Theoretical and Experimental Probability
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.
. 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 (; ).
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 ; "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:
The multiplication rule read from the table: the two-dice grid has 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: "); 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. , with the sample space sketched. (.)
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: "); 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. , with the sample space sketched. (.)
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 → .
Step 3: Count the 6-cells: (1,5), (2,4), (3,3), (4,2), (5,1) → also 5 → . Equal hopes — both one step off the 7-peak ().
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.
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: , independence physically clear (locks don't communicate).
Step 2: Multiply: .
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 → . 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.
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 ; third matches with : .
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 vs theoretical . 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.