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Showing results 1 to 16 of 16

Creating Tostadas
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In this activity, learners develop their understanding of combinations as they create as many different kinds of tostadas as possible.
Spin to Win!
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In this math activity, learners play a probability game and try to be the first to get to the end of the game board path .This activity guide contains a material list, black line masters for the game

Throwing Pi
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In this calculus activity, learners use a classic problem of geometrical probability to find an important mathematical constant (pi).

Odd Man Out
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In this math game (Page 14 of the Are You Game? PDF), learners determine the probability of getting an even versus an odd product using the numbers on a regular deck of cards.

Stairway to the Sky
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In this math activity, learners use cubes to calculate how many blocks it would take to build stairways with different heights.

I Don't Think So!
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In this math activity, learners explore probability as they play a game. Learners will categorize everyday events as either impossible, possible or certain.

Is it a Fair Game?
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In this math activity, learners play two versions of a card game and decide what makes a game fair. Learners also practice addition and subtraction skills.
Take a Guess
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In this activity, learners use what they know about probability to figure out what is in a mystery bag. Learners analyze data to guess how many of each color crayons are in the bag.

Tossing Coins
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In this math game (Page 17 of the Are You Game? PDF), learners investigate probability by tossing coins.

Games of Chance and Brains
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In this activity, learners build and play three math games. In the first game, called "Switcheroo," learners place marbles in holes 1 through 4 and 7 through 10.

Probability: Remove One
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In this math lesson, learners are given 15 chips and a number line labeled from 2-12.

Probability: Rock Around The Clock
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In this math lesson, learners apply the Monte Carlo method of simulation to determine a reasonable estimate.

Statistics: Whirlybirds
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In this math lesson, learners measure, predict and determine the frequency of an event as it relates to how close Whirlybirds land to a target.

Fair Spinners
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In this math game (Page 9 of the Are You Game? PDF), learners determine what makes a spinner fair or unfair. Learners first play a round with a pre-made spinner that isn't very fair.

Building an Army
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In this activity, learners explore the potential of interchangeable standard parts to create a large number of unique creations in different combinations.

Achi: A Strange Game of Tic Tac Toe
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In this game, learners strategize to be the first player to make three in a row.