P Y3 Human Slot Machine
膧konga will take turns playing a chance-based game that incorporates key vocabulary while anticipating outcomes. This game is intended as two lessons for Year 3 膩konga. The first lesson involves the creation of a pictorial tree diagram, and the second lesson involves exploring visual representations of chance-based data.
The 鈥楲ucky Dip鈥 investigation in Year 1, and the 鈥楾ricky Trickster鈥 investigation in Year 2 with a similar context, could be used for Year 3 膩konga who may need prior experience to support participation before this lesson is carried out with the whole class. 聽 Additionally, this lesson can be used as an ongoing classroom activity to reinforce language and key vocabulary.
This activity explores the following key ideas:聽
- Engage in chance based investigations about games and everyday situations to:
– anticipate and then identify possible outcomes
– collect and record data
– create data visualisations for frequencies of possible outcomes (e.g., lists, pictures, graphs)
– describe what these visualisations show
– answer the investigative question
– notice variations in outcomes (e.g., how often each of the numbers on a dice comes up)聽
Resources
- Three chairs, placed side by side, it is preferable that players cannot see other players, they could be blindfolded or there could be partitions between them.聽
- Three large tubs or buckets labelled 1, 2 and 3.聽
- Three lots of two different items that fit into the tub together.
Suggestions for items: A rubber chicken, squeaky pig dog toy, a large mixing spoon, a soft toy, a tennis ball, a sock. - Seven sets of pictures of the chosen items for cutting and sticking onto large paper to visually represent possible outcomes. See material masters below.
- Large paper, glue, scissors, felt pen.
- A of a human slot machine – kaiako to use own discretion as to whether this is appropriate for 膩konga to view.
