Here is my video for my feature article craft moves.
http://www.youtube.com/watch?v=oLijQkE5_Po&feature=youtu.be
Area Model: Basically, you simply find the theoretical or experimental probability of an outcome happening. To make an area model you first start drawing a large square, preferably a 10x10 square on grid paper as it's easier to do the calculations needed later on. After that, you have to represent each outcome individually, on adjacent parts of the grid/square. You would then label these parts after the possible outcomes/sample spaces that could occur in your experiment. To represent the probabilities of your outcomes occurring this you would draw in the lines needed. In an area model, dividing a box into 4 equal sections only shows that the outcomes are equally likely, but it's not likely that your outcomes in your situation will always be equally likely so, you should take into consideration the space of the sections within your area model as it is extremely crucial to the overall process. For example, if you were flipping a coin, the area model would look like this. Shown in the picture are the different outcomes possible. The "heads+tails" written on the top represent the first flip. The "heads+tails" written on the left side represents the second flip. You can see in the area model that all the boxes are the same size, which shows that you have an equal chance of landing on any of those combinations.
Theoretical probability is used to find the likeliness of an outcome of the probability of an outcome, just like experimental probability. However, there are some critical differences between these two types of probability methods. While the experimental probability of an outcome is found by conducting an actual experiment, theoretical probability is found by observing a situation and using calculations to come up with the probability of an outcome. Theoretical probability does not need you to perform an experiment to find the likelihood of a desired outcome. For example, let's say that there are two coins, and you wanted to see the likelihood of the outcome to be a match (HH or TT). Instead of actually performing an experiment with a good amount of trials, you would analyze the situation an then use calculations to form a theory. Here is how you would execute the theoretical probability for the problem stated above. First, I know that the probability of getting a heads or a tails on one coin is P(H or T)=1/2. This would be the same for the other coin, as there are still two sides. Then, you would multiply the 1/2 twice as there are only two coins: 1/2 * 1/2= 1/4. So, there is a 1/4 chance that there will be a match. This is using theoretical probability. Overall, it's called theoretical probability because your conclusions and your later predictions are based off of your theory of a situation. And remember, something that is theoretical is only an idea, not an actual or physical thing. Something that is theoretical is only an idea.
These people should get the same theoretical probability. Theoretical probability is only based on what the probability should be in THEORY. There is no factor that could influence one's result to be different from the other's. However, as we know what happens in real life, people make errors in their calculations or just don't understand the concepts. Apart from those minor factors, there is no reason for the results of the theoretical probability to differ. So for example, if they are examining a spinner with four colors (red, green, yellow, and blue), all colors of equal size, then both of the people's their theoretical probability should end up the same. The theoretical probability of the spinner landing on yellow is 1/4. This theoretical probability will always stay the same, unlike experimental probability which can change.
A sample space is a list of all the possible outcomes from an experiment or any other given situation. This means that you have a list of all the possibilities written down. Generating a sample space can be extremely helpful when finding the likelihood of an outcome as you can see, right in front of you, all the possibilities. A sample space will help you get a deeper understanding of what the game could look like and show you if the game is "fair" or not. Generating a sample space is actually quite easy.One strategy when generating a sample space is drawing a tree diagram. The picture on the side an example of a tree diagram. This diagram shows the possible outcomes when tossing three coins. Another way to show a sample space is creating a matrix.
1. Since 40% is just a fancy way of saying 4/10 or 40/100, I put four down on the row marked with the red square to the right (by using the blue up arrows). This then made the size of red "4" or "40%".
2. Then, since 20% is just a fancy way of saying 2/10 or 20/100, I put 2 down on the row marked with the blue square to the right (by using the blue up arrows). This then made the size of blue "2" or "20%".
1. I labeled the red section "1" as it is an odd number which supports the probability notation of P(red or odd number)=100%.
2. I labeled the blue section "3" as it is an odd number which supports the probability notation of P(blue and 3)=20%. I explain above that blue already takes up 20% of the spinner so the 20% would be labeled "3".
3. I labeled the white section "5" as it is an odd number which supports the probability notation of P(red or odd number)=100%.
