MATHEMATICS. Level of Achievement : D. Sekolah Victory Plus Secondary School Jl. Kemang Pratama Raya AN 2 3 Kemang Pratama Bekasi
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1 Sekolah Victory Plus Secondary School Jl. Kemang Pratama Raya AN 2 3 Kemang Pratama Bekasi MATHEMATICS Unit /Sem : 1 / 2 Name Due Date STATISTICS Chapter 15 Probability Teacher s Comment Level of Achievement : D Date Grade VII Australia Teacher Ibu Nuri Martini Teacher s Signature Parents Signature Special Instruction/TaskGuide : Instruction : In this assignment, you will be designing your own game on your own in groups of 2. The game should be the type of game that you would play at a carnival, amusement park or casino. It cannot be a game that already exists your group must create a unique game. You must be able to explain the probability of your game, so don t make it too complicated! Example: Final Products: 1). Game Include all game boards, playing pieces, cards, balls, etc. for your game. COMPLETED AT SCHOOL!
2 2). Instructions You must create a set of written or typed instructions to clearly explain your game. They must be easy to follow so that anyone can pick them up, read them and begin playing your game. 3). Written Report See below. 1. Introduction Provide an overview of your game. What type of game is it? Where would you play this type of game? 2. Instructions Step by Step instructions for how to play the game. 3. Game Description What do you need to play the game? List all materials needed to play (dice, spinner, plastic darts, ball, etc.) Build your activity or game board. COMPLETED AT SCHOOL! 4. Probability Analysis What is the theoretical probability of your game? (Include all of the outcomes.) Is the game fair? Explain how you know. If the game is not fair, how could you change the game to make it fair? 5. Individual Reflection (1 Per Person) Your work will be assessed against criterion D Task Guide Criterion D : Applying mathematics in real life contexts Achievemen Level descriptor Task specific descriptions t Level 0 The student does not reach a standard described by any of the descriptors below The student is able to: i. Identify some of the elements of the authentic real life situation ii. Apply mathematical strategies to find a solution to the authentic real life situation, with limited success The student is able to: i. Identify the relevant elements of the authentic real life situation ii. Apply mathematical strategies to reach a solution to the authentic real life situation iii. State, but not always correctly, whether the solution makes sense in the context of the authentic real life situation The student is able to: Identify the relevant elements of the authentic real life situation Select adequate mathematical strategies to model the authentic real life situation Apply the selected mathematical strategies to reach a valid solution to the authentic real life situation Describe the degree of accuracy of the solution State correctly whether the solution makes sense in the context of the authentic real life situation Instructions are Incomplete Students attempts some sort of analysis of their probability. Some attempt at a reflection is made. The work appears sloppy and unorganized. It is hard to know what information goes together. Has written instructions but they are unclear and a verbal description of the game is necessary. Provides some analysis of the math behind their game. The idea of fair game is mentioned. Reflection attempts to explain students thought process during the project. The work is presented in an organized fashion but may be hard to read at times. Instructions are somewhat clear and easy to follow. The game can be played by others with minimal interaction with creators of the game. Provides somewhat accurate analysis of the math behind their game. The idea of a fair game is explained in terms of their project. An attempt at providing an alternative for making their game fair is presented. Reflection attempts to explain students thought process during the project. The relevance of the project is described. The work is presented in a neat and organized fashion that is usually easy to read.
3 7 8 The student is able to: Identify the relevant elements of the authentic real life situation Select adequate mathematical strategies to model the authentic real life situation Apply the selected mathematical strategies to reach a correct solution to the authentic real life situation Explain the degree of accuracy of the solution Describe correctly whether the solution makes sense in the context of the authentic real life situation Instructions are clear and easy to follow. The game can be played by others without referring to the game creators for help Has comprehensive written report including : introduction, instructions, game descriptions and probability analysis Provides accurate analysis of the math behind their game. The idea of a fair game is clearly explained in terms of their project and an alternative for making their game fair is presented. Reflection clearly explains students thought process during the project. The relevance of the project is clearly described. The work i s presented in a neat, clear, organized fashion that is easy to read. Members: Timothy Andaru PROBABILITY JOURNAL Title : Rescue The Peoples! Description: The type of the game is inspired by snake and ladder. It will be played by maximum 4 peoples and minimum 2 players. It will be played at school. The game needs a the board, 4 characters, papers with numbers 1 12 with it, magical card, and a place to keep the numbers. The Player will need to choose 1 character from 4 characters, then decide the first player to start, then take a number while closing their eyes, then move their character based on the number they get. If the player lands on the magical card box, they need to take the magical card and do what the card says. The design will be like this: Planning: No. Day and date Planning 1 Monday, 2 May Research about type of games and planning for the games Have a name of the games
4 2 Thursday, 5 May 3 Monday, 9 May 4 Thursday, 12 May 5 Monday, 16 May Prepare materials such as : Cardboard A4 Paper Markers Origami Pencil Eraser Ruler Jar Start creating board Scout camp Continue to create the board Start making the numbers, instructions, magical card, magical cards and characters All materials are prepared and bring when maths 50% of the board done Excursion (no math lessons) Board done Number done Instruction done Character done Magical card doneracters done Magical cards done 6 Thursday, 19 May Final touching, presentation and play games Finish presenting our games to our teacher and our class WRITTEN REPORT I. Introduction Snakes and Ladders is originated in ancient India, where it was known with the name Mokshapat or Moksha Patamu. It is believed that the game was played at a time as early as 2nd century BC. The title of the game is Rescue The Peoples. This game is inspired by snake and ladder but the form of the boxes and the way to move the character is modified. It will be played by maximum 4 peoples and minimum 2 players. It will be played at school. The game needs a the board, 4 characters, papers with numbers 1 12 with it, magical card, and a place to keep the numbers. II. Instructions
5 III. 1. Choose 1 character from 4 characters. 2. Decide the first player to start. 3. The player will need to take a number in a jar while closing their eyes. 4. The player will move their character based on the number that the player get. 5. If the player go to the magical card box, the player need to take one of the magical card randomly and then follow what is written in the magical card. Game description Materials needed: Cardboard A4 Paper Markers Origami paper Pencil Eraser Ruler Jar Steps of making: 1. We will make the game board first. We need 3 cardboards from a box. We stick all of the cardboards and cover one side of it with origami papers. 2. We will make the numbers (for play), numbers (to be sticked at the board), magical card and characters. We will print all of it. 3. After we print the numbers (to be sticked at the board), we cut it and then stick at the board. 4. After we print the magical card, we cut it.
6 5. After we print the numbers (for play) we cut it and put it in a jar. 6. After we print the characters, we cut it and then form it. From these materials and steps of making, the things that we need to play the game are: Game board Number Character Magical card IV. Probability analysis Probability: Outcomes: Numbers: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 Box numbers: 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32, 33,34,35, 36,37,38,39,40,41,42,43,44,45,46,47,48,49,50, 51, 52, 53, 54, 55, 56, 57, 58,
7 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84 Magical card: Move two steps forward, move two steps backward, go to start box, move five steps forward, move one steps backward, move three steps backward, move ten steps forward, go to box 10, go to box 45, go to box 32, move ten steps backward, go to box 23, move five steps backward, move ten steps forward, take another card In this game, if we land at the magical card box and take the card that is written go to box /go to box, we need to go to that box. If we land at the magical card box and take the card that is written move steps forward, we need to move the character forward based on the card s instruction. If we land at the magical card box and take the card that is written move steps backward, we need to move the character backward based on the card s instruction. If we land at the magical card box and take the card that is written take another card, we need to take another card. 1. Find the probability that after taking the number your character will be at box number: a. 5 Answer: b. 15 Answer: 0 c. 9 Answer: 2. Find the probability that the magical card that you take is: a. Move steps forward: b. Move steps backward: c. Go to box /go to box: d. Take another card: V. Individual reflection
8 References: Who invented the board game Snakes and Ladders? (2008, October 12). Retrieved from THE TIMES OF INDIA: _and_ladders/articleshow/ cms
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