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Johnson, Roger W. – Teaching Statistics: An International Journal for Teachers, 2019
The "Borel" board game consists of a series of experiments involving dice rolls, coin flips, or drawing colored balls from bags. Before each experiment is conducted, each player bets for or bets against a statement regarding the random outcome. We suggest that the collection of "Borel" experiments be used as a resource to…
Descriptors: Games, Teaching Methods, Statistics, Probability
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Johnson, Roger W. – Teaching Statistics: An International Journal for Teachers, 2008
Our pig game involves a series of tosses of a die with the possibility of a player's score improving with each additional toss. With each additional toss, however, there is also the chance of losing the entire score accumulated so far. Two different strategies for deciding how many tosses a player should attempt are developed and then compared in…
Descriptors: Probability, Monte Carlo Methods, Game Theory, Mathematical Logic
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Johnson, Roger W. – Teaching Mathematics and Its Applications: An International Journal of the IMA, 2006
Instructors may use the gambling game of craps to illustrate the use of a number of fundamental probability identities. For the "pass-line" bet we focus on the chance of winning and the expected game length. To compute these, probabilities of unions of disjoint events, probabilities of intersections of independent events, conditional probabilities…
Descriptors: Probability, Games, Mathematics Instruction, Teaching Methods
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Johnson, Roger W. – Teaching Statistics: An International Journal for Teachers, 2006
For the casino game Keno we determine optimal playing strategies. To decide such optimal strategies, both exact (hypergeometric) and approximate probability calculations are used. The approximate calculations are obtained via the Central Limit Theorem and simulation, and an important lesson about the application of the Central Limit Theorem is…
Descriptors: Games, Geometric Concepts, Probability, Simulation
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Johnson, Roger W. – PRIMUS, 2003
Games are promoted as examples for classroom discussion of stationary Markov chains. In a game context Markov chain terminology and results are made concrete, interesting, and entertaining. Game length for several-player games such as "Hi Ho! Cherry-O" and "Chutes and Ladders" is investigated and new, simple formulas are given. Slight…
Descriptors: Markov Processes, College Mathematics, Mathematics Instruction, Teaching Methods