable teacher guide and student sheet for every lesson. Official wording: National curriculum in England: mathematics programmes of study, Key Stages 1–3.
Is It Fair? Chance and Probability Grades 6–7
Is a six harder to roll? Which bag gives the best chance of a red? Why does horse 7 always win? Can you design a fair game? Four lessons with dice, coins, counters and spinners where students test their hunches and find out what chance really does.
- Is a six harder to roll? 50–60 min
Teams roll a die 30 times and get lopsided results, then pool the whole class's rolls and watch every face settle close to one-sixth. Students place events on a probability scale from 0 to 1, write probabilities as fractions, decimals and percents, and explain why experimental probability gets closer to theoretical probability with more trials.
- Which bag would you pick from? 50–60 min
To win a prize you must pull a red counter from one of four bags. Teams find that the bag with the most red counters gives the worst chance, and that two bags with different numbers of counters give exactly the same chance. Students find and compare probabilities, use the complement, and test their predictions by drawing with replacement.
- Can you design a fair game? 50–60 min
Teams test three two-player games with coins, dice and spinners, and find that a game that sounds fair, odd or even products of two dice, gives one player three times the chance of the other. Using tree diagrams and tables, students find the probability of each player winning, then design, test and defend a fair game of their own.
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