Spinner Bingo
Spinner Bingo
Pupils analyse a simple game and plan a winning strategy.
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Practical details
- Suitability
- National Curriculum levels 6 to 8
- Time
- 30 minutes to 1 hour
- Resources
- Pencil and paper
Key Processes involved
- Representing
- Select a systematic recording method when deciding how totals may be made in different ways
- Analysing
- Explore the different combinations that are possible; deduce that some totals are impossible and that some are more likely than others
- Interpreting and evaluating
- Relate their findings to the situation and deduce which totals give the best chance of winning
- Communicating and reflecting
- Communicate conclusions and reasoning clearly and effectively
Teacher guidance
Check that Pupils understand the context, for example, you could show different ways of selecting a number at random including dice and spinners and ask the following questions:
- Who has played Bingo? What is the aim of the game?
- In Bingo numbers from 1 – 100 may be pulled out of a ‘hat’ and then called.
- In this Bingo game, the numbers called are obtained by adding the scores on two spinners. Each spinner gives a number (eg red with 2 and blue with 3) and the number called is the sum, 5.
Pupils can tackle this task in different ways, but they might be expected to:
- identify all the outcomes when dealing with two experiments combined
- understand how to calculate the probability of a compound event and use this in solving a problem