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Teaching pack · Year 9 Probabilityseegongsik /au

Simulations and chance experiments: a week of ready-to-teach maths

Five lessons for Year 9 Probability. Print this pack and the week is prepared: each day has a one-page plan and a student worksheet with practice and a stretch section, plus a random digit table, 12 compare cards, a mini-check and every answer with its working.

AC9M9P03
design and conduct repeated chance experiments and simulations, using digital tools to compare probabilities of simple events to related compound events, and describe results

Start here: five minutes to Monday

  1. Skim the week at a glance on the next page.
  2. Print the five days. Each day is two A4 sheets: a plan and a worksheet.
  3. Print the two cut-out sheets, one copy per pair: sheet 1 is the random digit table (Days 2 and 3), sheet 2 the compare cards (Day 5). Give each pair a row number of the table to start from.
  4. Each pair needs three coins on Day 1 and a computer or tablet with a spreadsheet on Day 4.
  5. Open the free interactive unit on the board. Every plan says which picture to show and which buttons to press.

The idea in plain words

A simulation copies a chance situation with a device whose chances match, such as a random digit or a spreadsheet’s random number, repeats it many times and uses the relative frequency as an estimate of the probability. More trials give a steadier estimate. Comparing a simple event (a head on one toss, 1/2) with a related compound event (at least one head in three tosses, 7/8) shows how combining events changes a chance: “at least one” in several tries is more likely, “every time” is less likely, and some compound events land exactly on the simple chance.

One day, one lesson

The five lessons fill a week of maths, one lesson of about 60 minutes a day. Run them in order: each day stands on the one before. Every plan marks a split point for two shorter sessions, and every worksheet ends with a stretch section for students who finish early.

How we write these answers

Theoretical probabilities are fractions in lowest terms found by listing every outcome, as in 7/8. Simulated results are the count over the trials and then a decimal to three places, as in 53/100 = 0.53, with ≈ when the decimal is rounded. Results that come from your own trials vary; the answers give the theory to compare them with.

On the board
This pack is the printable half of a free interactive unit. The on-screen half has six interactive pictures (a relative frequency that settles over 10 000 tosses, a random-number tool for a coin and a die, the five steps of a simulation design, one coin, the eight outcomes of three coins, and a simple event beside a compound one) plus a self-check quiz you can run as a class game on Day 5.
seegongsik.com/au/y9/probability/AC9M9P03
Aligned to the Australian Curriculum V9 (AC9M9P03). This pack is original material from seegongsik, independently produced and not endorsed by ACARA. Curriculum content descriptors are (c) ACARA, licensed under CC BY 4.0. Free to print and use in class.
The week at a glance5 lessons

The week at a glance

One lesson a day for a week. Each day stands on the day before, so run them in order.

DayLessonStudents learn and doOn screen
1Repeated chance experimentsToss one coin and then three coins 30 times each, pool the class, and compare the relative frequencies with 1/2 and 7/8Relative frequency settles
2A device that matchesSimulate a coin and a die with a random digit table, match digits to an event’s chance, and spot designs that simulate the wrong thingSimulating a coin and a die
3Designing a simulationPlan a free-throw simulation in five steps, run 25 trials with random digits, and compare the estimate with the theoryDesigning a simulation
4Digital toolsBuild coin, die and three-coin simulations in a spreadsheet, run a thousand trials and more, and describe five runs of one simulationCompound: at least one head in 3
5Simple versus compoundSort 12 cards by whether a compound event is more, less or just as likely as its simple event, describe a result, and play the quizSimple: one coin; Simple versus compound; Self-check quiz as a class game

How the week builds

Day 1 runs a chance experiment by hand and pools the class; Day 2 copies a coin and a die with random digits; Day 3 designs a simulation of a new situation in five steps; Day 4 moves the trials onto a spreadsheet, where thousands take seconds; and Day 5 compares simple and compound events and describes results. It builds on listing outcomes and on relative frequency from data earlier in Year 9, and it completes the Year 9 probability strand.

Materials for the week (one trip)

Words for the word wall

trial, chance experiment, simulation, random, device, model, success, relative frequency, estimate, theoretical probability, law of large numbers, simple event, compound event, at least one, spreadsheet, formula

A note homeHome practice

Dear families

This week in maths, Year 9 is running chance experiments and simulations: copying a chance situation with coins, random digits or a spreadsheet, repeating it many times, and comparing a single event with a combined one.

Try this at home

My chance week

Fill one row a day. Write an experiment you ran, how many trials, how many successes, and the relative frequency.

DayExperimentSuccesses and trialsRelative frequency
Monday
Tuesday
Wednesday
Thursday
Friday
Day 1 · Teacher planDay 1 of 5

Repeated chance experiments

A chance experiment repeated many times gives a relative frequency that estimates the probability, and the estimate steadies as the trials grow. Today the class runs two experiments by hand, a simple event (a head on one coin) and a related compound event (at least one head on three coins), and pools the results.

We are learning to

Success criteria

You need

The worksheet; three coins per pair; a class results table on the board (Part C).

Lesson flow (about 60 minutes)

10 minShort runs wobble
Show the board (see the box).

Ask: “After one toss the relative frequency of heads can only be 0 or 1. Why does it settle later?”

30 minOne coin, three coins
Pairs do Parts A and B: 30 tosses of one coin, then 30 tosses of three coins together. They write the theory from the list of eight outcomes: 7/8.

Ask: “Before you toss: which will happen more often, a head on one coin or at least one head on three?”

20 minPool the class
Each pair adds its counts to the board table, and pairs do Part C; early finishers do Part D.

Ask: “Is the class result closer to the theory than your pair’s? Should it be?”

Two shorter sessions instead? Split after Part A; start the second with Part B.

On the board
Show “Relative frequency settles”: press “10 tosses” (6/10 = 0.6), “100 tosses” (53/100 = 0.53) and “10 000 tosses” (5001/10 000 ≈ 0.5): the same record wobbles early and settles near 1/2.
seegongsik.com/au/y9/probability/AC9M9P03

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Answers

Day 1 · Worksheet

Repeated chance experiments

NameClassDate

A. The simple event: a head on one coin

Toss one coin 30 times. Tally the heads and the tails.

TallyCount
Heads
Tails
Relative frequency of heads
The theoretical probability of a head
How close are they?

B. The compound event: at least one head on three coins

Toss three coins together 30 times. Tally the tosses with at least one head. List the eight outcomes of three coins to find the theory.

TallyCount
At least one head
No head (TTT)
The eight outcomes
Relative frequency of at least one head
The theoretical probability

C. Pool the class

Class successesClass trialsRelative frequencyTheory
One coin: head
Three coins: at least one head

Is the class result closer to the theory than your pair’s? Write one sentence.

D. Stretch: bigger or smaller?

Use the eight outcomes to explain why at least one head on three coins is more likely than a head on one coin, but three heads is less likely.

Day 2 · Teacher planDay 2 of 5

A device that matches

A simulation needs a device whose chances match the real event. The digits 0 to 9 of a random digit table are equally likely, so any five digits make a 1/2 chance and any three a 3/10 chance; for a die, use the digits 1 to 6 and skip the rest. A device with the wrong chances simulates the wrong situation, however many trials it runs.

We are learning to

Success criteria

You need

The worksheet; the random digit table (cut-out sheet 1) with a different starting row for each pair.

Lesson flow (about 60 minutes)

12 minDigits as a device
Show the board (see the box). Then read row 1 of the table as coin tosses, an even digit a head: the first 20 digits give 12 heads, 12/20 = 0.6. Read it again as a die, skipping 0, 7, 8, 9: the first 18 digits make 12 rolls (4, 4, 1, 1, 6, 2, 5, 4, 2, 4, 6, 3) with 2 sixes, 2/12 ≈ 0.167.

Ask: “Why skip 0, 7, 8 and 9 instead of calling them sixes?”

13 minMatch the chance
Pairs do Part A.

Ask: “Do the success digits have to be next to each other, like 0, 1, 2? Would 3, 7, 9 do?”

35 minSimulate and check
Parts B and C, each pair from its own row; early finishers do Part D.

Ask: “Two pairs got different numbers of sixes. Is one of them wrong?”

Two shorter sessions instead? Split after Part A; start the second with the demo die again.

On the board
Show “Simulating a coin and a die”: press “Simulate a coin” (a random 0 or 1, 9 heads in 18 tosses), then “Simulate a die” (a random 1 to 6, 3 sixes in 18 rolls): each device has the same chances as the thing it copies.
seegongsik.com/au/y9/probability/AC9M9P03

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Answers

Day 2 · Worksheet

A device that matches

NameClassDate

A. Match the chance

Choose digits from 0 to 9 that give each event its chance. Skip digits only when you need to.

EventChanceDigits for successDigits to skip
A fair coin lands heads1/2
A fair die shows a six1/6
Rain, on a day with a 30% chance3/10
A 1 on a spinner with four equal parts1/4

B. Simulate 20 rolls of a die

Start at your row of the digit table. Digits 1 to 6 are the faces; skip 0, 7, 8, 9. Tally 20 rolls.

Face123456
Tally
Relative frequency of a six
The theory, and how close you are

C. Good design?

Tick the designs that match the event, and say what is wrong with the others.

1A coin: an even digit is a head, an odd digit a tail.
2A die: digits 1 to 6 are the faces; skip 0, 7, 8 and 9.
3A die: 0 and 6 both count as a six; 1 to 5 are the other faces; skip 7, 8 and 9.
4A die: toss a coin, and a head means a six.

D. Stretch: a third

Choose digits that give a 1/3 chance. Which digits succeed, which fail, and which do you skip?

Day 3 · Teacher planDay 3 of 5

Designing a simulation

A good simulation is designed before it is run: name the event and the model behind it, choose a device whose chances match, define one trial and what counts as a success, repeat many times, then estimate, describe and compare. Today the class designs a simulation for a situation no coin or die fits directly.

We are learning to

Success criteria

You need

The worksheet; the random digit table from Day 2, with each pair starting at its own row.

Lesson flow (about 60 minutes)

12 minFive steps
Show the board (see the box). Then the problem: a player makes 7 free throws in 10 and takes two. What is the chance at least one goes in?

Ask: “Which digits could stand for a throw that goes in? How many of them do we need?”

18 minPlan and run
Pairs plan Part A, then run Part B. Demo first: row 2 read in pairs, 48 78 46 82 98 79 46 51 44 54: 7 of the first 10 trials have at least one digit from 0 to 6.

Ask: “Why does one trial use two digits?”

30 minCompare
Part C, with the class’s results pooled on the board; early finishers do Part D.

Ask: “The demo gave 7/10 = 0.7. Is the simulation wrong, or were there too few trials?”

Two shorter sessions instead? Split after Part A; start the second with the demo trials.

On the board
Show “Designing a simulation”: it opens on step 1. Press “Next step” four times and read each step’s detail aloud; “Back” goes one step back and “Restart” returns to step 1.
seegongsik.com/au/y9/probability/AC9M9P03

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Answers

Day 3 · Worksheet

Designing a simulation

NameClassDate

A. Plan it in five steps

A player makes 7 free throws in 10 and takes two throws. Plan a simulation of P(at least one goes in).

1. The event and the model
2. A device that matches
3. One trial, and a success
4. Repeat
5. Estimate, describe, compare

B. Run 25 trials

Start at your row. Write each pair of digits, and tick the trials that are a success.

12345
678910
1112131415
1617181920
2122232425
Successes, and the relative frequency

C. Compare with the theory

QuestionAnswer
Of the 100 pairs of digits 00 to 99, how many are two misses?
So what is the theoretical P(at least one goes in)?
The class result: successes over trials
How close are your result and the class result to the theory?

D. Stretch: collect all three

Each cereal box holds one of three toy animals, each equally likely. Design a simulation to estimate how many boxes it takes to collect all three. Run five trials.

Day 4 · Teacher planDay 4 of 5

Digital tools

A spreadsheet’s random number turns a simulation into a few formulas: =RANDBETWEEN(0,1) is a coin and =RANDBETWEEN(1,6) a die. Fill a row of formulas down a thousand rows and every row is one trial; the average of a column of 1s and 0s is the relative frequency. Changing any cell runs the whole simulation again.

We are learning to

Success criteria

You need

The worksheet; a computer or tablet with a spreadsheet per pair.

Lesson flow (about 60 minutes)

10 minEight outcomes
Show the board (see the box).

Ask: “What would a thousand trials of three coins give, near enough?”

30 minBuild it
Parts A and B at the computers: columns A to C hold three coins, column D =MAX(A2:C2) (1 when there is at least one head), all filled down to row 1001; the relative frequency is =AVERAGE(D2:D1001). Run it again a few times.

Ask: “Every run gives a different answer. Is the spreadsheet broken?”

20 minRead the runs
Part C from the five printed runs; early finishers do Part D.

No computers? Pairs run 20 trials of three coins from the digit table (three digits a trial, an even digit a head), the class pools them, and everyone does Part C. Two shorter sessions instead? Split after Part B.

On the board
Show “Compound: at least one head in 3”: press “at least one head” (7/8), “no head”, “exactly two heads” and “all three heads”; each probability is the count of shaded outcomes over 8.
seegongsik.com/au/y9/probability/AC9M9P03

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Answers

Day 4 · Worksheet

Digital tools

NameClassDate

A. The formulas

Write the spreadsheet formula for each job.

One coin, with 1 for a head and 0 for a tail
One die
At least one head among the coins in A2, B2 and C2 (1 if so, 0 if not)
The relative frequency of the 1s in D2 to D1001

B. Run it

Fill the formulas down for each number of trials. Record the relative frequencies.

TrialsOne coin: a headThree coins: at least one head
100
1000
10 000

C. Five runs

A spreadsheet ran 1000 trials of three coins five times. The relative frequencies of at least one head were:

Run 1
0.884
Run 2
0.862
Run 3
0.874
Run 4
0.884
Run 5
0.898
The mean of the five runs
The smallest and the largest
How far is each run from the theory?
Why is no run exactly the theory?

D. Stretch: a double six

Write a formula for “both dice show a six” using two dice in A2 and B2. Run it, and compare with the theory and with a six on one roll.

Day 5 · Teacher planDay 5 of 5

Simple versus compound

A compound event built from a simple one can be more likely, less likely or exactly as likely. “At least one” in several tries beats one try; “every time” loses to it; and some compound events, such as two dice showing the same number, land on the simple chance exactly. A good description of a simulation gives the estimate, the number of trials and the theory it is compared with.

We are learning to

Success criteria

You need

The worksheet; the 12 compare cards (cut-out sheet 2) per pair; the unit’s self-check quiz.

Lesson flow (about 60 minutes)

10 minHigher, or not?
Show the board (see the box).

Ask: “Is every compound event more likely than its simple event? Find one that is not.”

35 minSort and describe
Pairs sort the 12 cards into three piles, listing outcomes to check each (Part A; the key is with the mini-check answers), then do Parts B and C; early finishers do Part D.

Ask: “Two dice showing the same number: why is it exactly 1/6?”

15 minSelf-check quiz as a class game
Run the unit’s self-check quiz on the board. Teams vote on each answer, then the reason is read aloud.

Two shorter sessions instead? Split after the sort; start the second with Part B and the quiz.

On the board
Show “Simple: one coin” (either face is 1/2), then “Simple versus compound”: press “Coin: head” (0.5 against 0.875) and “Die: six” (0.17 against 0.52). Then scroll down to the self-check quiz.
seegongsik.com/au/y9/probability/AC9M9P03

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Answers

Day 5 · Worksheet

Simple versus compound

NameClassDate

A. Compare cards

For each card, list or count the outcomes to find both chances. Write the letter and the two chances in its pile.

compound is more likelycompound is less likelycompound is just as likely

B. Describe a result

A class simulated “at least one six in four rolls” 500 times and got 262 successes. Write a description: the estimate, the number of trials, the theory, and how the compound event compares with a six on one roll.

C. Which run do you report?

The same simulation was run twice: 13 successes in 20 trials, and 1041 in 2000. Which result do you report, and why?

D. Stretch: two old bets

In 1654 the Chevalier de Méré asked Blaise Pascal about two bets: at least one six in four rolls of a die, and at least one double six in 24 rolls of two dice. Which bet wins more often than it loses? Use the complement.

Cut-out sheet 1 of 2Random digits

Random digit table

Days 2 and 3. One copy per pair; keep it after Day 2. Each digit from 0 to 9 is equally likely and does not depend on the digits before it. Start at your row and read from left to right, carrying on into the next row; the gaps only help you keep your place.

14941186825849246737470367509931995177456
24878468298794651445442377889509658369420
37375776614322196282972144183333086812693
44804773932769258618581539706082397081883
59594391003383681197197470786397613105946
65767204715371901820793597447310214286758
74080287506825926631978248113337753639706
82676883397362098837999558224544521750756
90106494583225087710403647715576693143086
107980457399331901866527647740582545412730
111715190397600542385509778936005627902884
121731025182107504885225385837050062042213
133973507499432209853877448654323179279154
140524102018260970033627882508991588954223
152804366708688837187494226801780371288678
167912175852092157678468693660446974443438
179452410827289049395148543357963443881682
188125281185949351420103902457840732181911
196084896359991506395823995847538656940994
202807314100101515178485632442332374652082
216411570732328560650238288029723294586865
224178389827918769752971575165316750564203
235165038307420394722371754378875192922181
246791017994696406421222516590662828476279
259905987790927058199054137907286124849174
Cut-out sheet 2 of 2Compare cards

Compare cards

Day 5, one set per pair: 12 cards. Each card has a simple event and a related compound event. Find both chances, then sort: is the compound event more likely, less likely or just as likely?

A
Simple
a head on one toss
Compound
at least one head in two tosses
B
Simple
a six on one roll
Compound
two dice show the same number
C
Simple
a head on one toss
Compound
two heads in two tosses
D
Simple
a six on one roll
Compound
at least one six in two rolls
E
Simple
a six on one roll
Compound
a six on both of two rolls
F
Simple
a 1 on a 1 to 4 spinner
Compound
at least one 1 in two spins
G
Simple
a head on one toss
Compound
two tosses land the same way
H
Simple
an even number on one roll
Compound
an even number on both of two rolls
I
Simple
a six on one roll
Compound
two dice add to 7
J
Simple
a 1 on a 1 to 4 spinner
Compound
a 1 on both of two spins
K
Simple
a tail on one toss
Compound
at least one tail in three tosses
L
Simple
an odd number on one roll
Compound
an odd number on at least one of two rolls

Teacher note: the key is with the mini-check answers, so this sheet can go to pairs whole.

Mini-check · End of the weekSimulations

What we know: Simulations and chance experiments

NameClassDate

Work on your own. Give theoretical probabilities as fractions and simulated ones as decimals. Show your list or working.

  1. A student uses the digits 0 to 3 for heads and 4 to 9 for tails. Does this simulate a fair coin? Why? ______________________
  2. To simulate a die with the digits 1 to 6, which digits are skipped? ______________________
  3. A spreadsheet uses =RANDBETWEEN(1,4) for each trial. What does it simulate? ______________________
  4. Two coins are tossed. List the outcomes and find P(exactly one head). ______________________
  5. Is exactly one head in two tosses more likely, less likely or just as likely as a head on one toss? ______________________
  6. A simulation of “at least one six in three rolls” gave 172 successes in 400 trials. What is the relative frequency? ______________________
  7. The theory for Question 6 is 1 − (5/6)3. Find it, and say whether the simulation looks right. ______________________
  8. Why does a simulation with 10 000 trials give a better estimate than one with 50? ______________________

How did this week feel? Circle one:   I can teach it  ·  I am getting there  ·  I need more help

Mini-check · Answers and markingFor the teacher

Answers and marking guide

Answers with working

  1. No: heads are 4 digits of 10, 2/5, not 1/2.
  2. 0, 7, 8 and 9.
  3. A spinner with four equal parts (or a four-sided die): each of 1 to 4 has a chance of 1/4.
  4. HH, HT, TH, TT; 2/4 = 1/2.
  5. Just as likely: both are 1/2.
  6. 172/400 = 0.43.
  7. 91/216 ≈ 0.421; the simulation’s 0.43 is close, so it looks right.
  8. The relative frequency settles as the trials grow, so a long run lands nearer the true probability than a short one.

A quick three-level guide

IdeaWorking towardsAt standardBeyond
Chance experimentsRecords results but expects them to match the theory exactlyFinds relative frequencies and compares them with the theoryExplains why pooled and longer runs are steadier
Simulation designPicks a device without checking its chancesChooses matching digits or formulas and defines a trial and a successDesigns a simulation for a new situation, such as collecting three toys
Digital toolsNeeds help to write the formulasWrites formulas for coins, dice and at least one, and reads the relative frequencyDescribes several runs by their middle and spread
Simple and compoundThinks a compound event is always more likelyFinds both chances and says which is largerExplains when a compound event is more, less or just as likely

Eight questions, four ideas. A student at standard matches a device to its event, finds both chances and compares them.

Card key

Compare cards (Day 5): compound more likely: A (1/2 against 3/4), D (1/6 against 11/36), F (1/4 against 7/16), K (1/2 against 7/8), L (1/2 against 3/4); compound less likely: C (1/2 against 1/4), E (1/6 against 1/36), H (1/2 against 1/4), J (1/4 against 1/16); compound just as likely: B (1/6 against 1/6), G (1/2 against 1/2), I (1/6 against 1/6).

Weekly recordClass checklist

Weekly class record

Jot a tick as you move around the room; the mini-check fills any gaps. A tick a day is plenty.

NameExperimentsDevicesDesignDigital toolsCompare

The five columns are the five days: chance experiments, matching devices, simulation design, digital tools, and simple against compound.