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Coté, Murray J.; Smith, Marlene A. – Decision Sciences Journal of Innovative Education, 2022
Popular game shows offer educators the opportunity to develop active-learning exercises that provide students with a real-world connection to analytical reasoning and methods. We describe a classroom assignment developed for quantitative business courses based on the Monty Hall Problem (MHP), a probability puzzle with ties to the long-running…
Descriptors: Experiential Learning, Business Administration Education, Probability, Games
Muschla, Judith A.; Muschla, Gary Robert; Muschla, Erin – Jossey-Bass, An Imprint of Wiley, 2012
The new Common Core State Standards for Mathematics have been formulated to provide students with instruction that will help them acquire a thorough knowledge of math at their grade level, which will in turn enable them to move on to higher mathematics with competence and confidence. "Hands-on Activities for Teaching the Common Core Math…
Descriptors: State Standards, Mathematics Instruction, Academic Standards, Experiential Learning
Haller, Susan K.; Richardson, Mary G. – Mathematics Teaching in the Middle School, 2004
This article describes four hands-on activities that can be used to develop probabilistic and statistical thinking in the middle grades. (Contains 3 figures and 1 table.)
Descriptors: Statistics, Probability, Middle School Students, Experiential Learning

Litweller, Bonnie H.; Duncan, David R. – Mathematics Teacher, 1992
The on-off settings of a series of eight switches determines the code to open garage doors. Presented are two problems asking the probability that two people would have the same garage door opener code or whether a specific person would have the same code as another person in the neighborhood. (MDH)
Descriptors: Enrichment Activities, Experiential Learning, Learning Activities, Mathematical Applications
Walton, Karen Doyle; Walton, J. Doyle – 1987
The purpose of this teaching unit is to approach elementary probability problems in three ways. First, actual trials are performed and results are recorded. Second, a simple computer simulation of the problem provided on diskette and written for Apple IIe and IIc computers, is run several times. Finally, the mathematical solution of the problem is…
Descriptors: Class Activities, Computer Assisted Instruction, Computer Simulation, Experiential Learning
Rimbey, Kimberly – Actuarial Foundation, 2007
Created by teachers for teachers, the Math Academy tools and activities included in this booklet were designed to create hands-on activities and a fun learning environment for the teaching of mathematics to the students. This booklet contains the themed program "Are You Game? Math Academy--Explorations in Probability," which teachers can use to…
Descriptors: State Standards, Educational Games, Probability, Mathematics Instruction
Hillen, Judith A. – 1986
Designed to provide students of grades five through nine with opportunities for hands-on learning experiences, this booklet contains activities involving real world experiences. A variety of topics are addressed, such as sunlight, shadows, images, probability, symmetry, and nutrition. Twenty-eight mathematics skills and nine science processes are…
Descriptors: Elementary Education, Elementary School Mathematics, Elementary School Science, Experiential Learning

Leonard, Lisa M.; Tracy, Dyanne M. – Arithmetic Teacher, 1993
Discusses the use of games to learn mathematics both in the classroom and at home. Games promote nonroutine learning, cooperative learning, problem solving, communication, and reasoning. Included are store-bought games, games made specifically for educational purposes, and multicultural games. A table lists many common games and their uses. (JAF)
Descriptors: Algebra, Communications, Cooperative Learning, Creative Thinking