Random Part 2
Summary
Materials
- Day 14 PowerPoint deck
- Random Generator Programs handout
- Coin Flip Solution for teacher)
- Dice Roll Solution (for teacher)
Instructional Activities and Classroom Assessments
- Roll the Dice Activity (10 minutes)
- What is Randomness? (15 minutes)
- Randomness in Games (25 minutes)
Learning Objectives
- AAP-3.E For generating random values:
- AAP-3.F For simulations:
- a. Explain how computers can be used to represent real-world phenomena or outcomes 1.A.
- b. Compare simulations with real-world contexts.β1.D
Essential Knowledge
- AAP-3.E.1 The exam reference sheet provides Text: RANDOM(a, b) Block: RANDOM a, b which generates and returns a random integer from a to b, inclusive. Each result is equally likely to occur. For example, RANDOM(1, 3) could return 1, 2, or 3.
- AAP-3.E.2 Using random number generation in a program means each execution may produce a different result.
- AAP-3.F.3 Simulations often mimic real-world events with the purpose of drawing inferences, allowing investigation of a phenomenon without the constraints of the real world.
- AAP-3.F.4 The process of developing an abstract simulation involves removing specific details or simplifying functionality.
- AAP-3.F.5 Simulations can contain bias derived from the choices of real world elements that were included or excluded.
- AAP-3.F.6 Simulations are most useful when real-world events are impractical for experiments (e.g., too big, too small, too fast, too slow, too expensive, or too dangerous).
- AAP-3.F.7 Simulations facilitate the formulation and refinement of hypotheses related to the objects or phenomena under consideration.
- AAP-3.F.8 Random number generators can be used to simulate the variability that exists in the real world.
Details
1. Roll the dice activity (10 minutes)
- Organize students into pairs.
- You can use the Group Generator program to randomly sort students.
- Distribute die or share random die roll generator with students.
- Have students work in pairs to roll a die 30 times and record the results of each roll.
- Collect data from each group.
- Compare data of the entire class to the data of each small group.
- Discuss the pattern that should eventually present itself with enough rolls (that a die roll has a 1/6 chance of landing on any given side).
2. What is Randomness (15 minutes)
- Define randomness.
- Discuss when things happen by chance in real life.
- Play video Is Anything Truly Random?
- Ask students to read the How Computers Generate Random Numbers article.
- Discuss why we use random numbers.
- Discuss the difference between true random vs. Pseudorandom.
- Define simulations.
- Explain how simulations are used.
- Discuss Randomness in games.
3. Randomness tutorials (25 minutes)
- Explain where you can find the random block in MakeCode Arcade.
- Explain how it works.
- Discuss the instruction and explanation of Random on the Exam Reference Sheet.
- Direct students to Activity: Random Sprite Location.
- Distribute the Tutorials on Randomness handout or direct students to find it in their OneNote notebook.
- Instruct students to complete Tasks 1-3.
- Remind students to publish their programs and add the link to their code on the handout.
- Direct students to respond to the reflection questions on the page when they finish the tasks.