Course Resources
Resources for teaching our High School Statistics curriculum.
- Lesson Flow - timing and flow of class, using our lesson materials
- Pacing Guide - pacing our units, with daily or block schedules
- Alignment Guide - aligning our lessons to national and state standards for high school statistics
- Classroom Routines - a guidebook of classroom routines embedded within our lessons
Teaching Resources
Resources for teaching with Skew The Script.
- Discussion Norms - our model discussion norms for the classroom
- Letter to Parents - letter to share with parents about our nonpartisan approach
- Teaching Math on Civic Topics - tips for teaching math lessons that cover civic topics
Lesson Notes
Lesson-specific insights from the creators of this lesson.
You know what they say: What happens in Vegas, stays in Vegas – including your money! In this lesson, students travel (metaphorically) to fabulous Las Vegas, where they simulate playing a classic casino game: roulette. Students calculate the game’s expected value. They discover that, like almost all forms of gambling, it’s a losing game for the player – especially in the long run. Then, students utilize measures of spread for random variables to assess short term risk.
- Create probability distributions and check their validity
- Calculate and interpret the expected value of a random variable
- Calculate and interpret the standard deviation of a random variable
Utilizing the context of roulette, students reason through the probability and expected value of betting on black 1,000 times. With this lesson, students move from considering the probability of categorical outcomes (e.g. making/missing a basketball shot) to considering the probability of quantitative outcomes (e.g. amount of winnings over time). In doing so, they apply the probability concepts from earlier in this unit alongside quantitative summary statistics they’ve learned in Unit 1 (mean and standard deviation) to analyze quantitative random variables. Reminding students of what they already know about means and standard deviations before applying the concepts here is beneficial.
Before proceeding: Familiarize yourself with the lesson materials linked above (e.g. handout, handout key, slides, video). Then, for additional background and teaching tips from the lesson creators, check out the sections below.
- In recent years, online gambling has become highly popular among young people. This unfortunately includes high school students, who sometimes lie about their age to gain access to apps for sports betting and prediction markets. This lesson presents an opportunity to connect the negative expected value of casino games to the negative expected value of many other types of gambling. Here’s a set of questions that could be posed to students: Now that we’ve calculated the expected value of roulette, why do you think casinos are profitable? Similarly, why do you think online sports betting companies and prediction markets are profitable?
- Consider introducing the idea of a “fair game” and asking students what they think this means. You can help guide them to the conclusion that a fair game has an expected value of zero, and then contrast this with casino games.
- All that said, if teenagers feel that they’re being “given a lecturing” about gambling, they may not fully internalize how harmful it can be. Instead, it can be more effective to provide an initially neutral framing and allow students to mathematically discover the negative expected value of casino games. This helps students feel ownership over the realization that gambling isn’t a consistent path to fortune.
- The notation P(X = x) can be challenging for students, especially in understanding the distinction between the capital and lower case letters. Some helpful framing: The capital letter defines a variable with possible outcomes determined by chance (e.g., “Let X represent the number of…”), while the corresponding lowercase letter represents a specific outcome among those possibilities.
First, download this lesson's slide deck and handout key to see the prompt and sample responses for the Lesson Starter. Then, check out the additional background notes below.
Instructional routine: Would You Rather. The "Would You Rather” routine provides an opportunity for students to develop their higher-order thinking skills, active listening skills, and ability to communicate arguments, all from a simple binary prompt. Students resistant to choosing just one of the two options can be encouraged to select the option that they can best justify. Generally, there is not one correct answer to the prompt in this routine, allowing the focus to be on justification of the choice made, rather than the choice itself. You can find more background on implementing a Would You Rather here.
Purpose & Background: Students defend their choice of either betting on a low number (1-18) or on a higher number (19-38) in roulette. While there is no statistical benefit to either choice, students will likely come up with their own reasons for their choice. The discussion provides a natural starting point for the remainder of the lesson and offers an opportunity for a first glimpse at the effect of the 0 space, which reduces the fairness of the game (and gives the player a negative expected value.).
Extra thinking question: Listen for any patterns that students can identify and justify. For example, red is made up of 5 odds in a row (numerically), then 4 evens, followed by 5 odds and 4 evens (1, 3, 5, 7, 9; 12, 14, 16, 18; 19, 21, 23, 25, 27; 30, 32, 34, 36). Although not directly connected to the lesson, students may enjoy the challenge of looking for patterns to see ‘how random is random?’ and may benefit from thinking about the connection between randomness and probability.
First, download this lesson's handout key and read through its Discussion Question section. Then, check out our model discussion norms and the additional background notes below.
- First formalized in this 1979 paper by Daniel Kahneman and Amos Tversky, the concept of loss aversion applies directly to the Discussion Question. Loss aversion is the idea that “losses loom larger than gains.” As an example, the frustration of losing $10 is often greater than the happiness of finding a $10 bill on the street. Although loss aversion is sometimes framed as a cognitive bias, it can also be rational. In terms of the game proposed by the Discussion Question, losing $300,000 would harm most peoples’ lives more than winning $1,000,000 would help them. Winning $1,000,000 would afford someone more luxuries, which is great. But losing $300,000 could rob someone of their basic necessities, life stability, and future prospects (due to debt) – all of which would be devastating. So, in this case, loss aversion is rational, and the standard deviation of this game is more pertinent than its expected value.
- To help support their understanding of variation and risk, ask students what would be better: betting $1,000 on 1 roulette spin, or betting $100 each time on 10 spins? Are they the same? Guide them to see that, while the expected value may be the same, the variability is different. In particular, the probability of losing the maximum amount ($1,000) is much higher in the first scenario. This can lead naturally into a discussion of risk tolerance.
- For simplicity, this lesson uses a European roulette wheel with one green space. Most American roulette wheels include two green spaces (0 and 00), which worsens the player’s expected value even further.
- Instructors can ask students whether people ever “beat the house,” and if so, how. Encourage students to consider the roles of luck or access to information (cheating). This connects to the stock market context used in Lesson 3.5 and the idea of trading with insider information.
- An unfortunate reality is that some teenagers lie about their age in order to download betting apps and gamble online. In addition, teens may be particularly vulnerable to gambling addictions. Consider sharing gambling addiction resources with your classes, in case there may be some students whose eyes are opened by this lesson and who realize they may need help. Teachers can share the following resources:
- The website of the National Council on Problem Gambling, which provides education and support related to problem gambling, including for adolescents.
- The National Problem Gambling Helpline (1-800-522-4700), which provides confidential support and connects individuals to local resources.
- For additional context, organizations such as the Child Mind Institute offer accessible explanations of online gambling risks and why teens may be particularly vulnerable.
- To support an intuitive understanding of expected value, emphasize that interpretations of expected value should include language such as “over many repetitions” or “after many trials.” In addition, it can be helpful to emphasize that expected value does not need to be a specific possible outcome and should not be rounded to a whole number.
- To further emphasize the above point, instructors can point out that losing $2.80 (the expected value calculated in the lesson) is not a possible outcome for a single $100 bet on roulette. The only possible outcomes are winning $100 or losing $100. Instead, the expected value is average loss per play over many trials of roulette.
- Prompt students to recall that the Greek letter μ represents the mean of a population. Then ask why the same symbol is used for expected value. This highlights the important idea that a probability distribution represents all possible outcomes and their probabilities.
Student Supports
Lesson-specific resources to support all learners.
- It can be helpful to prompt students to check their probability distributions for these two conditions:
- All probabilities must be between 0 and 1, inclusive
- All probabilities must sum to 1
- Encourage students to organize their work using a table. This visual sorting of possible outcomes and their associated probabilities can help reduce errors and make the structure of expected value calculations more clear.
- A common error students make when calculating expected value is to divide by the number of possible outcomes (e.g. if a random variable X has 4 possible outcomes, students may divide the sum of these outcomes by 4, rather than multiplying the outcomes by their probabilities). A helpful framing to provide students is that, since expected value is calculated using probabilities, this division has already been done. The expected value is a weighted average using probabilities, rather than a simple average of outcomes. We want to be sure that the likelier outcomes are given greater importance in the calculation.
- Vocabulary used in the context of the lesson may include words that are unfamiliar or have several meanings. In particular, the following mathematical terms may need clarification or a definition provided:
- Random variable
- Expected value
- Probability distribution
- Standard deviation
- In addition, the following contextual terms may need clarification or a definition provided:
- Roulette
- Bet
- Gambling addiction
- In this lesson, several terms and notations are used equivalently or interchangeably. It can be helpful to explicitly point out their equivalence. For example:
- Equivalent terms for the average (in the context of random variables): mean and expected value
- Equivalent notation for the average: \(\mu_x \) and E(X)
- Equivalent notation for the standard deviation: \( \sigma_x \) and SD(X)