Foundation - This sequence begins in Year 1.

Australian Curriculum Yr F Achievement Standard

Australian Curriculum Yr F Achievement Standard

Year 1 - Classify outcomes of simple familiar events. Students identify outcomes of familiar events involving chance and describe them using everyday language such as ‘will happen’, ‘won’t happen’ or ‘might happen’.

Australian Curriculum Yr 1 Achievement Standard

Australian Curriculum Yr 1 Achievement Standard

If you select a marble without looking how likely is it you will pick an orange one?

The Sludger vending machine has four possible flavours. What kind of slushy are you likely to get? Answer questions about what flavour you think it will serve you. Use the vending machine to squirt coloured slushies into ice-cream cones to see if you're right. Refill the machine and try again.

Back to TopYear 2 - Describe outcomes for everyday events. Students identify practical activities and everyday events that involve chance. They describe outcomes as ‘likely’ or ‘unlikely’ and identify some events as ‘certain’ or ‘impossible’.

Australian Curriculum Yr 2 Achievement Standard

Australian Curriculum Yr 2 Achievement Standard

Have a play with the amazing random ball-picking machine! How likely is it a blue or a red ball is picked?

The Sludger vending machine has four possible flavours. What kind of slushy are you likely to get? Answer questions about what flavour you think it will serve you. Use the vending machine to squirt coloured slushies into ice-cream cones to see if you're right. Refill the machine and try again.

Use a vending machine to get a vile-flavoured drink such as Cabbage, Smelly Sock or Fresh Fish. The machine serves a can of drink randomly from four slots. Work out the likelihood of getting each flavour and choose a matching probability word: impossible, unlikely, equal, likely or certain.

Back to TopYear 3 - Conduct chance experiments and list possible outcomes. Students conduct chance experiments, identify and describe possible outcomes and recognise variation in results.

Australian Curriculum Yr 3 Achievement Standard

Australian Curriculum Yr 3 Achievement Standard

Pick whether you want to use an entire deck, or just one suit. This will change the probabilities in the “hint” section. Click how many cards you want to be in the game. Make your “wager” and then choose whether you think the next card will be higher or lower than the previous one. Remember, aces are LOW in this game.

Five games where you identify and describe possible chances of various Zooks winning all sorts of games.

Have a play with the amazing random ball-picking machine! How likely is it a blue or a red ball is picked?

Guess which colour is chosen most often. Create other spinners, with twelve equal parts. Colour your spinner as you like. Guess which colour will come up, then spin it. Are you right?

Race two cars along a track, powered by a coloured spinner that determines which car moves each spin. Try to give one car the best chance of winning by choosing a spinner with a good combination of colours.

Use a vending machine to get a vile-flavoured drink such as Cabbage, Smelly Sock or Fresh Fish. The machine serves a can of drink randomly from four slots. Work out the likelihood of getting each flavour and choose a matching probability word: impossible, unlikely, equal, likely or certain.

Back to TopYear 4 - Identify dependent and independent events. Students describe possible everyday events and order their chances of occurring They identify everyday events where one cannot happen if the other happens.

Australian Curriculum Yr 4 Achievement Standard

Australian Curriculum Yr 4 Achievement Standard

How many ways can the puppy bury his bones? A problem solving investigation.

6 different probability games.You can win tickets in carnival games by making the right probability choices. Choose the events with the highest chance of occuring.

Back to TopYear 5 -List outcomes of chance experiments with equally likely outcomes and assign probabilities between 0 and 1. Students list outcomes of chance experiments involving equally likely outcomes and represent probabilities of those outcomes using fractions.

Australian Curriculum Yr 5 Achievement Standard

Australian Curriculum Yr 5 Achievement Standard

The Foul Food Maker creates several kinds of disgusting meals randomly. Work out the likelihood of getting a certain type of meal, then choose a matching probability word: impossible, unlikely, equal, likely or certain. Check a table graph, and run simple probability experiments.

Pick whether you want to use an entire deck, or just one suit. This will change the probabilities in the “hint” section. Click how many cards you want to be in the game. Make your “wager” and then choose whether you think the next card will be higher or lower than the previous one. Remember, aces are LOW in this game.

A great explanation of probability and how outcomes are affected.

How many ways can David dress his puppy? A problem solving investigation.

Back to TopYear 6 - Describe probabilities using fractions, decimals and percentages. Students conduct chance experiments with both small and large numbers of trials using appropriate digital technologies. They compare observed frequencies across experiments with expected frequencies.

Australian Curriculum Yr 6 Achievement Standard

Australian Curriculum Yr 6 Achievement Standard

Are the dice dodgy? Test dice to see if they have been weighted (loaded) to favour one of the six numbers. How many rolls will you need before you can be reasonably sure of a conclusion? Experiment by rolling the dice first a small number of times and later many more times. Compare your predictions with the results of the experiment. What do you find?

The Foul Food Maker creates several kinds of disgusting meals randomly. Work out the likelihood of getting a certain type of meal, then choose a matching probability word: impossible, unlikely, equal, likely or certain. Check a table graph, and run simple probability experiments.

The Foul Food Maker creates several kinds of disgusting meals randomly. Work out the likelihood of getting a certain type of meal, then choose a matching probability word: impossible, unlikely, equal, likely or certain. Check a table graph, and run simple probability experiments. Look at data tables that describe probability using fractions, decimals and percentages.

An explanation of probability and how it can be reflected in percent and fractions.

A mystery spinner with one pointer and up to three equal sectors of up to three different colours, has been spun. Look at results of the spin displayed in a coloured bar graph, to see if or how often the dial has landed on particular colours. Your job is then to recreate this spinner and spin it to achieve similar results.

"An unseen spinner has just been spun. It has one pointer and up to five equal sectors containing up to five different colours. Look at a graph displaying the results of the spin, to see if or how often the dial has landed on particular colours. Your job is to recreate the mystery spinner and to spin it, with similar results. "

"An unseen dial spinner has just been spun. It has one pointer and up to five equal sectors that may contain up to five different colours. Look at a graph displaying the results of the spin, to see if or how often the dial has landed on particular colours. Your job is to recreate the mystery spinner and to spin it, with similar results. "

3 categories of games using fractions and decimals, 'Describing Chances','Finding Probability' and 'Showing Probability'.