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This web site reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

This web site reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

**Subject taught**

- Math

**Link**

https://www.cpalms.org/Public/PreviewResourceLesson/Preview/50618

**Type of Product**

- Lesson Plans

**Language Skills Developed**

- Interaction

- Listening

- Reading

- Speaking

- Writing

**Transferable/Scientific Skills Developed**

Student will develop self-motivation, analytical skills, problem-solving skills.

**Description**

General aims

Student will be able to use probability to interpret the meaning of the expected value in context, calculate probability of a success x the payout of the success.

Lesson plan introduces an activity about the Carnival with seven games: Rolling Dice, Bottle Bowling, Fish Bowl, Weigh in on That!, Pin the Wing, Colours, and Spin It. Students divided into groups must look at the cost, rules, and awarded prizes and give the best rank order for these games. The groups should give details on the procedures they used to do the task. What is more, students will be able to write letter in English, calculate the expected values of the Rolling Dice game and interpret the results in context.

Linguistic aims:

- to read English with ease

- to understanding content

- write letter in English

- to communicate reading experiences

- to learn from written texts

- to master tools for gathering information

- to express understanding and experiences

- to enable students to understand topic correctly

- to develop language connected with Carnival

- to translate words connected with probability in English into the mother tongue using one’s own words.

Subject specific aims:

- student is able to set up a probability distribution table

- student is able to calculate the expected value for rolling two dice

- student is able to determine which order to rank seven Carnival games and give explanations as to why

- student gains confidence in their math skills

- interpret the results in context

- student is better prepared for standardized testing.

Suggested Technology: Document Camera, Graphing Calculators, Computer for Presenter, Computers for Students, LCD Projector, Adobe Acrobat Reader, Microsoft Office

Target group age:

Students from primary school (14-15 years old), before using the resource they need to be able to:

1. know how to calculate probability

2. know how to calculate the various probabilities for rolling two dice.

3. know how to calculate expected values.

What is more, this lesson plan can be used by grade teachers who wants to teach math bilingually using with real-life word problems and show how useful is math in everyday life.

Level of competence in English (CEFR)

B1/B1+

Time required to use the resource with the students:

The teacher can use the resource with the students for one lessons. Lesson lasts 2 hour 24 minutes.

How to use it

Before using the lesson plan during one’s classes, the students should be able to calculate probability and expected value.

The teacher asks students questions in English which should be displayed during the lesson. These questions shuld be discussed at the beginning.

“What is the probability of rolling a 2 on a die?”

“What is the probability of rolling two 2's on a pair of dice??”

“What is the probability of rolling a sum of 10 on the dice? ”

The students give the answers with the examples. The teacher should give them feedback and show students more examples on the black table. The teacher highlights some new words for students in English and students should find the translation these words into the mother tongue and write down the new words in English in the notebook with the right translation in their own words. The words which should be taken into consideration are: expected value, probability, random variables, money, writing a letter, dice, carnival games.

The lesson plan has detailed instructions how to teach step by step.

Attachments:

Winner!_Winner!_Data_Set_1.docx

Winner!_Winner!_DataSet_2.docx

Winner!_Winner!_Possible_Solutions.docx

Winner!_Winner!_Rubric_Client_Letter_2.pdf

Winner!_Winner!_Template_1.docx

Winner!_Winner!_Template_2.docx

Winner!Winner!_Client_Letter_1.docx

Winner!Winner!_Client_Letter_2.docx

Winner!_Winner!_Rubric_Client_Letter_1.pdf

Possible difficulties for the students

Students who have poor knowledge of English can have problems with understanding the content. Students who has problems calculating probability can face difficulties.

**Comments**

The resource provides interesting learning, it can be used by teachers as a model to help them teach their own students how to use probability in real life problems using English. The strength of the lesson plan is a clarity of explanation, many attachments and real-life problem to solve. This resource supports student engagement in group work and collaborative learning. The teacher has a rich materials to work with students and clear instructions to follow. The resource is public and freely available. The lesson plan contains many activities and exercises which the students can complete with teacher guidance.
In my opinion this lesson plan is scientifically reliable and can be recommended to students and teachers, it is intuitive and usable. The attachments could be more visually appealing to students and the resource could be less time consuming.

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