Lesson 4.2.5 Objective: Students will learn how to find the expected value of a game of chance.

Introduction Different cultures have developed creative forms of games of chance. For example, native Hawaiians play a game called Konane, which uses markers and a board and is similar to checkers. Native Americans play a game called To-pe-di, in which tossed sticks determine how many points a player receives. When designing a game of chance, attention must be given to make sure the game is fair. If the game is not fair, or if there is not a reasonable chance that someone can win, no one will play the game. In addition, if the game has prizes involved, care needs to be taken so that prizes will be distributed based on their availability. In other words, if you only want to give away one grand prize, you want to make sure the game is not set up so that 10 people win the grand prize! Today your team will analyze different games to learn about expected value, which helps to predict the result of a game of chance. 4-101. TAKE A SPIN Consider the following game: After you spin the wheel at right, you win the amount spun.

a. If you play the game 10 times, how much money would you expect to win? What if you played the game 30 times? 100 times? Explain your process.

b. What if you played the game n times? Write an equation for how much money someone can expect to win after playing the game n times.

c. If you were to play only once, what would you expect to earn according to your equation in part (b)? Is it actually possible to win that amount? Explain why or why not.

Name: _______________________________________

Period: ____

Lesson 4.2.5 Resource Page (part 1) 4-102. What if the spinner looks like the one at right instead? a. If you win the amount that comes up on each spin, how much would you expect to win after 4 spins? What about after 100 spins?

b. Find this spinner’s expected value. That is, what is the expected amount you will win for each spin? Be ready to justify your answer. c. Gustavo describes his thinking this way: “Half the time, I’ll earn nothing. Onefourth the time, I’ll earn $4 and the other one-fourth of the time I’ll earn $100. So, ! ! ! for one spin, I can expect to win ! $0 + ! $4 + ! ($100).” Calculate Gustavo’s expression. Does his result match your result from part (b)?

4-103. Jesse has created the spinner at right. This time, if you land on a positive number, you win that amount of money. However, if you land on a negative number, you lose that amount of money! Want to try it? a. Before analyzing the spinner, predict whether a person would win money or lose money after many spins. b. Now calculate the actual expected value. How does the result compare to your estimate from part (a)?

c. What would the expected value be if this spinner were fair? Discuss this with your team. What does it mean for a spinner to be fair?

d. How could you change the spinner to make it fair? Draw your new spinner and show why it is fair.

4-104. DOUBLE SPIN “Double Spin” is a new game. The player gets to spin a spinner twice, but wins only if the same amount comes up both times. The $100 sector ! ! is ! of the circle. The $5 and $10 sector are both ! of the circle. a. Use an area model or tree diagram to show the sample space and probability of each outcome of two spins and then answer the following questions.

b. What is the expected value when playing this game? That is, what is the average amount of money the carnival should expect to pay to players each turn over a long period of time?

c. If it costs $3.00 for you to play this game, should you expect to break even in the long run?

d. Is this game fair?

Name: _______________________________________

Period: ____

Lesson 4.2.5 Resource Page (part 2) 4-105. Basketball: Shooting One-and-One Free Throws Revisited Recall the One-and-One situation from #4-78. In this problem, Dunkin’ Delilah Jones has a 60% free throw average. a. Use an appropriate model to represent the sample space and then find what would be the most likely result when she shoots a one-and-one.

b. Is it more likely that Delilah would make no points or that she would score some points? Explain. c. On average, how many points would you expect Dunkin’ Delilah to make in a one and one free throw situation? That is, what is the expected value?

d. Repeat part (a) for at least three other possible free throw percentages, making a note of the most likely outcome for each one.

e. Is there a free throw percentage that would make two points and zero points equally likely outcomes? If so, find this percentage.

f. If you did not already do so, draw an area model or tree diagram for part (e) using x as the percentage and write an equation to represent the problem. Write the solution to the equation in simplest radical form.

4-106. Janine’s teacher has presented her with an opportunity to raise her grade: She can roll a special die and possibly gain points. If a positive number is rolled, Janine gains the number of points indicated on the die. However, if a negative roll occurs, then Janine loses that many points.

Janine does not know what to do! The die, formed when the net at right is folded, offers four sides that will increase her number of points and only two sides that will decrease her grade. She needs your help to determine if this die is fair. a. What are the qualities of a fair game? How can you tell if a game is fair? b. What is the expected value of one roll of this die? Show how you got your answer. Is this die fair?

c. Change only one side of the die in order to make the expected value 0. d. What does it mean if a die or spinner has an expected value of 0?

4-107. Examine the spinner at right. If the central angle of Region A is 7°, find the expected value of one spin two different ways.

4-108. Now reverse the process. For each spinner below, find x so that the expected value of the spinner is 3. a.

b.

c.

Lesson 4.2.5 Objective: Introduction Different cultures ...

Introduction. Different cultures have developed creative forms of games of chance. For example, native Hawaiians play a game called Konane, which uses markers and a board and is similar to checkers. Native Americans play a game called To-pe-di, in which tossed sticks determine how many points a player receives.

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