The persuasiveness of computer-based simulations on students' probabilistic misconceptions.People of all ages have been found to have misconceptions Misconceptions is an American sitcom television series for The WB Network for the 2005-2006 season that never aired. It features Jane Leeves, formerly of Frasier, and French Stewart, formerly of 3rd Rock From the Sun. and lack sound intuition intuition, in philosophy, way of knowing directly; immediate apprehension. The Greeks understood intuition to be the grasp of universal principles by the intelligence (nous), as distinguished from the fleeting impressions of the senses. in situations of uncertainty (Kahneman, Slovic, & Tversky, 1982; Bar-Hillel & Falk, 1982; Shaughnessy, 1981; Shaughnessy, 1992). Further, many people hold to misconceptions even after being presented with evidence contradicting their intuitions (Kahneman & Tversky, 1982a; Tversky & Kahneman, 1982) or beliefs (Anderson Anderson, river, Canada Anderson, river, c.465 mi (750 km) long, rising in several lakes in N central Northwest Territories, Canada. It meanders north and west before receiving the Carnwath River and flowing north to Liverpool Bay, an arm of the Arctic , Lepper, & Ross Ross , Sir Ronald 1857-1932. British physician. He won a 1902 Nobel Prize for proving that malaria is transmitted to humans by the bite of the mosquito. , 1980; Slusher & Anderson, 1989). In order to overcome these misconceptions and build sound probabilistic (probability) probabilistic - Relating to, or governed by, probability. The behaviour of a probabilistic system cannot be predicted exactly but the probability of certain behaviours is known. Such systems may be simulated using pseudorandom numbers. understandings in school-age children, the National Council of Teachers of Mathematics The National Council of Teachers of Mathematics (NCTM) was founded in 1920. It has grown to be the world's largest organization concerned with mathematics education, having close to 100,000 members across the USA and Canada, and internationally. (NCTM NCTM National Council of Teachers of Mathematics NCTM Nationally Certified Teacher of Music NCTM North Carolina Transportation Museum NCTM National Capital Trolley Museum NCTM Nationally Certified in Therapeutic Massage ) has recommended that students be involved in hands-on activities and experiments, such as simulations, to model situations of uncertainty while determining probabilities and solving problems (NCTM, 1989; 2000; also see Konold, 1991,1994; Shaughnessy, 1981; 1992; Watson, 1995). Further, it has been suggested that using a computer to carry out simulations may help students overcome misconceptions, because students can generate large amounts of data and analyze sample distributions that are closer to actual population distributions (NCTM, 2000; also see Biehler, 1991). However, there is little research that systematically investigates the effects of different pedagogical ped·a·gog·ic also ped·a·gog·i·cal adj. 1. Of, relating to, or characteristic of pedagogy. 2. Characterized by pedantic formality: a haughty, pedagogic manner. techniques on students' misconceptions (Shaugnessy, 1992). Zhonghong and Potter A potter is someone who makes pottery. Potter may also refer to: People
or kohen (Hebrew: “priest”) Jewish priest descended from Zadok (a descendant of Aaron), priest at the First Temple of Jerusalem. The biblical priesthood was hereditary and male. & Chechile, 1997; Wilensky, 1997), however, beyond this, little research exists on the effectiveness of computer simulations in overcoming probabilistic misconceptions. The purpose of this study is to investigate the persuasiveness per·sua·sive adj. Tending or having the power to persuade: a persuasive argument. per·sua of computer-based Monte Carlo simulations Monte Carlo Simulation A problem solving technique used to approximate the probability of certain outcomes by running multiple trial runs, called simulations, using random variables. on students' decisions in situations of uncertainty. This study 1) compares the use of computer simulations as an investigative-pedagogical tool (teacher-facilitated) to more traditional instructional methods (teacher-directed) for teaching probability, 2) considers the impact of simulation on students' psychological attachment to their misconceptions, and 3) compares the impact of computer simulations on students of different achievement levels. While the main purpose of this study is to consider the instructional impact of computer simulations on students' misconceptions and decision making, the psychological barriers associated with these misconceptions are also discussed. Background The work of Kahneman and Tversky (e.g., Kahneman, Slovic, & Tversky, 1982) was devoted to identifying misconceptions and notions of probability that people possess and the associated heuristics heu·ris·tic adj. 1. Of or relating to a usually speculative formulation serving as a guide in the investigation or solution of a problem: that they use to make probabilistic decisions. Misconceptions in conditional probability conditional probability the probability that event A occurs, given that event B has occurred. Written P(AB). are some of the most interesting and have been found to be prevalent in school-aged children as well as adults (Bar-Hillel & Falk, 1982; Shaughnessy, 1992). In situations involving conditional probability, one must determine the probability of an event when certain information has been given or something has happened. Many people are confused by the information that they are given. They have difficulties determining what is the conditioning event and are further confused by the additional information that is presented in conditional situations (Shaughnessy, 1992). Monty's Dilemma is a problem frequently associated with the teaching of conditional probability (Shaughnessy, 1992; Shaughnessy & Dick, 1991). Monty's Dilemma is an age-old problem whose interest was revitalized re·vi·tal·ize tr.v. re·vi·tal·ized, re·vi·tal·iz·ing, re·vi·tal·iz·es To impart new life or vigor to: plans to revitalize inner-city neighborhoods; tried to revitalize a flagging economy. by the Parade Magazine's column "Ask Marilyn" (vos Savant sa·vant n. 1. A learned person; a scholar. 2. An idiot savant. [French, learned, savant, from Old French, present participle of savoir, to know , 1990a, 1990b, 1991a, 1991b, 1991c). In a certain game show, a contestant is presented with three doors. Behind one of the doors is an expensive prize, behind the others are junk. The contestant is asked to choose a door. The game show host, Monty, then opens one of the other doors to reveal a junky gift behind it. The contestant is then asked if she/he would like to stick with the original door or switch to the remaining door. Monty's Dilemma has been studied for years and subsequently explained by numerous mathematicians Mathematicians by letter: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z See also
Junius Spencer Morgan, 1813–90, b. West Springfield, Mass., prospered at investment banking. , Chaganty, Dahiya, & Doviak, 1991a, 1991b, 1991c; Mosteller, 1965; Selvin, 1975a, 1975b). This problem has often been used to trigger misconceptions associated with conditional probability (Shaughnessy & Dick, 1991) and provides a good situation for assessing students' willingness to change their mind when allowed to investigate problems using a computer simulation. Shaughnessy (1992; also see Shaughnessy and Dick, 1991) found that many students (upper secondary through graduate) believe that as soon as Monty (programming, abuse) monty - /mon'tee/ Any program with a ludicrously complex user interface that performs a trivial task. An example would be a menu-driven, button clicking, pulldown, pop-up windows program for listing directories. opens a door that the chances of winning increase from 1/3 to 1/2, since now there are only two doors left. Therefore, many students assess that they might as well just stick. However, unless students physically "flip" a coin, thus making it a 50-50 choice, their chances of winning remain 1/3. Although, flipping Flipping Buying shares in an initial public offering (IPO), and then selling the shares immediately after the start of public trading to turn an immediate profit. flipping a coin does increase a contestant's probability of winning to 50-50, the counterintuitive coun·ter·in·tu·i·tive adj. Contrary to what intuition or common sense would indicate: "Scientists made clear what may at first seem counterintuitive, that the capacity to be pleasant toward a fellow creature is ... Switch strategy actually offers the contestant the best chance of winning. This is because the only way that they can lose by switching is if they originally chose the correct door and the probability of that happening is 1/3. Therefore, by switching, the probability of winning the prize is 2/3. Listing all possible scenarios involving switching provides another way of determining the probability of winning when using the Switch strategy (Selvin, 1975a). From Table 1, of the nine equally likely switching scenarios listed, six of them result in a win. Therefore, the probability of winning when switching is 6/9 or 2/3. In an anecdotal anecdotal /an·ec·do·tal/ (an?ek-do´t'l) based on case histories rather than on controlled clinical trials. anecdotal adjective Unsubstantiated; occurring as single or isolated event. account of past experience, Seymann (1991) noted that many undergraduate students maintain that they would not switch even knowing that switching doubles their chances of winning. Granberg and Brown (1995) found that only 13% of 228 undergraduate students presented with Monty's Dilemma as a word problem chose the Switch strategy. With the dilemma presented as a computer game to a different group of 114 students, Granberg and Brown (1995) found that initially only 10% of these undergraduate students chose the Switch strategy. Granberg and Brown (1995) further allowed these 114 undergraduates to play 50 trials of Monty's Dilemma using the computer game. Most of these students were subsequently not persuaded by the computer-based Monty's Dilemma. By the end of the 50 trials, although 55% of the decisions on the final 10 trials were Switches, only 7% of the students consistently chose the Switch strategy. Granberg and Brown (1995) concluded that students probably could not inductively in·duc·tive adj. 1. Of, relating to, or using logical induction: inductive reasoning. 2. Electricity Of or arising from inductance: inductive reactance. come to understand Monty's Dilemma even if they were allowed to play 100 or 1000 times. However, students in their study played 50 individual games on the computer. Although some students did attempt to find patterns, there was no explicit opportunity to analyze past success as a whole or to see what happens on average in the long run. In other words Adv. 1. in other words - otherwise stated; "in other words, we are broke" put differently , this particular study did not allow students to use or experience the "law of large numbers Law of large numbers The mean of a random sample approaches the mean (expected value) of the population as sample size increases. ," the idea that as the number of experiments increases the expected values Expected value The weighted average of a probability distribution. Also known as the mean value. estimated from the game approaches the true or theoretical values. In essence there was no explicit evidence that switching actually doubles the chances and therefore it is not clear if students actually came to this conclusion. The law of large numbers (1) loosely states that the relative frequency of occurrence of an event produced from a random experiment closely estimates or converges to the probability of occurrence as the number of trials in the experiment increases. This notion provides the basis for learning about probability through experimentation or simulation (e.g., Steinberg, 1991) that stems from a frequentist view of probability (for discussion of different views see e.g., Borovcnik, Bentz, & Kapadia, 1991). In other words, in this view, probabilities are defined based on relative frequencies. Notions of the law of large numbers (e.g., the importance of repeated trials or larger sample size) have been shown to exist in children as early as 7 years old (although at a rudimentary rudimentary /ru·di·men·ta·ry/ (roo?di-men´tah-re) 1. imperfectly developed. 2. vestigial. ru·di·men·ta·ry adj. 1. level) and most children by the age of 12 are able to recognize the importance of sample size in statistical tasks (Piaget Pia·get , Jean 1896-1980. Swiss child psychologist noted for his studies of intellectual and cognitive development in children. & Inhelder, 1951/1975; Nisbett, Krantz Krantz is the name of two persons:
The attempt to use information about a specific situation to draw a conclusion. (Nisbett, et al. 1983). In particular, they tend to appreciate the importance of sample size when considering statistical tasks, especially those involving frequency distributions (2) (e.g., Piaget & Inhelder, 1951/1975; Nisbett et al., 1983; Kunda & Nisbett, 1986; Sedlmeier & Gigerenzer, 2000; for a review see Sedlmeier & Gigerenzer, 1997). These intuitions are believed to develop informally through everyday exposures to the law of large numbers (Fong, Krantz, & Nisbett, 1986). Through statistical training, it has also been shown that peoples' statistical sophistication so·phis·ti·cate v. so·phis·ti·cat·ed, so·phis·ti·cat·ing, so·phis·ti·cates v.tr. 1. To cause to become less natural, especially to make less naive and more worldly. 2. related to this law can be increased, including an ability to later apply the law across different domains (Fong et al., 1986; Fong & Nisbett, 1991; Kosonen & Winne, 1995). In summary, it would seem that people even without statistical training have an intuitive sense of the law of large numbers that can be applied to statistical tasks. Thus, it would seem that providing opportunities for students to use this intuition when investigating Monty's Dilemma could enhance their understanding of the problem or at least provide information that may help students derive the underlying probabilities associated with the problem. When considering Monty's Dilemma, students' tendency to maintain their original strategy choice for no apparent reason, in particular the Stick strategy, is very interesting from a psychological perspective because psychological barriers can cause students to maintain their misconceptions in spite of in opposition to all efforts of; in defiance or contempt of; notwithstanding. See also: Spite instruction. Students insisting on holding on to their original door may suffer from belief perseverance Perseverance See also Determination. Ainsworth redid dictionary manuscript burnt in fire. [Br. Hist.: Brewer Handbook, 752] Call of the Wild, The dogs trail steadfastly through Alaska’s tundra. [Am. Lit. (Slusher and Anderson, 1989; cf. Granberg & Brown, 1995). In studies of belief perseverance it has been shown that once people have formed a belief, even if the belief has been discredited dis·cred·it tr.v. dis·cred·it·ed, dis·cred·it·ing, dis·cred·its 1. To damage in reputation; disgrace. 2. To cause to be doubted or distrusted. 3. To refuse to believe. n. , they will hold fast to it. In the case of Monty's Dilemma, students may hold to beliefs associated with luck, or instinct instinct, term used generally to indicate an innate tendency to action, or pattern of behavior, elicited by specific stimuli and fulfilling vital needs of an organism. , asserting as·sert tr.v. as·sert·ed, as·sert·ing, as·serts 1. To state or express positively; affirm: asserted his innocence. 2. To defend or maintain (one's rights, for example). that "it is always better to go with your first choice." It has been suggested (Granberg & Brown, 1995; Seymann, 1991) that students' propensity to maintain their strategy might also be attributed to counterfactual coun·ter·fac·tu·al adj. Running contrary to the facts: "Cold war historiography vividly illustrates how the selection of the counterfactual question to be asked generally anticipates the desired answer" judgements based on the use of the simulation (heuristic A method of problem solving using exploration and trial and error methods. Heuristic program design provides a framework for solving the problem in contrast with a fixed set of rules (algorithmic) that cannot vary. 1. ) (Kahneman & Tversky, 1982). That is, some students may mentally simulate simulate - simulation alternative outcomes to a given situation and be concerned about the negative affect resulting from switching and being wrong (Landman, 1987; Kahneman & Tversky, 1982; Kahneman & Miller, 1986; Gleicher, F., Kost, K.A., Baker, S.M., Strathman, A.J., Richman, S.A., & Sherman, S.J., 1990). In the case of Monty's Dilemma, they may simultaneously simulate the occurrences of sticking and losing and switching and losing. Past research (Landman, 1987; Kahneman & Tversky, 1982; Kahneman & Miller, 1986; Gleicher et al., 1990) suggests that judgements of negative affect are greater when a decision involves an action, such as switching in the case of Monty's Dilemma, as opposed to an inaction in·ac·tion n. Lack or absence of action. inaction Noun lack of action; inertia Noun 1. , such as sticking. This suggests that in situations of uncertainty like Monty's Dilemma, some people may choose to stick (an inaction) to avoid anticipated negative feelings associated with changing one's mind and being wrong. Granberg & Brown (1995) found that students assigned as·sign tr.v. as·signed, as·sign·ing, as·signs 1. To set apart for a particular purpose; designate: assigned a day for the inspection. 2. to a "switch-and-lose" situation were significantly more likely to think that they would feel frustrated frus·trate tr.v. frus·trat·ed, frus·trat·ing, frus·trates 1. a. To prevent from accomplishing a purpose or fulfilling a desire; thwart: and angry than a group of students assigned to a "stick-and-lose" situation. Little research to date has considered the effects of simulation on students' misconceptions. Even fewer studies have considered the role of computer simulations. Several mathematics educators have suggested that misconceptions in probability might best be overcome by modeling problems through simulation (Konold, 1994; Shaughnessy, 1981, 1992). With the ever increasing availability of computers, graphing calculators Graphing Calculator may refer to:
The uncertainty associated with Monty's Dilemma and the propensity for students to Stick in spite of evidence that switching doors offers a better chance of winning makes it an ideal situation to analyze students reactions to a computer-based Monte Carlo simulation. In addition, prior studies that have investigated Monty's Dilemma have reported responses of older students (upper secondary through graduate). Little attention has been given to students who may have had very little formal training in probabilistic concepts, or even a course in Algebra algebra, branch of mathematics concerned with operations on sets of numbers or other elements that are often represented by symbols. Algebra is a generalization of arithmetic and gains much of its power from dealing symbolically with elements and operations (such as . Further, it is also important to consider students who may have only recently developed (or are still developing) formal probabilistic reasoning, which according to according to prep. 1. As stated or indicated by; on the authority of: according to historians. 2. In keeping with: according to instructions. 3. Piaget and Inhelder (1951/1975) occurs in most children by the age of 12. In other words, reasoning capabilities of students in previous studies may have been better developed. Considering a younger sample of students, this study investigates the persuasiveness of computer simulations both from an instructional and a psychological perspective. In other words, this study tests whether students allowed to investigate Monty's Dilemma using a computer-based simulation are subsequently more persuaded to choose the Switch strategy than those students taught through teacher-directed instruction. In addition, this study investigates the likelihood of students initially choosing the Stick strategy to change their strategy (either to the Flip or Switch strategy). Finally, this study compares the impact of the computer simulation on students in different curricular tracks. Methods Subjects A total of 107 eighth graders participated in the study (47 girls, 60 boys). The participants were from four classrooms, two high (algebra) track and two low track, within one middle school serving a lower middle to middle class neighborhood in the Midwestern region of the United States United States, officially United States of America, republic (2005 est. pop. 295,734,000), 3,539,227 sq mi (9,166,598 sq km), North America. The United States is the world's third largest country in population and the fourth largest country in area. . Treatment Groups The four classrooms were divided into two treatment groups, the Simulation Treatment (henceforth From this time forward. The term henceforth, when used in a legal document, statute, or other legal instrument, indicates that something will commence from the present time to the future, to the exclusion of the past. , ST) and the Classroom Treatment (henceforth, CT), with one high track classroom and one low track classroom in each group. The ST group was made up of 55 students, and the CT group 52 students. Monty's Dilemma The problem. The previous description of Monty's Dilemma will be the focus problem for the study. In addition, because previous research has found that some students express that there is no difference in whether you stick or switch (i.e., with two doors the chances are 50-50) the following extension to the problem, allowing for the possibility of actually flipping a coin, was added to Monty's Dilemma (Shaughnessy & Dick, 1991) and presented to the students. If you were the contestant, which strategy would you choose? 1. Stick with the original door (STICK strategy). 2. Switch to the other door (SWITCH strategy). 3. Flip a coin to decide which of the remaining doors to choose (FLIP strategy). Game situation. Two identical props prop 1 n. 1. An object placed beneath or against a structure to keep it from falling or shaking; a support. 2. One that serves as a means of support or assistance. tr.v. were used to act out the Monty's Dilemma game show. Each consisted of three "cigar" boxes, fastened vertically to a board, with the numerals 1,2, and 3 on the lids (doors). In two boxes (i.e., behind two doors) was placed a picture of a goat. Behind the third door was placed the prize (a Snickers
Snickers is a sweet bar made by Mars, Incorporated. [TM] candy candy: see confectionery. candy Sweet sugar- or chocolate-based confection. The Egyptians made candy from honey (combined with figs, dates, nuts, and spices), sugar being unknown. bar). The prize was randomly placed in both props before each session. These props were used for both treatment groups. Computer simulation. An interactive computer simulation of Monty's Dilemma was developed by the second author. In this simulation, students are presented with three doors and asked to click on the door they think contains the prize. Monty (the computer) then opens one of the remaining doors to reveal a GOAT and offers the player the chance to "STICK" with their original door, "SWITCH" to the remaining door, or "FLIP" a coin to decide (see Figure 1). Upon the student's choice of strategy, the computer opens the doors to reveal the prize and thus whether the player won or lost. Tallies TALLIES, evidence. The parts of a piece of wood out in two, which persons use to denote the quantity of goods supplied by one to the other. Poth. Obl. pt. 4, c. 1, art. 2, Sec. 7. of success are kept in the RESULTS section, which can be cleared at any time using the "Start Over (Clear All)" button. Different from Granberg and Brown's (1995) game, players can run the simulation 10, 100, or 1000 times at once for any of the strategies using the "Repeated Trials" component of the simulator (1) Software that enables the execution of an application written for a different computer environment. Same as emulator. (2) Software that models the interactions of hypothetical or real-world objects or business processes. . [FIGURE 1 OMITTED] Student Probability and Statistics See the separate articles on probability or the article on statistics. Statistical analysis depends on the characteristics of particular probability distributions, and the two topics are normally studied together. Achievement Background information on students' probability and statistics achievement was collected using a 25 item multiple choice test (see Appendix). Most of these items were drawn from achievement tests used in the Longitudinal study longitudinal study a chronological study in epidemiology which attempts to establish a relationship between an antecedent cause and a subsequent effect. See also cohort study. of American youth (see Miller, Kimmel, Hoffer, & Nelson, 2000). Test items dealt with concepts such as elementary probability and statistics, conditional probability, reading charts and graphs, and percentages. A reliability coefficient coefficient /co·ef·fi·cient/ (ko?ah-fish´int) 1. an expression of the change or effect produced by variation in certain factors, or of the ratio between two different quantities. 2. , based on the Kuder Richardson-20, was calculated for the statistics test, [[rho].sub.-20], = .88, and along with the face validity face validity (fāsˑ v n of the test items provides good evidence that the test is a reasonably valid and reliable measure of statistics achievement. Procedures Students were involved in one of two treatments, the Simulation Treatment (ST) or the Classroom Treatment (CT). The treatments proceeded in three phases which are described below. Phase 1 Each student (either individually in the ST group, or as a class in the CT group) was presented with a description of Monty's Dilemma and asked to participate in a game situation with a chance to win a candy bar for a prize. They were asked to pick the door, from the three available, that they believed contained the prize. At this point, one of the other doors was opened to reveal a picture of a goat. They were then asked to choose from among the three possible strategies ("Stick", "Flip", or "Switch") the one that they felt would give them the best chance of winning. Once students had made their choice, the strategy was recorded, either by the experimenter, in the case of the ST group, or individually by the students and taken up by the experimenter, in the case of the CT group. The game was then postponed to be continued This article is about the Elton John box set. For the plot device commonly featuring the phrase "To be continued", see Cliffhanger. To Be Continued later. Phase 2 Simulation treatment (ST). Each ST student individually investigated Monty's Dilemma using an interactive computer based Monte Carlo simulation. The simulation could either be played using individual trials (one at a time) or repeated trials (in which the computer would run the simulation 10, 100, or 1000 at a time). The computer tallied and displayed the number of wins and losses for each of the three strategies. During a period of familiarization fa·mil·iar·ize tr.v. fa·mil·iar·ized, fa·mil·iar·iz·ing, fa·mil·iar·iz·es 1. To make known, recognized, or familiar. 2. To make acquainted with. , students were guided by the researcher through the different parts of the simulation until they felt comfortable with the computer simulation. The role of the computer in the repeated trials was discussed, explaining that the computer played the game just as they would, only many times very quickly. At this point students were allowed to play the game independently, that is, students were allowed to investigate the different strategies using the computer. They could play individual games using each of the strategies or they could analyze long run results for each of the strategies using the repeated trials component which has the computer to simulate 10, 100, or 1000 trials at one time. Students were able to alternately analyze the results of their experiments (which were tallied for them) and continue playing (or testing) the different strategies. The researcher served as a facilitator during this investigation answering questions when asked but otherwise allowing the students to explore. However, students who tended to use the individual trials only were encouraged to run some repeated trials. After the student had time to investigate the problem (usually 10-15 minutes) the student was asked to run 2,000 trials for each strategy, using the repeated trials component of the simulator (which, based on the law of large numbers, should provide adequate evidence). Students were asked to read the results of this simulation and verbally state (based on the simulation) which strategy won the most and which strategy won the least. This was done to make sure that students had understood the results of the simulation. Classroom treatment (CT). The first author taught a lesson on Monty's Dilemma to each of the two classes in the CT group explaining and discussing each of the different strategies and the probability of winning using each of the strategies. Such an explanation might proceed as follows. After asking the students as a class to assume that they chose, say, door number 1, an explanation of the Stick strategy would proceed by asking the class the probability of winning given that they Stick. Upon hearing "one third," without discussion, 1/3 was written in a table of strategy probabilities displayed on an overhead transparency (1) The quality of being able to see through a material. The terms transparency and translucency are often used synonymously; however, transparent would technically mean "seeing through clear glass," while translucent would mean "seeing through frosted glass." See alpha blending. . Next, the class was asked, "What is the probability of losing if you stick, or what is the probability that the prize is behind one of the other doors (doors 2 or 3)?" Upon hearing "two thirds," the students were directed to assume that door number 3 was opened to reveal a goat. As a reminder students were asked, "What is the probability that the prize is behind doors 2 or 3." And upon hearing "two thirds," the class was asked, "so, what is the probability that the prize is behind door number 2?" Upon hearing "two-thirds," 2/3 was written in the table of probabilities for the Switch strategy. In similar fashion, an explanation for the probability of winning using the Flip strategy was given. The lesson did not involve the use of computers. There was no opportunity for interaction with classmates Classmates can refer to either:
Phase 3 After the treatments were completed students were presented with a new Monty's Dilemma game situation in a different set of cigar boxes completely independent from the first, and asked to play the game again, as in Phase 1. During Phase 3, interviews were conducted with students using open ended questions. For the ST group, these interviews were conducted individually and student responses were audio-taped (and later transcribed). For the CT group responses to questions were written by the student. In both groups, students were asked to explain why they chose their particular strategy. In the ST group, if students changed their strategy they were asked to explain their change. If they did not change their strategy they were asked why they used the same strategy. They were also asked if the computer affected their choice and, if so, how. In both groups, after questioning was complete, then, this time, the prize was revealed. Results and Discussion Quantitative Analyses Descriptive Analyses A comparison of treatment groups found no significant difference in probability and statistics achievement (see Table 2). These results provide evidence that the two treatment groups are similar with regard to their statistical background. When comparing achievement across tracks, the high tracked students were found to have significantly higher scores on the achievement test than the low track students (t = 9.38, p<.001). Pre Treatment Considering the total sample, in the initial game situation, 81 (76%), 18 (17%), and 8 (7%) students chose the Stick, Switch, and Flip strategies respectively (see Tables 3 and 4). For the Simulation Treatment group (ST), 45 (82%), 4 (7%), and 6 (11%) students chose the Stick, Switch, and Flip strategies, respectively (see Table 3). For the Classroom Treatment group (CT), 36 (69%), 14 (27%), and 2 (4%) students chose the Stick, Switch, and Flip strategies, respectively (see Table 4). In all three situations, the data overwhelmingly suggest that despite the extra information, in general, students stick with their original choice (for the total sample, [chi square chi square (kī), n a nonparametric statistic used with discrete data in the form of frequency count (nominal data) or percentages or proportions that can be reduced to frequencies. ] (2, N= 107) = 87.84, p<.001, see Tables 3 and 4). The overall percentage of students choosing the switch strategy (17%) is similar to the 13% found by Granberg and Brown (1995). However, given the opportunity to flip a coin, some students seem to have decided to (re) play the odds, and flip, which may explain some of the discrepancy DISCREPANCY. A difference between one thing and another, between one writing and another; a variance. (q.v.) 2. Discrepancies are material and immaterial. with the percentage of stickers in this study (81%) and the two studies in Granberg and Brown (1995; 87% and 90%). Comparing different tracks, in the initial game situation, 50 (75%), 14 (21%), and 3 (4%) of the high track students chose the Stick, Switch, and Flip strategies, respectively. For the low-track students, 31 (78%), 4 (10%), and 5 (12%) chose the Stick, Switch, and Flip strategies, respectively. A comparison of tracks found no significant difference in initial choice of strategy ([chi square] (2, N = 107) = 3.95). Post Treatment In order to assess the effect of different instructional treatments on students' desire to choose the Switch strategy, students were combined into two groups: those who initially chose the switch strategy and those who did not (i.e., those that chose the Stick or Flip strategy). Using a Chi-squared test chi-squared test one of the statistical techniques for determining (1) if there are significant differences between two or more series of frequencies or proportions and (2) whether one series of proportions is significantly different from a control series. of independence with a correction for continuity, a comparison of the pre treatment marginals (see Table 5) found the proportion of switchers in the CT group greater than the ST group, [chi square] (1, N= 107) = 6.04, p<.05. However, despite this difference, a comparison of the post-treatment marginals found significantly more switchers in the ST group [chi square] (1, N= 107) = 4.05, p<.05. Further, a McNemar test of change found that students in the CT group were not significantly persuaded to choose the Switch strategy, [chi square] (1, N = 52) = 3.05. However, students in the ST group were overwhelmingly persuaded to choose the Switch strategy, [chi square] (1, N = 55) = 30.03, p<.05. These results suggest that students who were allowed to investigate Monty's Dilemma using a Monte-Carlo computer simulation were, subsequently, more persuaded to choose the Switch strategy. In order to assess the effect of treatments on students' propensity to maintain their original Stick strategy (i.e., remain attached to their misconceptions), students were combined into two different groups: those initially choosing the Stick strategy and those that did not (i.e., those that chose the Flip or Switch strategy). Although thirty six percent of the total sample of students, reacting as predicted by Seymann (1991), continued to stick with their original choice of door, a majority of students (64%, 52 out of 81, see Tables 3 and 4) did change from their initial Stick strategy (11 to flip and 41 to switch). This finding suggests that many students, given sufficient evidence, will abandon their original choice of door either to (re) play the odds in the case of flipping or to go with the odds in the case of switching. A higher proportion of students (71%, 32 out of 45, see Table 6) in the ST group did change from the Stick strategy than in the CT group (56%, 20 out of 36). However, the difference in the percentage of students changing for the two groups was not statistically significant [chi square] (1, N = 81) = 2.10. Yet, what is most important about these data is that a large majority of the students (71%) using the computer simulation was subsequently persuaded to change from the Stick strategy. It is not surprising that many students in the CT group were persuaded through direct instruction to change their strategy as this is the model for learning often experienced by students in the US. In other words, student learning is often equated with teacher's imposed understanding. But the fact that a larger proportion of the students in the ST group, on their own, were able to analyze data and subsequently reason (possibly through their notions of the law of large numbers) to abandon their initial Stick strategy provides promising evidence that the computer simulation can provide a rich and persuasive context for helping students overcome their probabilistic misconceptions. Furthermore, the increased percentage of students that changed from the Stick strategy in the ST group may be reflective Refers to light hitting an opaque surface such as a printed page or mirror and bouncing back. See reflective media and reflective LCD. of the fact that some students need or benefit from an interactive, hands on experience beyond a teacher's explanation when dealing with statistical tasks. Post treatment comparisons by track found no significant overall or within treatment effects. That is, students in different tracks were not impacted differently by the different treatments. This finding suggests that instructional practices involving computer simulations are equally valuable for all levels of students. Qualitative Analyses In addition to making a decision about which strategy to use, students were also asked to explain their choice of strategy. Analysis of these explanations provide some valuable insights into students' thinking and reasoning as they made their decisions. This information better helps us understand why some students changed their strategy and why others maintained their initial strategy and the impact of the computer on these decisions. Further, this information provides evidence of psychological barriers that do exist that may impede im·pede tr.v. im·ped·ed, im·ped·ing, im·pedes To retard or obstruct the progress of. See Synonyms at hinder1. [Latin imped or mask student understanding. The Impact of the Computer Simulation A majority of students were persuaded by the computer simulation to Switch. Furthermore, based on their general comments and eagerness to investigate, many students in the simulation group seemed to gain an appreciation for their experimental results: "I've done ... research on it and it's shown that if you switch it the odds are better to get the prize." Another student noted, "If these two games are the same [computer and props] switching should ... be the better choice because it has a lot more probability of winning." Students who worked with the computer were basing their decisions on information that they had gathered, instead of depending on teacher provided information. Observations of the students' investigations led us to believe that students were making conjectures This is an incomplete list of mathematical conjectures. They are divided into four sections, according to their status in 2007. See also:
Many students would proceed by first testing their initial choice of strategy. Next, they would play a few individual trials, then they would try each strategy 100 or 1000 times. Then they might return to the individual trials to test their findings. Later, they may return to the repeated trials to try a few more experiments or continue playing the individual trials for further confirmation of their findings. When asked why they chose the Switch strategy most of them based their decision on the results of their experiment: "... as you can see, the Switch won more, so, it probably has a better chance." This comment suggests that students were able to apply their intuitive notions of the law of large numbers to make conclusions. This type of reflection did not occur in the CT group. Students in the CT group who chose the Switch strategy most often referred to the higher probability of winning as their reason, however, they had to depend on their belief in the teacher's explanation without any self reflection or investigation. As was found in the quantitative analyses presented earlier, for some students the teacher's explanation is enough to convince them to change from their Stick strategy. However, the computer simulation provided students with a richer and more reflective experience with the opportunity to analyze data and make their own conclusions about the problem. The following excerpt ex·cerpt n. A passage or segment taken from a longer work, such as a literary or musical composition, a document, or a film. tr.v. ex·cerpt·ed, ex·cerpt·ing, ex·cerpts 1. from one student's interview provides evidence that through investigation and reflection that students not only can be convinced that the Switch strategy provides the best chance of winning but that they can actually come to understand the underlying mathematics associated with the problem. Initially, this student adamantly ad·a·mant adj. Impervious to pleas, appeals, or reason; stubbornly unyielding. See Synonyms at inflexible. n. 1. A stone once believed to be impenetrable in its hardness. 2. An extremely hard substance. declared that he would stick with his original door, even interrupting the interviewer to make his intentions clear. At one point he stated, "This is all random chance.... It's luck, if you get it or not get, it's really just random chance. Or is that what you're trying to prove here?" After completing his investigation and allowing the computer to run 2000 trials, the following transpired. Interviewer: Now, based on the results, which strategy won most often? Student: The Switch strategy, and I think I know why. Because it's most likely you'll choose a goat because there's two of them out of three and so when they open one, and that gets rid of a goat, you're most likely on a goat. So, if you switch you're probably on the prize. Interviewer: Hmmm. Based on the results, which strategy won least often? Student: Stick, for the same reason <Student was interrupted to read results from computer. After doing so he continued to describe his thinking>. Student: And uh, the reason for the flip is because there's a 50-50 chance for you staying or going. Interviewer: Okay. After being presented with Phase 3 of the simulation treatment, that is, another Monty's Dilemma, he was again asked about his choice of strategy. Interviewer: Would you like to stick with your original door, switch to the remaining door, or flip a coin to decide? Student: I'll go ahead and switch. Interviewer: You'll switch. Why will you switch? Student: Because of what I said earlier, because it's most likely I picked a goat and since you opened one I'm most likely on a goat. So, it's most likely the one I didn't pick is the prize. Through investigation of this problem using the computer this student was able to provide a sound explanation of Monty's Dilemma. Students who initially chose to flip or switch (i.e., Flip-Switch, Switch-Switch, see Table 3) were overwhelmingly convinced by the computer simulation to switch. This might suggest that students who tend to be more "risky," may be more willing to base their decisions on statistically sound information (for a discussion of risk perception see Slovic, Fischoff, & Lichtenstein, 1982). In other words, they might be willing to take a "good risk." As one student said, "... the first time I just switched, just to switch, and this time [second time], 'cause the best chance I have at winning would be to switch." For some of these students (i.e., flippers n. 1. A type of shoe with a paddle-like front extending well beyond the end of the toe, used an aid in swimming (especially underwater). ), results from the simulation may resolve a cognitive conflict between their instincts and indecision Indecision Buridan’s ass unable to decide between two haystacks, he would starve to death. [Fr. Philos.: Brewer Dictionary, 154] Cooke, Ebenezer his irresolution usually leads to catatonia. [Am. Lit. . Similar students in the Classroom Treatment were not as easily convinced of the chances associated with the Switch strategy as several subsequently chose to stick or flip (see Table 4). For some students, in particular the Stick-Flip students, the simulation seemed to create cognitive conflict between their instincts and what the computer results suggest. Although the simulation did not convince them to switch, it did seem to create doubt. As one student who flipped Flipped (2002) is a young adult novel by Wendelin Van Draanen. It is a stand-alone teen romance in a he-said she-said style with the two protagonists alternately presenting their perspective on a shared set of events. explained, "Well I kinda Adv. 1. kinda - to some (great or small) extent; "it was rather cold"; "the party was rather nice"; "the knife is rather dull"; "I rather regret that I cannot attend"; "He's rather good at playing the cello"; "he is kind of shy" kind of, sort of, rather want to stick with the original one [door], but if we're playing the game ... switching wins more often, but I'm afraid I'll switch and then [door] two will be the right one." Doubt can be a great motivator for inquiry and eventual understanding (e.g., Dewey, 1933), and therefore such simulation activities may prime students for a "teachable teach·a·ble adj. 1. That can be taught: teachable skills. 2. Able and willing to learn: teachable youngsters. moment," which might be further facilitated through additional opportunities to investigate similar problems. Recognizing and Overcoming Psychological Barriers Overall, 36 percent of the students initially using the Stick strategy subsequently continued to use this strategy. While a majority of students were convinced by the computer simulation to change to the Switch strategy, understanding why other students continue to hold to their misconceptions can be helpful in designing curriculum and instruction to further help these students. Based on comments and explanations from students that maintain their original Stick strategy some may in fact suffer from belief perseverance. Several students seemed to hold to beliefs associated with luck, or instinct, asserting that "my 1st [sic Latin, In such manner; so; thus. A misspelled or incorrect word in a quotation followed by "[sic]" indicates that the error appeared in the original source. ] choice is usually right," or "I just trust my instincts." Choice perseverance was probably best represented by the statement of this student: "I don't know Don't know (DK, DKed) "Don't know the trade." A Street expression used whenever one party lacks knowledge of a trade or receives conflicting instructions from the other party. , probably the fact that my grandma always said that I have a strong will and once I make something ... that's what I go for." It seems that these students believe that it is important to go with their instinct. As suggested by prior research, it may also be the case that students' propensity to maintain their strategy might result from counterfactual judgements based on the use of the simulation heuristic Please help [ improve this article] by introducing appropriate of additional sources. (Kahneman & Tversky, 1982; Granberg & Brown, 1995). Some students seemed to be concerned about the negative affect associated with switching and being wrong. One student said, "I probably should have switched since it has a greater probability of winning, but my gut feeling gut feeling Intuition, visceral sensation said to stay with it." Or like the student mentioned earlier, who ultimately chose to flip, who remarked: "well I kind of want to stick with the original one [door], but if we're playing the game ... switching wins more often, but I'm afraid I'll switch and then [door] two will be the right one." Such a feeling was mirrored by yet another student who remarked: "whenever ... I think I know it and switch it ... it ends up wrong, so when I stick with it, sometimes its better." Such feelings are hard to overcome for some students even when they seem to understand the problem. They are more concerned about how they would feel if they switch and lose than whether they are making a statistically sound decision. Alternatively, it seems that many of the students that chose to stick even after using the computer may be relying on what Konold (1989) referred to as an "outcome approach" to situations of uncertainty. The goal of such an approach, according to Konold, is to successfully predict the outcome of single trials. For example, given a thumbtack and asked to predict whether the point or the head of the tack is more likely to land up, people using an outcome approach tend to try and predict the next outcome. After one toss of the tack, such individuals tend to evaluate their prediction as right or wrong with little attention to possible distributional characteristics or frequency information that may be obtained by repeatedly tossing toss v. tossed, toss·ing, toss·es v.tr. 1. To throw lightly or casually or with a sudden slight jerk: tossed the shirt on the floor. See Synonyms at throw. the tack. Despite the uncertainty inherent in Monty's Dilemma, several students seemed to feel that they could actually figure out which door contained the prize. Many of these students felt that their instinct was as good a reason as any to choose a particular door: "I just trust my instinct," or "[I] just think it's there." Other students felt that their success depended on their ability to pick numbers. As one student remarked, "I just got a good feeling about the numbers I pick." Such explanations suggest that some students believe they can actually predict each outcome. All of these situations occur in spite of the frequency information presented by the computer simulation for students in the simulation treatment. Even the student who concurred with the results of the computer that "If I stick a lot, I'll lose a lot," and "Switchin' you're making a lot of profits," still had a "gutsy guts·y adj. guts·i·er, guts·i·est Slang 1. Marked by courage or daring; plucky. 2. Robust and uninhibited; lusty: "the gutsy . . . feeling" to stick. Based on the outcome approach, this student might have interpreted the computer as being incorrect "a lot" when it chose to stick, and correct "a lot" when it chose to switch, instead of considering the long run results as a whole from which to base future predictions. General Discussion and Conclusions Based on the results of this study, the use of computer based Monte Carlo simulations can be very persuasive in helping students make statistically sound decisions in situations of uncertainty. In the case of Monty's Dilemma, overall, students who were allowed to investigate the problem using the computer simulation were, subsequently, more persuaded to choose the statistically sound Switch strategy than students involved in teacher directed instruction. Further, a large majority of students who initially chose the Stick strategy were subsequently persuaded through the use of the computer simulation to abandon their initial Stick strategy. In other words, the computer helped many students overcome their psychological attachment to their misconceptions. Interestingly, many students were convinced by the teacher directed instruction to abandon the Stick strategy as well, but qualitative evidence suggests that students' experiences with the computer simulation were much richer, more reflective, and autonomous. That is, students' using the computer simulation made decisions based on their own conclusions drawn from analyzing and thinking about the data instead of based on an external explanation from someone else. However, the study did find that some students do hold to their choices and beliefs in spite of information that discredits these beliefs or choices. In addition, misconceptions were found to exist and persist irrespective of irrespective of prep. Without consideration of; regardless of. irrespective of preposition despite students' achievement level. However, investigating Monty's Dilemma using a computer simulation seems to provide an equally positive experience for both high- and low-achieving students. In this study, similar to Granberg and Brown (1995), a majority of students did initially choose the Stick strategy. However, different from the Granberg and Brown experiments, students using the computer in this study were encouraged to run many more trials. They were explicitly given the opportunity to summarize sum·ma·rize intr. & tr.v. sum·ma·rized, sum·ma·riz·ing, sum·ma·riz·es To make a summary or make a summary of. sum their data from their investigations and to think about the implications of the results. Students were able to investigate large amounts of data on more than one occasion and were possibly able to witness the stability of estimates based on frequency distributions and thus may have become more aware of the power of data in determining probabilities. In other words, notions of the law of large numbers may have had an influence on students' conclusions. Results of this study would suggest, inconsistent with Granberg and Brown, that students can inductively come to conclusions based on the law of large numbers, and in some cases actually come to an understanding of the problem. However, of the students in the ST group, twenty nine percent of those initially choosing the Stick strategy maintained a Stick strategy even after investigating with the computer. Qualitative evidence suggests that some students possibly do suffer from belief perseverance and hold to their beliefs in luck or instinct, while others may mentally simulate the results of switching and being wrong and decide not to take this chance (cf., Granberg & Brown, 1995). Still others may have based their decisions on the ideas associated with the outcome approach (Konald, 1989). They believe that they can predict each outcome. Consistent with the outcome approach, students who are trying to predict each outcome would not be overly convinced by frequency or distributional information which was the type of evidence provided in this study. To overcome such a barrier, Konold (1989) suggested that giving students the opportunity to make distributional predictions instead of individual outcome predictions might help build a better appreciation of frequency information. In the case of Monty's Dilemma, one might present students with a situation in which the game is played 10 times and the contestant must pick a strategy to use for all 10 games, the object being to win a majority of times. Here students would have to base their judgments on long run results or frequency of wins. Konold (1989) also identified several problems that can be used to identify students relying on the outcome approach and the level at which they depend on the approach. Further study of the misconceptions associated with Monty's Dilemma (and similar situations) might combine an investigation of Monty's Dilemma and several of these problems to associate "Monty categories" with levels of outcome orientation. Another interesting finding from this study was the lack of differences across tracks. In studies on tracking, Oakes (1985, 1990) found that students in high tracked classrooms are given many more opportunities to learn than their lower tracked peers. Such opportunities included better teachers, more challenging content, and more interesting instruction. Increased opportunities to learn has been shown to be related to increased achievement (e.g., Wiley ad Harnischfeger, 1974; Barr & Dreeben, 1983; Gamoran, 1987; Wilkins Wil·kins , Maurice Hugh Frederick 1916-2004. British biophysicist. He shared a 1962 Nobel Prize for his contributions to the determination of the structure of DNA. , 1997; Wang, 1998). Policy decisions based on this research might suggest that all students should be given similar opportunities in the classroom. Tracking research (e.g., Oakes, 1985, 1990) has considered differences across tracks and, subsequently, recommended that changes be made in instruction in low track classrooms. It is important, however, to make comparisons of intact tracks being given the same instruction and subsequent effects assessed. This study provides such a comparison, and provides results that support the belief that similar opportunities to learn can produce similar learning for all levels of student. Moreover, students at all levels can learn from the same level of inquiry based instruction. Results suggest that misconceptions are prevalent in all students irrespective of prior statistical knowledge. Students in the high track classrooms maintained the use of the Stick strategy for the same reasons as students in the low track classrooms. After the treatments, students in the low track classrooms chose the Switch strategy for the same reasons as high track students. It is important, however, to conduct further studies with a larger sample of classrooms to verify (1) To prove the correctness of data. (2) In data entry operations, to compare the keystrokes of a second operator with the data entered by the first operator to ensure that the data were typed in accurately. See validate. the findings presented here. However, these findings offer promising evidence that given similar opportunities to investigate problems through simulation, particularly in the case of situations of uncertainty, high- and low-achieving students can construct similar understandings and potentially overcome existing misconceptions. For some students, although they believe what the computer presents, the computer may represent a "black box" from which they can gain little understanding of the process. Some people may have more success understanding the problem if they are allowed to physically carry out the simulation using spinners Spinners can refer to:
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This article is about reference works. For the subnotebook computer, see .
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Zhonghong, J., & Potter, W. D. (1994). A computer microworld to introduce students to probability. Journal of Computers in Mathematics and Science Teaching, 13(2), 197-222. Author Note Jesse L. M. Wilkins, Department of Teaching and Learning, Virginia Polytechnic Institute and State University Virginia Polytechnic Institute and State University, at Blacksburg; land-grant and state supported; coeducational; chartered and opened 1872 as an agricultural and mechanical college. ; George C. Reese, Department of Curriculum and Instruction, University of Illinois at Urbana Champaign. The authors would like to thank Michelle Wilkins and Barry Sloane Barry Paul Sloane was born on the 10th of February 1981 in Liverpool. Barry is an english actor who is best known for playing Ruth Gordons abusive ex husband Sean Smith in brookside Filmography Year Title Role 2000 Ivan 2002-2003 Brookside Sean Smith for reading and making suggestions for improvement to earlier drafts of this article. Correspondence concerning this article should be addressed to Jesse L. M. Wilkins, Department of Teaching and Learning, Virginia Polytechnic Institute and State University, 300 C War Memorial Hall, Blacksburg, Virginia Blacksburg is an incorporated town located in Montgomery County, Virginia. As of the 2000 census, the town had a total population of 39,573, making it one of Virginia's larger towns. 24061. E mail: wilkins@vt.edu Notes (1) Freudenthal (1972; also see Sedlmeier & Gigerenzer, 1997) made a distinction between Bernoulli's 'mathematical' law of large numbers and his more intuitive notion that Freudenthal referred to as the 'empirical law of large numbers.' In this paper the notion of the law of large numbers aligns more closely with the later. (2) A recent distinction has been made between frequency distribution tasks and sampling distribution tasks that have been used to evaluate peoples' appreciation of sample size (Sedlmeier & Gigerenzer, 1997). In a review of the literature Sedlmeier and Gigerenzer found that in the former tasks people tend to take sample size into account, but, in the later they tend to be less sensitive to sample size. Appendix 1. Allen's batting average batting average n. Baseball A measure of a batter's performance obtained by dividing the total of base hits by the number of times at bat, not including walks. Noun 1. is 0.425. What is his batting average as a percent? (A) 0.0425% (B) 4.25% (C) 42.5% (D) 425% 2. In a certain school, 10% of the students bring their lunch, 60% buy a lunch in the cafeteria cafeteria: see restaurant. , and the remaining students go home for lunch. What percent of the students go home for lunch? (A) 30% (B) 50% (C) 70% (D) More facts are needed to answer. MUSICAL FAVORITES Singers Number of Votes Michael Jackson 20 Diana Ross 10 Julio Igesias 10 Willie Nelson 5 Culture Club 5 3. According to the chart above, what percent of all the votes went to Michael Jackson Noun 1. Michael Jackson - United States singer who began singing with his four brothers and later became a highly successful star during the 1980s (born in 1958) Michael Joe Jackson, Jackson ? (A) 20% (B) 40% (C) 50% (D) 66 2/3% [ILLUSTRATION OMITTED] 4. The jar shown above contains 2 black and 3 white marbles. Al picks one marble without looking. What is the probability that he picks a black marble? (A) 1/5 (B) 2/5 (C) 2/3 (D) 5 5. If a fair coin In probability theory and statistics, a sequence of independent Bernoulli trials with probability 1/2 of success on each trial is metaphorically called a fair coin. One for which the probability is not 1/2 is called a biased or unfair coin. is tossed, the probability that it will land heads up is 1/2. In four successive tosses the coin lands head each time. What happens when it is tossed a fifth time? (A) It will most likely land tails up. (B) It is more likely to land tails up than heads up. (C) It is more likely to land heads up than tails up. (D) It is equally likely to land heads up or tails up. 6. A jar contains 5 red, 6 blue, and 7 green marbles (Min.) serpentine. See also: Green . One marble is drawn from the jar. What is the probability that the marble drawn at random is red or green? (A) 1/12 (B) 1/5 (C) 1/2 (D) 2/3 7. When Carlos shoots free-throws left-handed he makes 33% of his shots, when he shoots right-handed he makes 66% of his shots, and when he shoots underhanded he makes 50% of his shots. If Carlos is Carlos I may refer to:
(A) left-handed (B) right-handed (C) underhanded (D) It depends on how he feels 8. A coin is tossed and a die is rolled. What is the probability that the coin comes up heads and the die comes up 3? (A) 1/12 (B) 1/8 (C) 1/5 (D) 6/12 9. Dawn has 3 skirts and 5 blouses. How many different skirt-blouse outfits can she make with these? (A) 3 (B) 5 (C) 8 (D) 15 10. Bill made the lowest score on the test. He only got 27 points. The teacher said the class mean was 63 and the range was 61. Jane made the highest score on the test. What score did Jane make? (A) 61 (B) 63 (C) 88 (D) 90 11. [TABLE OMITTED] Which graph below best fits the data in the tally chart above? (A) [GRAPHIC OMITTED] (B) [GRAPHIC OMITTED] (C) [GRAPHIC OMITTED] (D) [ILLUSTRATION OMITTED] 12. Jan has 3 dimes in her pocket and nothing else. If she takes 1 coin from her pocket, what is the probability that it will be a dime? (A) 1/10 (B) 3/10 (C) 1/3 (D) 1 13. Carlos' basketball team won 75% of its games last season. If they played 80 games, how many games did they win? (A) 20 (B) 60 (C) 68 (D) 75 14. In a game you are given these 5 cards. [ILLUSTRATION OMITTED] [ILLUSTRATION OMITTED] [ILLUSTRATION OMITTED] [ILLUSTRATION OMITTED] [ILLUSTRATION OMITTED] A rule says you must select 2 cards and form a 2-digit number such as: [ILLUSTRATION OMITTED] [ILLUSTRATION OMITTED] How many different 2-digit numbers can you form including the one above? (A) 10 (B) 15 (C) 20 (D) 25 (E) 30 *Questions 15-16 refer to the following picture. [ILLUSTRATION OMITTED] 15. Scott is rolling a number cube cube, in geometry, regular solid bounded by six equal squares. All adjacent faces of a cube are perpendicular to each other; any one face of a cube may be its base. The dimensions of a cube are the lengths of the three edges which meet at any vertex. with 1, 2, 3, 4, 5 and 6 dots on its faces. What is the probability of Scott getting a 4 on his next roll? (A) 0 (B) 1/6 (C) 2/6 (D) 3/6 (E) 4/6 (F) 5/6 16. Scott rolls five 5's in a row. What is the probability of getting a 5 on his next roll? (A) 0 (B) 1/6 (C) 2/6 (D) 3/6 (E) 4/6 (F) 5/6 17. According to the table below, what is the total amount of protein contained in two boiled eggs Noun 1. boiled egg - egg cooked briefly in the shell in gently boiling water coddled egg dish - a particular item of prepared food; "she prepared a special dish for dinner" and one-half cup of whole milk?
NUTRITIVE VALUE OF CERTAIN FOODS
Measure Calories Protein (grams) Carbohydrates (grams)
Banana, raw 1 100 1 26
Beef hambuger 3 oz. 245 21 0
Whole milk 1 cup 160 9 12
Doughnut 1 125 1 16
Eggs, boiled 2 eggs 160 13 1
(A) 30.5 grams (B) 22 grams (C) 17.5 grams (D) 7 grams According to the graph above, which car reached 60 miles per hour in the shortest time? [GRAPHIC OMITTED] (A) Car A (B) Car B (C) Car C 19. It took 3 games for a basketball player to score a total of 51 points. If the player keeps this scoring average, how many total points will the player have scored by the end of the seventh game? (A) 17 (B) 51 (C) 119 (D) 153 (E) 170 (F) 357 20. In a pet shop there are 12 animals. Seven are dogs and the rest are cats. What is the ratio of dogs to cats? (A) 12:7 (B) 5:7 (C) 7:12 (D) 7:5 21. In a basketball game, George made 70% of his free-throws, Jay made 50% of his free-throws, and Jim made 30% of his free-throws. Based on these results who is the best free-throw shooter? (A) Jim (B) Jay (C) George (D) There is no difference 22. What is 8% of 25? (A) 2 (B) 20 (C) 31.25 (D) 200 23. A penny was tossed 20 times. Which of the following is most likely to be the number of times heads came up? (A) 0 (B) 2 (C) 5 (D) 9 (E) 19
POPULATIONS OF DETROIT AND LOS ANGELES 1920-1970
CITY
YEAR DETROIT LOS ANGELES
1920 950,000 500,000
1930 1,500,000 1,050,000
1940 1,800,000 1,500,000
1950 1,900,000 2,000,000
1960 1,700,000 2,500,000
1970 1,500,000 2,800,000
24. Considering the chart above, what was the first year listed in which the population of Los Angeles Los Angeles (lôs ăn`jələs, lŏs, ăn`jəlēz'), city (1990 pop. 3,485,398), seat of Los Angeles co., S Calif.; inc. 1850. was greater than the population of Detroit? (A) 1920 (B) 1930 (C) 1940 (D) 1950 (E) 1960 (F) 1970 25. Susie has a batting average of .750, Jane has a .500 batting average, and Karen has a .250 batting average. Which softball softball, variant of baseball played with a larger ball on a smaller field. Invented (1888) in Chicago as an indoor game, it was at various times called indoor baseball, mush ball, playground ball, kitten ball, and, because it was also played by women, ladies' player is most likely to get a hit next time at bat? (A) Karen (B) Susie (C) Jane (D) They are all equally likely to get a hit. Jesse L.M. Wilkins Virginia Polytechnic Institute and State University George C. Reese University of Illinois at Urbana-Champaign Early years: 1867-1880 The Morrill Act of 1862 granted each state in the United States a portion of land on which to establish a major public state university, one which could teach agriculture, mechanic arts, and military training, "without excluding other scientific
TABLE 1 All Possible Monty's Dilemma Scenarios that Involve Switching
and Associated Outcome
Prize behind Initial choice Door
door of door opened Switch to: Outcome
1 1 2 or 3 3 or 2 (respectively) Lose
2 3 1 Win
1 3 2 1 Win
2 1 3 2 Win
2 2 1 or 3 3 or 1 (respectively) Lose
2 3 1 2 Win
3 1 2 3 Win
3 2 1 3 Win
3 3 1 or 2 2 or 1 (respectively) Lose
Note: From "A Problem in Probability," by S. Selvin, 1975, American
Statistician, 29, p. 67. Copyright 1975 by Steve Selvin. Adapted with
permission of the author.
TABLE 2 A Comparison of Statistics Achievement
Statistics Achievement
N M SD
ST Group 55(47) 19.8 4.0
CT Group 52(50) 18.2 5.7
t-value -1.62 ns
High-Track 67(61) 21.6 2.6
Low-Track 40(36) 14.5 4.9
t-value 9.38 ***
Note. The parenthetical N represents the number of students on which the
background statistics were calculated. This group of students is a
subset of the total N which represents the number of students that
received treatment. ***p<.001.
Table 3 Pre- and Post-Treatment Choice of Strategy for the Simulation
Treatment (ST) Group
Post-treatment
Pre-Treatment Stick Switch Flip Total
Stick 13 27 5 45
Switch 0 4 0 4
Flip 1 5 0 6
Total 14 36 5 55
Table 4. Pre- and Post-Treatment Choice of Strategy for the Classroom
Treatment (CT) Group
Post-treatment
Pre-Treatment Stick Switch Flip Total
Stick 16 14 6 36
Switch 4 8 2 14
Flip 0 1 1 2
Total 20 23 9 52
Table 5. A Comparison of the Simulation and Classroom Treatment on
Persuasiveness to Choose the Switch Strategy
After
Treatment Before non-SWITCH SWITCH Totals
SIMULATION non-SWITCH 19 32 51
SWITCH 0 4 4
Totals 19 36 55
CLASSROOM non-SWITCH 23 15 38
SWITCH 6 8 14
Totals 29 23 52
Table 6. A Comparison of the Simulation and Classroom Treatment on
Persuasiveness to Change from the Stick Strategy
After
Treatment Before STICK non-STICK Totals
SIMULATION STICK 13 32 45
non-STICK 1 9 10
Totals 14 41 55
CLASSROOM STICK 16 20 36
non-STICK 4 12 16
Totals 20 32 52
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