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Engaging Probability Games and Activities - Math = Love
Grades
4 to 12This site includes advertising.
tag(s): data (210), probability (129)
In the Classroom
Students simulate the game show using classroom materials or spreadsheets to explore fractional, decimal, and percent representations of probability. Enrich the activity by asking students to explain expected value and decision-making. Have the class play the Greedy Pig Dice Game. This is a quick, risk-based game where students roll the dice to earn points but lose everything if a one appears. Use it to spark discussion on probability, risk-taking, and decision-making. Follow up with a reflection on strategies. Place colored cubes or tokens in an opaque container to play Mystery Box Probability. Have students draw multiple samples, record the outcomes, and use the data to make inferences about the contents, encouraging reasoning and estimation skills with experimental probability.You must be registered and logged in to add items to your favorites.
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Persisting (Habit of the Mind) - TeachersFirst
Grades
K to 12tag(s): thinking skills (91)
In the Classroom
Share these resources with your students to learn more about the importance of persistence. Share a link to this collection on your school web page. Find resources to incorporate into your lessons.Add your comments below (available only to members) | Become a Member
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Habits of Mind Explorer - Habits of Mind Insitute
Grades
K to 12tag(s): critical thinking (168), preK (315), problem solving (268), social and emotional learning (155), thinking routines (29), thinking skills (91)
In the Classroom
Include this resource as part of a project-based learning unit by having students choose one habit to focus on as they work through a complex challenge. For a social studies project exploring historical figures, students can analyze which habits, like Taking Responsible Risks or Striving for Accuracy, were most critical to their subject's success. After conducting research, students can organize their insights and provide examples of these habits in action by creating a collaborative digital board with Lino, reviewed here. To take the reflection deeper, ask students to map out their own growth in that specific habit by creating a visual journey or mind map using MindMup, reviewed here shifting focus from just learning facts to understanding the mental behaviors that drive achievement, helping students become more self-aware and intentional learners.Add your comments below (available only to members) | Become a Member
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Goal Setting - Easy Teacher Worksheets
Grades
3 to 8This site includes advertising.
tag(s): behavior (45), classroom management (125), social and emotional learning (155), thinking routines (29), thinking skills (91)
In the Classroom
Have students use completed goal sheets during conferences to explain growth, challenges, and next steps. This will help to build accountability and show progress. Use the goal planner before large projects (book reports, Reading Trek maps, research papers, robotics builds). Students can break the assignment into mini-deadlines and checkpoints to strengthen executive functioning skills. After quizzes or benchmark tests, students can analyze their results and set targeted improvement goals to gain ownership of their learning.Add your comments below (available only to members) | Become a Member
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Habits of Minds: Persistence--Activities for the Cold Winter - Lori Rice
Grades
K to 8This site includes advertising.
tag(s): social and emotional learning (155), thinking skills (91)
In the Classroom
Students can define and illustrate key terms such as persistence, excellence, and indifference. They can create visual posters or digital slides using Genially, reviewed here showing what each word looks like in action. Students can compare persistence and indifference using a Venn diagram created with Interactive Venn Diagrams by Class Tools, reviewed here. They can include examples from school, sports, or real life to show how each mindset affects outcomes. Have students analyze a character from a class novel or read-aloud who shows persistence. They can cite evidence from the text and explain how the character kept going throughAdd your comments below (available only to members) | Become a Member
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16 Habits of the Mind: Persisting - WonderGrove Kids
Grades
3 to 8This site includes advertising.
tag(s): social and emotional learning (155), thinking skills (91)
In the Classroom
Give students a challenging task or puzzle. When they get stuck, encourage them to try at least two different strategies before asking for help. Students can choose one academic or personal goal and write steps they will take to keep trying, even when it gets hard. As a class, create an anchor chart showing what persisting looks like, sounds like, and feels like in the classroom.Add your comments below (available only to members) | Become a Member
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Mindset Journal - Youcubed
Grades
K to 12tag(s): journals (21), student-centered (9), thinking skills (91)
In the Classroom
Have students complete a short journal entry at the end of the day reflecting on a challenge they faced and how they worked through it. This form of journaling builds self-awareness and reinforces the idea that effort leads to growth. Have students write one skill they are still working on using a "I can't do this yet" statement from the journal. Post journal responses on a class bulletin board to celebrate perseverance and normalize learning struggles. At the start of a new unit, have students set a personal learning goal in their journal. Midway through the unit, they revisit their entry to reflect on progress, strategies, and mindset shifts.Add your comments below (available only to members) | Become a Member
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3 Fun and Easy Games for Teaching Probability - Chocolate Covered Clasroom
Grades
3 to 5This site includes advertising.
tag(s): data (210), game based learning (296), probability (129)
In the Classroom
Provide a set of events (e.g., "rolling a three on a die," "rain tomorrow," "drawing an ace from a deck") and have students sort them into categories (certain, likely, unlikely, impossible). Then, hold a brief class debate over any topic they disagree on to practice reasoning and vocabulary. Expand the card game by calculating actual probabilities before playing (e.g., what's the chance of drawing a red card?). After several rounds, students can compare theoretical and experimental results. After each round of the dice game SKUNK, students write about the choices they made, when they decided to stop or take a risk, and what they learned about probability and decision-making.Add your comments below (available only to members) | Become a Member
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4 Hands-on Probability Games - 123 Homeschool 4 Me
Grades
K to 6This site includes advertising.
tag(s): probability (129), statistics (128)
In the Classroom
Have students toss a coin 50 times, record heads or tails using tally marks, and then calculate the fraction and percentage of each outcome. Discuss how experimental results compare to theoretical probability. Let students create their own paper pizzas with various toppings. Then, using the provided spinner or dice instructions, have students determine the likelihood of selecting a particular topping combination. As an enrichment activity, students can work in pairs or small groups to design their own simple probability game using dice, spinners, or cards. They can present the rules and theoretical outcomes and test their games with classmates.Add your comments below (available only to members) | Become a Member
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Grade 5 Games - Math Playground
Grades
K to 6tag(s): addition (136), data (210), decimals (94), division (108), fluency (32), fractions (179), game based learning (296), logic (162), multiplication (132), probability (129), puzzles (159), subtraction (117)
In the Classroom
Pair students to play the same game competitively or cooperatively. Afterward, they discuss different strategies they used and explain their thinking to reinforce conceptual understanding. Have students choose a favorite game and create a short video using Clipchamp, reviewed here explaining how to play, what math skills it practices, and tips for success. After playing a concept-based game (like one involving fractions or decimals), provide a related worksheet or problem set for students to apply the same skills in a different context, reinforcing learning through varied formats.Add your comments below (available only to members) | Become a Member
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Number Probability- Probability Game - Turtle Diary
Grades
3 to 5This site includes advertising.
tag(s): data (210), game based learning (296), probability (129)
In the Classroom
Have students play the Turtle Diary Probability Game individually or in pairs. Afterward, lead a class discussion using terms like "certain," "likely," "unlikely," and "impossible" to describe events from the game and real life. Using cut-out event cards (e.g., "pulling a red marble from a bag of all red marbles," "rolling a 7 on a six-sided die"), have students sort them into categories: certain, likely, unlikely, and impossible. Watch the Turtle Diary probability video as a class. Then, have students write or draw an example from their own life that fits each type of event: certain, likely, unlikely, and impossible. Ask students to create a comic strip with ToonyTool reviewed hereusing key probability vocabulary (e.g., event, chance, probability, likely). Each panel should show a character encountering a different probability situation.Add your comments below (available only to members) | Become a Member
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Probability Games, Videos, and Worksheets - MathGameTime
Grades
3 to 7This site includes advertising.
tag(s): data (210), division (108), estimation (36), game based learning (296), probability (129), ratios (52)
In the Classroom
After playing a few online games, challenge students to design their own probability-based game. They must include rules, describe the possible outcomes, and calculate the theoretical probabilities. Have students conduct a class survey (e.g., favorite snack or color), then create simple probability problems based on the data. For enrichment, compare predicted outcomes with simulated ones using random draws. Ask students to maintain a math journal with Adobe Express for Education reviewed here where they record observations, strategies, and math vocabulary learned from the games and videos. Encourage them to explain how probability plays a role in everyday decisions.Add your comments below (available only to members) | Become a Member
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Mathematics Instructional Plans - Virginia Department of Education
Grades
K to 8tag(s): charts and graphs (194), computational thinking (45), data (210), estimation (36), geometric shapes (151), measurement (126), numbers (120), probability (129)
In the Classroom
Students can participate in the lessons and activities available on the site. Students can use Seesaw, reviewed here to show their thinking when solving the math problems. Finally, students can create their own assessment by using Baamboozle, reviewed here.Add your comments below (available only to members) | Become a Member
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Probability Models - PBS LearningMedia
Grades
K to 8tag(s): data (210), manipulatives (12), probability (129)
In the Classroom
Have students use online interactive tools (such as the "Introduction to Probability" video or simulations) to explore the outcomes of coin tosses, dice rolls, or spinner experiments. Let them record results using Visme reviewed here and compare experimental probability with theoretical predictions. Assign students to design their own simple probability-based carnival games (e.g., spinning wheels, card draws, or guessing jars), then calculate the theoretical odds of winning and test those predictions with their classmates. Challenge students to map out compound events using tree diagrams in MindMup reviewed here. For example, they can model the likelihood of flipping a coin twice or rolling two dice and identify all possible outcomes and their probabilities.Add your comments below (available only to members) | Become a Member
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Free Online Probability Math Games - Free Training Tutorial
Grades
3 to 5This site includes advertising.
tag(s): data (210), game based learning (296), number sense (73), probability (129)
In the Classroom
Use the online spinner tool to conduct trials in small groups. Have students predict outcomes, run multiple spins, and tally results. Then, compare their predictions to the actual outcomes and discuss the patterns. Play the raffle game on the site, then have students create their own raffles using colored cubes or paper tickets. They can calculate probabilities and test them with real draws to compare expected and actual outcomes. After playing several games from the website, have students write a journal entry using Genially reviewed here reflecting on which games they liked best, what strategies they used, and what they learned about predicting outcomes.Add your comments below (available only to members) | Become a Member
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ChatGPT for Teachers - ChatGPT
Grades
K to 12tag(s): artificial intelligence (266), chat (40), presentations (28), professional development (302)
In the Classroom
Use this educational version of ChatGPT for a wide range of classroom and professional needs. Create lesson plans that align with your state standards, upload your current lessons to create assessments or differentiate learning activities, or find new resources to supplement your current teaching materials. Take advantage of the integration with Canva, reviewed here, to create infographics, presentations, and other materials to enhance student learning. Canva is available through an app in this version of ChatGPT. Follow the instructions to link your accounts for easy access to all available features. Learn more by viewing the archive of OK2Ask: AI for Educator Excellence: Reclaiming Time and Enhancing Instruction, reviewed here, find out more about Canva's AI features by watching OK2Ask: Interactive Lessons with Canva's AI Magic Tools, reviewed here.Add your comments below (available only to members) | Become a Member
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Flexi - CK-12
Grades
K to 12tag(s): artificial intelligence (266), chat (40), professional development (302), Teacher Utilities (205)
In the Classroom
Share Flexi with students to use as a homework helper and tutor, allowing them to practice and reinforce skills at home. Utilize Flexi as a professional helper when writing IEPs, planning lessons, and communicating with parents and your community.Add your comments below (available only to members) | Become a Member
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Online Notepad - Online Notepad
Grades
1 to 12This site includes advertising.
tag(s): note taking (34), organizational skills (84)
In the Classroom
Students can use this resource to type notes during class. Students can use Online Notepad to create tables to share research data. Students can use Online Notepad to create lists of assignments to complete.Add your comments below (available only to members) | Become a Member
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Probability Fair - Mr. Nussbaum Learning and Fun
Grades
K to 5This site includes advertising.
tag(s): game based learning (296), number sense (73), probability (129)
In the Classroom
Assign students to design their own probability-based carnival game using spinners, dice, or cards. They must calculate and explain the odds of winning, then let classmates play and reflect on the outcomes. Have students record the outcomes of each mini-game over multiple rounds and graph the results using Class Tools reviewed here. They can compare their data to expected probabilities to see how chance plays out over time. Connect the concept of probability to real-life scenarios such as weather forecasting, sports stats, or board games. Have students find examples and present how they use probability in everyday decision-making.Add your comments below (available only to members) | Become a Member
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Play Games, Learn Math! - National Association for the Education of Young Children
Grades
K to 1tag(s): counting (66), problem solving (268), thinking skills (91)
In the Classroom
Turn the dot cards face down. On their turn, have a student flip two cards and name their totals. If they match (same quantity or sum), they keep the pair. Use finger games where students hold up fingers to show numbers. The class can count together, connect fingers to dot cards, and practice number words in sequence. Have children use both dot cards and finger patterns to create "part-part-whole" equations. For example, they might show three fingers and pull a dot card for two, then identify that together they make five. Find sets of printable dot cards here.Add your comments below (available only to members) | Become a Member
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