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P Y3 Human Slot Machine new

Ākonga will take turns playing a chance-based game that incorporates key vocabulary while anticipating outcomes. This game is intended as two lessons for Year 3 ākonga. The first lesson involves the creation of a pictorial tree diagram, and the second lesson involves exploring visual representations of chance-based data.


The ‘Lucky Dip’ investigation in Year 1, and the ‘Tricky Trickster’ investigation in Year 2 with a similar context, could be used for Year 3 ākonga who may need prior experience to support participation before this lesson is carried out with the whole class.   Additionally, this lesson can be used as an ongoing classroom activity to reinforce language and key vocabulary.

This activity explores the following key ideas: 

  • Engage in chance based investigations about games and everyday situations to:
    – anticipate and then identify possible outcomes
    – collect and record data
    – create data visualisations for frequencies of possible outcomes (e.g., lists, pictures, graphs)
    – describe what these visualisations show
    – answer the investigative question
    – notice variations in outcomes (e.g., how often each of the numbers on a dice comes up) 

Resources

  • Three chairs, placed side by side, it is preferable that players cannot see other players, they could be blindfolded or there could be partitions between them. 
  • Three large tubs or buckets labelled 1, 2 and 3. 
  • Three lots of two different items that fit into the tub together.
    Suggestions for items: A rubber chicken, squeaky pig dog toy, a large mixing spoon, a soft toy, a tennis ball, a sock.
  • Seven sets of pictures of the chosen items for cutting and sticking onto large paper to visually represent possible outcomes. See material masters below.
  • Large paper, glue, scissors, felt pen.
  • A short video of a human slot machine – kaiako to use own discretion as to whether this is appropriate for ākonga to view.