# ALEX Lesson Plan Resources

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ALEX Lesson Plans
Subject: Mathematics (7), or Credit Recovery Science (5), or Science (6), or Technology Education (3 - 5)
Title: Puzzling Pangaea
Description: In this lesson students will work collaboratively to research information in order to prove or disprove if a super continent ever existed. Students will create a model of Pangaea to show how their research findings ‘connect' in a puzzle format. Students will conduct a survey to find out their peers opinion of Pangaea and communicate the results in graphs.

Subject: Arts Education (2), or English Language Arts (K), or Mathematics (7)
Title: Who Do You Think You Are?
Description: Students will demonstrate an understanding of character through improvisation.  Students will imagine and clearly describe their characters through performance.  They will relate a character's actions and emotions and create a setting.

Subject: Mathematics (7)
Title: It’s in the Bag!
Description: It’s in the Bag will allow students to explore basic principles of probability. Students will investigation the likelihood of a certain color cube coming out of a bag.  Then proceed to write word problems involving the plausible outcomes. This lesson plan was created by exemplary Alabama Math Teachers through the AMSTI project.

Subject: Mathematics (7)
Title: Maybe… Maybe Not
Description: In Maybe…Maybe Not students will explore and investigate components of probability. This lesson will enable students to develop understanding of a likelihood line and apply events to the line.   This lesson plan was created by exemplary Alabama Math Teachers through the AMSTI project.

Subject: English Language Arts (3), or Mathematics (7), or Technology Education (3 - 5)
Description: This lesson will allow the student to experience  a series of informal comparisons,  The student will explore the chances of various outcomes of an event. The student will use vocabulary associated with probability.This lesson plan was created as a result of the Girls Engaged in Math and Science University, GEMS-U Project.

Subject: Mathematics (7)
Title: Don't Compound the Problem
Description: Students will be able to determine the probability of a compound event. Drawing on their knowledge of simple probability to find the probability of more complex outcomes. Students will create a poster, PowerPoint, booklet, or foldable to display the process of calculating a compound probability.

Subject: English Language Arts (3), or Mathematics (7), or Technology Education (3 - 5)
Title: Maybe - Maybe Not  (Probability Introduction)
Description: This is a beginning lesson on the concept of probability. Through a series of informal comparisons, the student will explore the chances of various outcomes of an event. The student will use vocabulary associated with probability.This lesson plan was created as a result of the Girls Engaged in Math and Science University, GEMS-U Project.

Subject: Mathematics (7), or Technology Education (6 - 8)
Title: What Are the Chances?
Description: Students will use technology to investigate probability from basic terms to the theoretical probability of events.This lesson plan was created as a result of the Girls Engaged in Math and Science, GEMS Project funded by the Malone Family Foundation.

Subject: Mathematics (7 - 12), or Technology Education (9 - 12)
Title: Dice Roll Project
Description: This project is a fun way for students to observe the integration of a probability lesson with spreadsheet software. Students will record 36 rolls of a pair of dice. After they record their data, students will manually calculate the mean, median, mode and range. Students will then observe how quickly a computer can do those same calculations and many more things with that same data. Students will also compare experimental outcomes to the theoretical outcome.

Thinkfinity Lesson Plans
Subject: Mathematics
Description: In this lesson, from Illuminations, students explore the relationship between theoretical and experimental probabilities. They use an interactive box model that allows them to simulate standard probability experiments such as flipping a coin or rolling a die.
Thinkfinity Partner: Illuminations

Subject: Mathematics
Title: Random Drawing Tool      Add Bookmark
Description: This student interactive, from Illuminations, allows students to explore the relationship between theoretical and experimental probabilities. Students use this '' box model'' as a statistical device to simulate standard probability experiments such as flipping a coin or rolling a die.
Thinkfinity Partner: Illuminations

Subject: Mathematics
Description: This student interactive, from Illuminations, allows students to create their own spinners and examine the outcomes given a specified number of spins. Students learn that experimental probabilities differ according to the characteristics of the model.
Thinkfinity Partner: Illuminations

Subject: Mathematics
Description: This Illuminations lesson demonstrates the birthday paradox, using it as a springboard into a unit on probability. Students use the TI-83 graphing calculator to run a Monte Carlo simulation with the birthday paradox and engage in a graphical analysis of the birthday-problem function.
Thinkfinity Partner: Illuminations

Subject: Mathematics
Title: Explorations with Chance      Add Bookmark
Description: In this lesson, from Illuminations, students analyze the fairness of certain games by examining the probabilities of the outcomes. The explorations provide opportunities for the learning phases of predicting results, playing the games, and calculating probability ratios.
Thinkfinity Partner: Illuminations

Subject: Mathematics
Description: In this student interactive, from Illuminations, students can see the results of a fire if a forest is densely planted in a rectangular grid. Students are able to choose a starting place for the fire and enter the probability that a given tree will burn.
Thinkfinity Partner: Illuminations

Subject: Mathematics
Title: Stick or Switch?      Add Bookmark
Description: This lesson, from Illuminations, presents a version of a classic game-show scenario. You pick one of three doors in hopes of winning the prize. The host opens one of the two remaining doors, which reveals no prize, and then asks if you wish to stick or switch. Which choice gives you the best chance to win? Students explore different approaches to this problem including guesses, experiments, computer simulations, and theoretical models.
Thinkfinity Partner: Illuminations

Subject: Mathematics
Title: Sticks and Stones Demo      Add Bookmark
Description: This student interactive, from an Illuminations lesson, allows students to generate random throws for the game '' Sticks and Stones.'' In the game, three sticks are tossed and a player moves his or her marker according to how the sticks land.
Thinkfinity Partner: Illuminations

Subject: Mathematics
Title: Sticks and Stones      Add Bookmark
Description: In this Illuminations lesson, students play Sticks and Stones, a game based on the Apache game Throw Sticks, which was played at multi-nation celebrations. Students collect data, investigate the likelihood of various moves, and use basic ideas of expected value to determine the average number of turns needed to win a game.
Thinkfinity Partner: Illuminations