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Aligned Resources


Shodor > Interactivate > Standards > Common Core State Standards: Statistics and Probability > Aligned Resources

Common Core State Standards
Statistics and Probability
Making Inferences and Justifying Conclusions:
Make inferences and justify conclusions from sample surveys, experiments, and observational studies
Calculating...
Lesson  (...)
Lesson: Students learn about the concepts and applications of chaos.

Lesson: Introduces conditional probability and the probability of simultaneous events.

Lesson: Utilizes and reinforces concepts of probability, mean, line plots, experimental data, and chaos in analyzing a forest fire simulation.

Lesson: Looks at data structures and their applications to probability theory.

Lesson: Introduces students to concepts that lead to probability.

Lesson: Introduces students to simple probability concepts.

Lesson: Students use probability to determine how likely it is for each tree in a small simulated forest to catch on fire.

Lesson: Extends the notion of conditional probability by discussing the effects of replacement on drawing multiple objects.

Lesson: Introduces the concept of tree diagrams as a way to compute probability of a multi-step event.

Lesson: Considers probability problems with unexpected and surprising answers.

Activity  (...)
Activity: Students run a simulation of how a fire will spread through a stand of trees, learning about probability and chaos. Parameters: Forest density, wind direction, size of forest.

Activity: Create a game spinner with variable sized sectors to look at experimental and theoretical probabilities. Parameters: Sizes of sectors, number of sectors, number of trials.

Activity: Run a simulation of how a fire spreads through a stand of trees, learning about probability and chaos. Track the results of multiple burns and use the data to draw conclusions.

Activity: Choose one of N doors to experimentally determine the odds of winning the grand prize behind one of the doors, as in the TV program "Let's Make a Deal." Parameters: Number of doors, number of trials, staying or switching between the two remaining doors.

Activity: Experiment with a simulation to get an approximation of Pi by dropping a needle on a lined sheet of paper.

Activity: Simulation of a coin toss allowing the user to input the number of flips. Toss results can be viewed as a list of individual outcomes, ratios, or table.

Activity: Compare theoretical and experimental probabilities, using dice, cards, spinners, or coin tosses. Three different probabilities can be compared at once. Parameters: Type of probabilities, number of trials.

Activity: Experiment with the outcome distribution for a roll of two dice by simulating a dice throwing game. Parameters: Which player wins with which total rolled.

Activity: Run a simulation of how a fire will spread through a stand of trees, learning about probability and chaos. Parameters: Probability that a tree will set fire to each of its eight neighbors.

Activity: Experiment with probability using a fixed size section spinner, a variable section spinner, two regular 6-sided dice or customized dice.

Activity: Run a simulation of how a fire will spread through a stand of trees, learning about probability and chaos. Parameters: Probability that a tree catches fire if its neighbor is on fire.

Activity: Run a simulation to generate results from running the Monty Hall for multiple trials. This is similar to the game show "Let's Make A Deal", where you choose one of N doors in hopes of finding a grand prize behind one of the doors. Parameters: Number of doors, number of trials, staying, or switching between the two remaining doors.

 
Life
Activity: Run the classic game of life, learning about probabilities, chaos and simulation. This activity allows the user to run a randomly generated world or test out various patterns. This is a very powerful activity with a wide range of options. It runs in a separate window.

Activity: Run the classic game of life, learning about probabilities, chaos and simulation. This activity allows the user to run a randomly generated world or test out various patterns. This is a simple activity which runs directly in the Interactivate window.

Activity: Learn about sampling with and without replacement by randomly drawing marbles from a bag. Parameters: Number and color of marbles in the bag, replacement rule.

Activity: Experiment with a simple ecosystem consisting of grass, rabbits, and wolves, learning about probabilities, chaos, and simulation.

Activity: Simulate a game where two players each roll a die, and the lucky player moves one step to the finish. Parameters: what rolls win and how many steps to the finish line.

Activity: Simulate a game where "N" players roll two dice, and the lucky player has an advantage for reaching the finish. Parameters: the number of players, number of trials and length of the race.

Activity: Choose one of three doors to experimentally determine the odds of winning the grand prize behind one of the doors, as in the TV program "Let's Make a Deal." Parameters: Staying or switching between the two remaining doors.

Activity: Create a game spinner with one to twelve sectors in order to look at experimental and theoretical probabilities. Parameters: Number of sectors, number of trials.

Activity: Models how a population of susceptible, infected, and recovered people is affected by a disease.

Activity: Choose one of three boxes and choose one ball from the box to look at conditional probabilities. Parameters: Number of trials.

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