Chance and Likelihood
Using the language of chance to describe the probability of different outcomes.
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Key Questions
- Why are some events certain while others are impossible?
- How can we change a game to make it more or less likely for someone to win?
- What does it mean for something to be likely but not certain?
ACARA Content Descriptions
About This Topic
Chance and likelihood (AC9M2P01) introduce students to the language of probability. In Year 2, the focus is on identifying outcomes of familiar events and using terms like 'will happen', 'won't happen', 'might happen', 'certain', 'likely', 'unlikely', and 'impossible'. This helps students understand that while some things in life are predictable, others involve an element of randomness.
In an Australian classroom, this can be linked to weather (Is it likely to rain today?), games (What are the chances of rolling a six?), or daily routines. This topic comes alive through games and experiments. When students can physically roll dice, spin spinners, or pull marbles from a bag, they move from 'guessing' to 'predicting' based on the available outcomes. Structured discussion helps them refine their language and justify their choices.
Learning Objectives
- Identify possible outcomes for familiar events.
- Classify events as certain, likely, unlikely, or impossible.
- Explain how changing the conditions of a game can alter the likelihood of winning.
- Compare the likelihood of two different events occurring.
Before You Start
Why: Students need to be able to sort and group items based on attributes to understand classifying events.
Why: Understanding quantities helps students grasp the concept of more or less chance.
Key Vocabulary
| Certain | An event that is guaranteed to happen. For example, the sun is certain to rise tomorrow. |
| Impossible | An event that cannot happen. For example, it is impossible for a cat to lay an egg. |
| Likely | An event that has a good chance of happening, but is not guaranteed. For example, it is likely to be sunny in Australia in summer. |
| Unlikely | An event that has a small chance of happening. For example, it is unlikely to snow in Queensland. |
| Might happen | An event that could happen, but we cannot be sure. For example, you might see a kangaroo on a bushwalk. |
Active Learning Ideas
See all activitiesSimulation Game: The Impossible Bag
The teacher has a bag of only blue marbles. Students must use chance language to describe the likelihood of pulling out a red marble ('impossible') or a blue one ('certain'). They then work in pairs to create their own 'likely' and 'unlikely' bags for a partner to guess.
Inquiry Circle: The Fair Game?
Groups are given a spinner that is 3/4 red and 1/4 blue. They must predict which colour will 'win' after 20 spins. After conducting the experiment, they discuss why the result happened and how they could change the spinner to make it 'fair' (even chance).
Think-Pair-Share: Certain or Impossible?
The teacher calls out events (e.g., 'The sun will rise tomorrow', 'An elephant will fly into the room'). Students move to different sides of the room labelled 'Certain' or 'Impossible' and then explain their choice to a partner.
Real-World Connections
Meteorologists use likelihood terms daily when forecasting the weather. They might say there is a 'likely' chance of rain or that a storm is 'unlikely' to hit a specific area, helping people plan their activities.
Game designers adjust rules to influence winning chances. A board game might have a spinner with more 'move forward' spaces than 'go back' spaces, making it 'likely' for players to advance.
Watch Out for These Misconceptions
Common MisconceptionThinking that 'unlikely' means it definitely won't happen.
What to Teach Instead
Students often see chance as 'yes or no'. Active experiments where an 'unlikely' event actually happens (like pulling the one red marble out of ten) provide a 'lightbulb moment' that unlikely still means 'possible'.
Common MisconceptionBelieving they can 'control' the outcome (e.g., rolling the dice harder to get a six).
What to Teach Instead
This is common in young children. Peer-led experiments where everyone uses the same 'shaker' help them see that the outcome is independent of their effort, reinforcing the concept of randomness.
Assessment Ideas
Present students with scenarios like 'Rolling a 7 on a standard die' or 'The school principal having blue eyes'. Ask students to write 'Certain', 'Impossible', 'Likely', 'Unlikely', or 'Might Happen' next to each scenario.
Pose the question: 'How could we change a simple game of chance, like flipping a coin, to make it more likely for one person to win?' Guide students to suggest changes such as flipping the coin twice and needing two heads, or having a special rule for one player.
Give each student a bag with 3 red marbles and 1 blue marble. Ask them to write down: 1. What colour marble is it 'likely' to pick? 2. What colour marble is it 'unlikely' to pick? 3. Is it 'certain' or 'impossible' to pick a green marble?
Suggested Methodologies
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What are the key chance words for Year 2?
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How can active learning help students understand chance?
Is 'luck' a mathematical concept?
Planning templates for Mathematics
5E Model
The 5E Model structures lessons through five phases (Engage, Explore, Explain, Elaborate, and Evaluate), guiding students from curiosity to deep understanding through inquiry-based learning.
unit plannerMath Unit
Plan a multi-week math unit with conceptual coherence: from building number sense and procedural fluency to applying skills in context and developing mathematical reasoning across a connected sequence of lessons.
rubricMath Rubric
Build a math rubric that assesses problem-solving, mathematical reasoning, and communication alongside procedural accuracy, giving students feedback on how they think, not just whether they got the right answer.
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