Learning intention
We are learning to design a chance game for a five-year-old, and to work out and justify its probabilities.
Success criteria
- I can design a game that meets every rule in the brief.
- I can list every possible outcome of my game.
- I can write each outcome's probability as a fraction, a decimal and a percentage.
- I can give useful critique to another team, and change my own design because of critique I received.
Curriculum
AC9M6P01 — assign probabilities using common fractions, percentages and decimals.
AC9M6P02 — run simulations with an increasing number of trials using digital tools; compare observations with expected results.
The Catholic perspective is not decoration here. The brief is judged by whether it serves a five-year-old, not by how clever the mathematics is. A team with an elegant game a Prep cannot play has failed the brief. Say that plainly — it is the clearest expression in the unit of putting skill at the service of someone else.
Shape of the lesson
| Phase | Time | What happens |
|---|---|---|
| Warm-up | 5 min | A die where the chance of red is one half |
| Launch | 12 min | The design brief, and why each rule is there |
| Explore | 26 min | Design, sample space, probabilities, simulate, critique, revise |
| Summarise | 8 min | What changed after critique |
| Review | 4 min | Exit ticket |
Option A — recommended
Split across two sessions if you have a spare maths slot before Lesson 8. Session one: design and sample space. Session two: simulate, critique, revise. The critique round is the part most often cut and the part most worth keeping.
Option B
Run the critique as a five-minute gallery walk with sticky notes instead of the full protocol round. Teams leave their planner open on the desk and move. Less rich, but it fits.
Option C
Teams simulate at one scale only — 200 trials — rather than a ladder. The check they need is "does a Prep have a reasonable chance", and one scale answers it.
What we are learning today
We are learning to design a chance game for a five-year-old, and to work out and justify its probabilities.
I will know I can do it when…
- I can design a game that meets every rule in the brief.
- I can list every possible outcome of my game.
- I can write each outcome’s probability as a fraction, a decimal and a percentage.
- I can give useful critique to another team, and change my own design because of critique I received.
Set your goal for today
Read the success criteria above. Which one is the biggest stretch for you? Write one thing you are going to focus on. You will come back to it at the end.
Not sure? Listing EVERY outcome is the rule teams most often break — and it is the one the assessment depends on.
How hard is each question?
Every question in this unit is labelled so you know what kind of thinking it needs. The assessment has questions at all three levels.
SF — simple familiar
You have seen this kind of question before and it is clear what to do. One step, friendly numbers.
CF — complex familiar
You know the method, but there is more than one step, or you have to pick which method to use.
CU — complex unfamiliar
Nobody tells you the method. You work out what to do, and explain why you did it.
Warm-up · 5 minutes
A die where red comes up half the time
Whiteboards, individual. Collect three or four different answers before saying anything.
The link to make out loud: you get to choose the sample space. That is what designing a game is.
Launch · 12 minutes
The brief
Hand out the design brief. Read it together. Every rule is non-negotiable, and each one has a reason worth two minutes of discussion.
Design brief — a chance game for your Prep buddy
- No reading. Your buddy may not be able to read yet. Nothing in the game can depend on words.
- Under two minutes a turn. Sixty Preps have to get through it.
- Understood after one demonstration. You show them once, then they play.
- The outcome must depend on chance. Not on skill, not on speed, not on strength.
- You must be able to list every possible outcome. If you cannot list them, you cannot work out the probabilities.
Two questions worth the discussion time
Rule 5 is the assessment in disguise. If a team cannot list every outcome, item A1 is impossible and everything after it collapses. Check this before a team gets attached to their idea — a game with an unlistable sample space needs redesigning at minute five, not minute twenty-five.
On prizes. Teams will want everyone to win. Let them think it through: if everyone wins, the outcome does not depend on chance, and rule 4 fails. The productive version is that everyone gets something and the chance element decides which something. That distinction is worth surfacing in the Summarise.
Explore · 26 minutes
Design it, then prove it works
Family Group teams of two or three, assigned by you. Roles named before they start: Designer, Recorder, Simulator.
The sequence on the planner
- Describe and sketch the game. What does the buddy actually do?
- List every outcome. SF If the list is not complete, stop and fix the game.
- Probabilities, three ways. SF Fraction, decimal, percentage, for every outcome. They must total 1.
- Simulate it. CF Build the game in the Chance Simulator and run it. Does the result match what you calculated?
- Judge it. CU Is this a good game for a five-year-old? Use the brief and your numbers.
Peer critique
Teams swap planners and use the critique protocol cards: two things that work, one question, one suggestion — judged against the brief, not against taste. Then teams revise. The revision box on the planner must be filled in even if the answer is "we changed nothing, because…".
1. Does the sample space total 1? Thirty seconds per team, and it catches most structural faults.
2. Can they list the outcomes at all? A team that says "it depends how hard you throw it" has a skill game and needs redirecting now.
3. Is a Prep going to enjoy losing this? A game with a 1-in-20 win chance is mathematically fine and miserable to play.
What good critique sounds like. Not "it's good" — the protocol cards have an "instead of / try" side for exactly this. The useful critique in this lesson is usually about rule 3: another team can tell you in ten seconds whether they understood your game from one demonstration, and that is information you cannot get from inside your own team.
Differentiation
Support
- Choose one of three starter structures and adapt it rather than inventing from blank: a 4-section spinner, a bag of 8 counters, or a die with coloured faces.
- Sample space table pre-drawn with the right number of rows.
- Conversion mat on the desk.
- Simulate at one scale only.
Core
- Design from the brief.
- Full sample space and probabilities three ways.
- Simulate, critique, revise.
Extension
- You have 24 prizes and 60 Preps will play. What probability of winning would make 24 prizes exactly right? (AC9M7P01)
- Design the prize allocation so you are unlikely to run out. How many spare do you need, and why?
The steps on your planner
Describe and sketch the game. What does the buddy actually do?
List every possible outcome. If the list is not complete, stop and fix the game.
Write each outcome’s probability as a fraction, a decimal and a percentage. They must total 1.
Build your game in the Chance Simulator and run it. Does the result match what you calculated?
Is this a good game for a five-year-old? Use the brief AND your numbers.
A team that cannot list the outcomes has designed a skill game. Throwing, aiming and racing have no sample space, so item A1 becomes impossible. Redirect at minute five, not minute twenty-five, and offer a starter structure.
Talk it through with a partner
Show your partner your answer to question 5. Your partner picks one of these to ask you:
- Could you explain this game to a Prep in one demonstration?
- How many of the 60 buddies would go home with nothing?
- Does the outcome really depend on chance, or on skill?
Write down the question you were asked and what you said back.
Choose your path
Pick the one that matches where you are right now. You can change your mind.
A 4-section spinner. Shade one section as the winning outcome. P(win) = 1/4 = 0.25 = 25%.
A bag of 8 counters. Make 2 of them gold. P(win) = 2/8 = 1/4 = 0.25 = 25%.
A die with coloured faces. Colour 3 faces red. P(red) = 3/6 = 1/2 = 0.5 = 50%.
Pick one, change the numbers, then work out the new probabilities yourself.
You have 24 prizes and 60 Preps will play. What probability of winning would make 24 prizes exactly right?
Design the prize allocation so you are unlikely to run out. How many spare do you need, and why?
★2 24 is the expected number, not a guarantee — on the day you might get more. A few spare covers the variation. Students who connect this back to Lesson 4 (observed rarely equals expected) are reasoning at the A standard.
Summarise · 8 minutes
What did you change?
Take three or four. Do not take the games themselves — take the revisions.
This is also the moment to name what happens next: the game they now have is the game they are assessed on. Any team still unhappy with theirs should say so now, not next lesson.
Three things to land
- Design decisions have probability consequences. Adding one section to a spinner changes every probability in the game.
- The probabilities must total 1. If they do not, an outcome is missing.
- The brief is the judge, not our taste. A game is good here if a five-year-old can play it and enjoy it.
Review · 4 minutes
Exit ticket
What is the probability of winning? Write it as a fraction, a decimal and a percentage.
If 60 Preps each play once, how many would you expect to win? Show your working.
Is this a good game for Prep buddies? Use the brief AND your numbers to explain.
Answers.
1. 1/10 = 0.1 = 10%.
2. 6. Method 1: 60 ÷ 10 = 6, then × 1 = 6. Method 2: 0.1 × 60 = 6.
3. There is no single right answer, and the reasoning is the whole item. A strong response connects the number to the brief: "Only about 6 out of 60 buddies would win, so 54 would go away with nothing. It passes rules 1 to 5 but it is not kind." A response that says "yes because it is fair" has not used the numbers. A response that says "no, 10% is too low" without saying what that means for 60 children has used the numbers but not the brief.
The discriminator is question 3, and it is the closest thing in the unit to item A7. Students who translate 10% into "54 children win nothing" are reasoning at the A standard.
Support version. Two gold counters in ten, so 2/10 = 1/5 = 0.2 = 20%, and 12 of the 60 would win. The judgement is the same and the arithmetic is easier.
Think back
Your goal
Go back to the Intentions tab and read the goal you set. Did you meet it?
Nothing you type here is saved. Copy it into your book before you close the page.
What you need
- resources/l7-03-design-brief.pdf — one per team, kept on the desk all lesson. Also A3 for the display board.
- resources/l7-01-planner-core.pdf — 4 pages, one per student
- resources/l7-02-planner-support.pdf — 4 pages, three starter structures supplied
- shared/critique-protocol-cards.pdf — one per team, both sides
- shared/conversion-mat.pdf
Equipment
- Game-making materials: card, counters, paperclips, spinner blanks from Lesson 2, dice, small containers
- Devices with the Chance Simulator for the simulation step
- Coloured stickers if you are running the gallery-walk version of the critique
Lesson-specific adjustments
Standing adjustments are on the linked Personalised Adjustments document and are not repeated here.
- Three starter game structures supplied for teams who would spend the lesson choosing. Adapting a structure still meets every success criterion.
- Teams assigned by the teacher with roles named and displayed before work starts. Do not let teams self-select today — the composition carries into the assessment.
- Sample space table pre-drawn with the right number of rows for the chosen starter structure.
- Prep teacher consulted beforehand to confirm individual buddy needs — mobility, sensory, anything that would rule out a game type. Do this before the lesson, not after teams have designed.
- Critique receiving is scaffolded. For students who find critique hard to hear, the protocol card's fixed shape helps: two strengths always come first, and the suggestion is always phrased as a question.
Misconceptions to expect today
Designing a skill game
Throwing, aiming, racing. The most common failure, and it kills the mathematics because there is no sample space.
Response. "List every possible outcome for me." When they cannot, the problem is visible without you naming it. Then offer a starter structure.
"Everyone should win"
Kind instinct, broken game. If every outcome wins, the result does not depend on chance and rule 4 fails.
Response. Separate winning from receiving. Everyone gets something; chance decides which something. The game stays kind and stays a chance game.
Probabilities that do not total 1
Usually a missing outcome — the "nothing happens" case, or a section of the spinner nobody counted.
Response. Add them up in front of the team. The gap tells you what is missing and how big it is.
A win probability so low the game is miserable
A 1-in-20 chance is mathematically correct and no fun for a five-year-old. Students often do not connect the fraction to the experience.
Response. "Sixty Preps will play. How many go home with nothing?" The number does the work.
What comes next
Lesson 8 — Assessment, Part A. Individual, supervised. Students work from the game their team designed today: sample space, probabilities three ways, simulation at 20, 200 and 2000 trials, expected against observed, and a fairness judgement.
- Check every planner tonight. A team with an incomplete sample space cannot sit Part A — fix it before the lesson, not during it.
- Confirm PLP additional-time arrangements and any adjusted criteria with the Support Teacher: Inclusive Education.
- Test the simulator once more on the devices being used.
- Hand the planners back at the start of Lesson 8. Students need them.