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: 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: 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.

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: 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.