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LESSON PLAN

Theoretical and Experimental Probability

A
Apothem Team
Grade 7 · Data & Probability
LESSON AT A GLANCE
Warm-up
5 min
Explore
15 min
Formalize
10 min
Practice
12 min
Exit ticket
3 min

Warm-up

Announce the class lottery: "One name drawn from 24. Amir says his chance is 50-50 — either he wins or he doesn't." Let the room dismantle the claim: outcomes must be EQUALLY LIKELY before counting them, and the 24 names are the equally likely things, not the two storylines.

P(Amir)=124P(\text{Amir}) = \frac{1}{24}. The unit sharpens last year's twin probabilities — theoretical and experimental — into tools for compound events and simulations.

Explore

Sample-space workshop: two coins, then a coin AND a die, then two dice — pairs build complete outcome tables and read probabilities from them (P(head and even)=312=14P(\text{head and even}) = \frac{3}{12} = \frac{1}{4}; P(dice sum=7)=636P(\text{dice sum} = 7) = \frac{6}{36}).

Then simulation stations: estimate probabilities that resist clean theory — "a family of three children has all girls" simulated with three coin flips × 40 trials versus the theoretical 18\frac{1}{8}; "a 70%-free-throw shooter makes both shots" simulated with a 10-sided spinner (1–7 = make). The comparison of simulated to theoretical (where available) closes the loop from Grade 6.

Formalize

Formalize sample spaces and the counting principle for independent events:

P(A)=ASP(A then B)=P(A)×P(B)    (independent)P(A) = \frac{|A|}{|S|} \qquad P(A \text{ then } B) = P(A) \times P(B) \;\;\text{(independent)}

The multiplication rule read from the table: the two-dice grid has 6×66 \times 6 cells because each of 6 first-outcomes pairs with each of 6 second-outcomes — the product rule IS the table's dimensions. Independence means the first result doesn't tilt the second; drawing WITHOUT replacement breaks it (a preview, flagged honestly).

Practice

Practice: build one sample space table and answer three questions from it; two multiplication-rule computations with independence justified; one simulation design ("describe how to estimate the chance a 4-question true/false quiz is aced by guessing — then compute it: 116\frac{1}{16}"); one spot-the-flaw (an "either it happens or it doesn't = 50%" claim in the wild).

Exit ticket: two spinners, each half red / half blue. P(both red)P(\text{both red}), with the sample space sketched. (14\frac{1}{4}.)

Exit ticket

Practice: build one sample space table and answer three questions from it; two multiplication-rule computations with independence justified; one simulation design ("describe how to estimate the chance a 4-question true/false quiz is aced by guessing — then compute it: 116\frac{1}{16}"); one spot-the-flaw (an "either it happens or it doesn't = 50%" claim in the wild).

Exit ticket: two spinners, each half red / half blue. P(both red)P(\text{both red}), with the sample space sketched. (14\frac{1}{4}.)

TIP  Sample-space tables beat formulas at this age: when in doubt, LIST. The multiplication rule should feel like a shortcut across a table students could draw, not an incantation.
WORKED EXAMPLES
Example 1 — The two-dice grid earns its keep: sums revisited

The question: in a board game you need a sum of 8 to win. How likely is it — and is 8 a better hope than 6?

Step 1: Build (or recall) the 36-cell grid: rows = first die, columns = second.

Step 2: Count the 8-cells: (2,6), (3,5), (4,4), (5,3), (6,2) → 5 ways → P(8)=536P(8) = \frac{5}{36}.

Step 3: Count the 6-cells: (1,5), (2,4), (3,3), (4,2), (5,1) → also 5 → P(6)=536P(6) = \frac{5}{36}. Equal hopes — both one step off the 7-peak (636\frac{6}{36}).

Step 4: The symmetry worth naming: sums equidistant from 7 have equal probability (8↔6, 9↔5, 12↔2) — the grid's diagonal structure made visible. A table built once answers a season of board-game questions.

Example 2 — Compound probability with the rule: the two-lock bike

The setup: a bike has two independent combination locks; a thief guesses one digit (0–9) on each. What's the chance both guesses are right?

Step 1: Each lock: P=110P = \frac{1}{10}, independence physically clear (locks don't communicate).

Step 2: Multiply: P(both)=110×110=1100P(\text{both}) = \frac{1}{10} \times \frac{1}{10} = \frac{1}{100}.

Step 3: See it as the table without drawing it: a 10-by-10 grid of guess-pairs, exactly one winning cell — 100 cells, the product rule as grid dimensions.

Step 4: Scale the insight: three locks → 11000\frac{1}{1000}. Each independent hurdle MULTIPLIES the difficulty — the entire logic of passwords, PINs, and why "add one more character" helps so much. Compound probability is the mathematics of security.

Example 3 — Design and run a simulation: the cereal-box prize

The problem: each cereal box contains one of 4 equally likely toys. Estimate the chance that buying 3 boxes yields at least two DIFFERENT toys… simpler target for class: that all 3 boxes hold the SAME toy.

Step 1: Theory first (it's reachable): first box sets the toy; second matches with 14\frac{1}{4}; third matches with 14\frac{1}{4}: P=116P = \frac{1}{16}.

Step 2: Design the simulation anyway (the skill transfers to unreachable theory): a 4-section spinner = one box; three spins = one shopping trip; 48 trips tallied.

Step 3: Run: class pools results — say 4 all-same trips in 48 → experimental 4480.083\frac{4}{48} \approx 0.083 vs theoretical 116=0.0625\frac{1}{16} = 0.0625. Close, wobble-sized gap ✓.

Step 4: Debrief the method: simulation = build a random device matching the story's probabilities, run many trials, count. When next week's problem has no clean theory ("chance the bus is late twice in a week"), the method survives; only the spinner changes.

MATERIALS
Coins, dice, spinners
Sample-space grids
10-sided spinners for simulations
Tally sheets
Practice set (PDF)
WATCH FOR
!The 50-50 fallacy (two storylines treated as two equal outcomes). The lottery demo opens the unit for exactly this reason.
!Multiplication rule applied to dependent situations (drawing two names without replacement). Check: does step one change step two's world?
!Simulated results expected to match theory exactly — the Grade 6 wobble lesson, re-affirmed at compound scale.