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Grade 7 · Probability

Double Trouble

Two coins, two dice, a spinner-and-coin combo — when events team up, the sample space multiplies. Students build organized lists, tables, and tree diagrams to count compound outcomes, then design the standard's own random-digit simulation for a question too tangled to count.

Duration60 min
Lesson formatInvestigation
GradeGrade 7
Prep levelLow to moderate

🎲 A memorable classroom experience

This is a complete instructional experience with a curiosity hook, explicit modeling, student choice, collaboration, formative assessment, and extension.

✓ Standards-ready learning target
🎲

Common Core standards covered

© Copyright 2010. National Governors Association Center for Best Practices and Council of Chief State School Officers. All rights reserved.

Teacher-facing overview

Big idea: Find probabilities of compound events using organized lists, tables, tree diagrams, and simulation; understand compound probability as the fraction of favorable outcomes in the sample space.

Student target: “I can represent compound sample spaces with lists, tables, and trees, compute probabilities as favorable over total, and design simulations for compound questions beyond direct counting.”

Success criteria: I can list a compound sample space completely, without duplicates. · I can choose the right tool: list, table, or tree. · I can identify the outcomes composing an everyday-language event. · I can design a simulation: digit assignment, trial definition, and enough runs.

Essential question

One die has six outcomes; two dice have thirty-six. How do you catch EVERY outcome of a compound event — and what do you do when the space is too big to draw?

Learning target: I can represent compound sample spaces with lists, tables, and trees, compute probabilities as favorable over total, and design simulations for compound questions beyond direct counting.

Success criteria

Why this matters

7.SP.C.8 completes Grade 7 probability with the multiplication of possibility: compound spaces grow fast, and the representations — lists, tables, trees — are how humans keep count honestly. The HH-HT-TH-TT dispute is the canonical misconception, settled by representation. And C.8c's simulation is a genuinely modern skill: the blood-donor design (the standard's own example) is Monte Carlo thinking, the tool science uses when counting fails.

Students should already be able to

Vocabulary to define explicitly

🔒 3 more terms with examples and non-examples — Sample space (compound), Tree diagram, Simulation — are defined in the full lesson. See plans →

Where this shows up outside the classroom

Games everywhereEvery board game's two-dice odds live in the 36-cell table; sum-7's 1/6 is why it owns the center of so many designs.
GeneticsPunnett squares ARE compound sample-space tables — biology class runs this lesson with alleles.
Monte Carlo methodsThe donor simulation is the same idea engineers and epidemiologists scale to millions of trials when formulas run out.

Assessment plan

Formative — for feedback during the lesson

Summative — the graded evidence: The exit ticket (two compounds and the assignment rationale), scored with the four-criterion rubric.

The task students work on

The games committee needs odds for opening night's compound games. THE DOUBLE FLIP: two coins, win on double heads — and a committee member insists the odds are 1-in-3. THE DOUBLES GAME: two dice, win on any doubles. THE COMBO: spin a three-color spinner (R, B, G), then flip a coin — win on red-and-heads. THE DONOR QUESTION (from the health fair next door): 40% of donors have type A blood — what's the chance the fair needs FOUR OR MORE donors to find its first type A? Too tangled to count — design the random-digit simulation.

Compound odds sheet — sample space shown for every game.

GameToolSample space sizeP(win)
Double flip (HH wins)   
Doubles game (two dice)   
Combo (red & heads)   
Donor question (≥4 draws to first A)   

Anticipated student strategies

List settles the small dispute, table scales to 36, tree handles mixture — three tools, chosen by the shape of the compound; simulation extends past all three.

  1. Systematic listing. The student lists first-coin-then-second in fixed order: HH, HT, TH, TT.

    The dispute-settler. Fixed ordering is what guarantees completeness — name the habit.

🔒 2 more anticipated strategies with select-and-sequence guidance are in the full lesson. See plans →

Lesson script

0–8 min
Warm-up: the 1-in-3 disputeMP3
Teacher says: “Two coins. The claim: outcomes are two-heads, two-tails, mixed — so P(HH) = 1/3. Flip pairs ten times with your partner and tally. Then we argue.”

Tallies lean toward mixed ≈ half. The list explains: HH, HT, TH, TT — FOUR outcomes, and 'mixed' is secretly two of them. P(HH) = 1/4. Representation defeats intuition.

Ask: Why does order matter when the coins look identical?
Listen for: The penny-heads-nickel-tails WORLD is different from its reverse — two distinct ways to be mixed, each as likely as HH. The coins' looks don't merge the outcomes.
8–22 min
Mini-lesson: table and treeMP4 · MP6
Teacher says: “Two dice: listing 36 pairs invites omissions — so we build the 6-by-6 TABLE, first die down the side, second across the top. Every cell an outcome, all equally likely. Doubles: the diagonal — six cells. P = 6/36 = 1/6. Now the combo: spinner has three outcomes, coin has two — different sizes, so a TREE: three branches, each splitting in two. Six paths; red-then-heads is one: 1/6.”

Tool guide posted: LIST for tiny spaces, TABLE for same-process pairs, TREE for mixed processes. And the quiet pattern: 2×2 = 4, 6×6 = 36, 3×2 = 6 — sizes multiply.

  • Every cell/path must be equally likely for favorable/total to work.
  • Everyday-language events (doubles, 'at least one head') get UNPACKED into their outcomes first — C.8b's demand.
Ask: The event 'the two dice sum to 7' — which cells?
Listen for: The anti-diagonal: (1,6),(2,5),(3,4),(4,3),(5,2),(6,1) — six cells, P = 1/6. Unpacking language into cells is the skill.
22–38 min
Committee floor: odds and the donor designMP1 · MP4
38–48 min
Odds board reviewMP3
48–56 min
Independent exit ticketMP6
56–60 min
ClosureMP3

🔒 The remaining 4 steps — fully scripted with teacher-says lines, discourse questions, look-fors, and interventions — are in the full lesson. See plans →

Misconceptions and how to respond

🔒 Every misconception ships with a tested classroom response. See plans →

Scaffolded practice

The workbook follows gradual release rather than a page of blank prompts: 1 fully worked, 1 partially completed, then 4 independent.

  1. I doSettle the double flip: full sample space and P(double heads).

🔒 5 more prompts across all three release tiers are in the full lesson. See plans →

Worked solutions and scaffolds for every prompt are in the downloadable kit, included with membership. See plans and pricing.

Exit ticket

  1. Two coins: P(two tails)? Show the space.

🔒 2 more exit-ticket questions are in the full lesson. See plans →

Worked answers, the completed answer tables, and the scoring rubric are in the downloadable kit, included with membership. See plans and pricing.

Printable handouts in the kit

Two-Dice Table & Tree Sheet24 × 32 grid paper.
Compound Game Cards — cut along the dashed lines6 cut-out cards with dashed guides.

All handouts are in Printable_Handouts.pdf inside the kit download.

Materials and classroom resources

Teacher materialCoins and dice
Student materialOutcome grid sheets
Visual modelRandom digit tables
Recording toolTree diagram cards
Teacher GuideFull script, timing, differentiation, and assessment plan.
Student WorkbookPrintable student pages with workspace and reflection.
Answer Key & AssessmentWhat to look for, scoring guide, and misconceptions.

Student experience

Students enter through a low-floor prompt, build or sketch a model, test a strategy, revise their thinking, collaborate, and present a final solution. The task remains accessible while allowing for sophisticated reasoning.

Detailed facilitation notes

  1. Step 1: Settle the two-coin dispute with the full sample space. Ask: “What do you notice?”, “What could you try next?”, and “How can you prove that?”
  2. Step 2: Build the 36-cell two-dice table; find P(doubles). Ask: “What do you notice?”, “What could you try next?”, and “How can you prove that?”
  3. Step 3: Tree a spinner-and-coin compound. Ask: “What do you notice?”, “What could you try next?”, and “How can you prove that?”
  4. Step 4: Design and run the blood-donor simulation. Ask: “What do you notice?”, “What could you try next?”, and “How can you prove that?”
Teacher move: Allow productive struggle. Use a question, visual model, or peer strategy before directly showing the next step.

Differentiation and inclusion

Support: Tables for two dice, trees for mixed events, lists for small cases; extend with the simulation and the at-least trap.

Language support: “I started by…”, “My model shows…”, and “I know my answer is reasonable because…”.

Extension: Require a second solution, alter a condition, or have students write a challenge for another group.

Accessibility: Manipulatives, enlarged visuals, oral response choices, partner reading, and reduced-copy student pages.

Assessment plan

Formative checks: Strategy choice, accuracy, representation, collaboration, and explanation.

End evidence: One compound probability via a complete sample space, and one simulation design with results interpreted.

Mastery: The student completes the task accurately and explains the strategy with limited prompting.

The downloadable kit — teacher guide, workbook, answer key, and printables — is part of the Grade 7 Math membership. Plans start at $10/month (see plans), and every plan covers both math and ELA for its grade. The Phone Plan Showdown sample is free for everyone. Already a member? Sign in.

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