← Data and chance

Grids and tree diagrams

Two events, one after the other, make a sample space of pairs. A grid or a tree diagram lists every pair once, so you can count the outcomes in an event and find its probability.

A game asks you to toss a coin and roll a dice: you win with heads and an even number. Is that a good chance or a poor one? First you need every way the two can land.

When two things happen one after the other (toss a coin, then roll a dice), each outcome is a pair, such as (H, 4). A tree diagram draws the first event's outcomes as branches, then splits every branch into the second event's outcomes. A grid puts the first event down the side and the second across the top: it is a two-way table of the outcomes.

PredictRead the problem and decide what you think before you try anything. A wrong guess is fine: it shows you what to look for.

How many outcomes?

You toss a coin and roll a dice. How many different outcomes are there?

TryTry it on the board and compare the result with your prediction.

Heads and an even number

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Choose every outcome with heads and an even number. Then press Show as a tree: are they the same outcomes? Was your count of outcomes right?

Use the board. This ticks when you get there.

InvestigateWork out why it happens, one step at a time.

List every pair

Here is the routine.

Worked exampleBefore each step, say what you think comes next.
  1. Spinner with equal red and blue parts; then a coin\text{Spinner with equal red and blue parts};\ \text{then a coin}Two events, one after the other.

Read Max's working. Is "one of each" one outcome, or two?

A spinner has 3 colours and a dice has 6 faces. How many outcomes when you spin, then roll?

Max finds the chance of one head and one tail with two coins. Click the line where he goes wrong.

You toss three coins. Which is the best way to list the outcomes?

ModifyChange the problem on purpose and see what happens.

Other pairs

Need a hint?

Look along the diagonal where the sums are 8.

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Spin a spinner with equal red, blue and green parts, then toss a coin. Choose the outcome blue and tails. What is its probability?

Use the board. This ticks when you get there.

Two dice: choose every outcome with a sum of 8.

Use the board. This ticks when you get there.

A, B or C is picked, put back, then picked again. Choose the outcomes where the same letter comes up twice.

Use the board. This ticks when you get there.

Two dice show 36 outcomes in a grid. Why use a grid here, not a tree?

PractiseA few on your own, to check you have it.

Two events

Two dice are rolled. What is P(the sum is 7)?

Two coins are tossed. What is P(two heads)?

A café offers 4 sandwiches and 3 drinks. How many different sandwich-and-drink meals are there?

Review: 30 students, 18 play netball, 10 play hockey, 4 play both. How many play neither?

MakeMake your own problem using what you have learned. Expect a few tries; that is normal.

A fair game

Write the rule of your game in words, then check a friend's game with the grid.

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Need a hint?

A fair game wins half the time: 18 of 36 outcomes.

Another hint

An even sum is one way. Find another.

Design a two-dice game that you win exactly half the time: choose 18 outcomes.

Use the board. This ticks when you get there.

For teachers

Students list the outcomes of two events in a grid and a tree diagram, count the outcomes in an event and find its probability (AC9M8P02, node 1). About 40 minutes.

Open the teacher guide: answers, solutions, slides and a worksheet.

Students will be able to

Before class

Do the Run board yourself first. Students need sample spaces (Year 7) and the Venn diagrams and tables from the last lesson.

The one idea: two events make pairs, and a grid or tree lists every pair once, so the outcomes are equally likely. The common mistake is merging pairs that differ only in order (Max's HH, TT, one of each), which makes unequal outcomes look equal.

Branch probabilities (multiplying along a tree) are Year 10 (AC9M10P01); here every outcome is equally likely and students count. The board lists outcomes rather than drawing spinners, so the lesson says 'equal parts' every time; point it out.

Wider: three coins on a tree (8 outcomes), and why a grid can't show them.

Running the lesson

  1. Predict: ask how many dice results go with heads.
  2. Run: ask whether the grid and tree show the same 12 outcomes.
  3. Investigate: ask Max to toss a red and a blue coin.
  4. Modify: ask why the sums of 8 lie on a diagonal.
  5. Make: ask how many outcomes make a half.

The hard part (on purpose)

Counting HT and TH as different. Ask students to colour the two coins (a red coin and a blue coin) before they list.

When students get stuck

Stretch and support

Stretch: Three coins: draw the tree. What is P(exactly two heads)? Why can't the board's grid show this?

Support: A printed 6 by 6 grid for two dice and a blank two-level tree.

Where it leads

This completes AC9M8P02 node 1 with the last lesson.

Where it leads: 'and', 'or' and 'not' (next), simulations, and multiplying along branches in Year 10.

What each step is for

Now you can
Practise this skillNew questions, new numbers each timeGet 3 right in a row to mark it practised.Next lesson13. And, or and not'A and B' means both happen; 'A or B' means at least one happens (both included); 'not A' is everything else. Read them from a Venn diagram, a two-way table or a grid, counting each outcome once.