Activity 3.1.5 Spinners Introduction: Game designers use probability to help them add randomness to game play. One way to add randomness is by having each player use a spinner to determine the number of spaces to move or which item to select. By varying the size and numbers of sections of a spinner, the game designer can control the possible outcomes. Materials: MS Excel, handout, calculator, spinner parts, cardboard, scissors, glue Background information: Spinners play an important role in board games. Many board games have the players flick a spinner to determine the number of spaces a player moves during a turn. Spinners are often used in place of dice in games for young children because dice pose a danger of choking. During World War II, the British version of Monopoly replaced the traditional dice with a cardboard spinner due to rationing. Spinner probability can be predicted based on the area within the circle each section occupies. If you construct a spinner with only 1 choice, the outcome will always be 100%. In a spinner with two equally sized sections, the predicted outcome is 50:50. The values just stated are the theoretical outcomes. In the real world, theoretical values often do not match the actual or empirical outcome. An actual outcome would be what you got when you actually spun the spinner. There could be many different reasons why there are differences between the theoretical and empirical values to do match. Thus Empirical Probability of an event is an "estimate" that the event will happen based on how often the event occurs after collecting data or running an experiment (in a large number of trials). It is based specifically on direct observations or experiences. Formula for probability of event E: Theoretical Probability of an event is the number of ways that the event can occur, divided by the total number of outcomes. It is finding the probability of events that come from a sample space of known equally likely outcomes. Formula for probability of event E (from sample space S): Part 1: With a partner, brainstorm two possible reasons to explain the difference between theoretical and empirical outcomes of a spinner. As a game designer, you wish to include an improved spinner in your next game whose empirical values more closely match its theoretical. Take each problem from your brainstorming session and propose a possible solution to improve your spinner. Reason 1: Solution: Reason 2: Solution: Part 2: Working in pairs, use MS Excel to produce two different “Pie Chart” spinner backgrounds. One of the pie charts should be from four equally sized values (25% each). The other spinner background should contain between 5-8 sections of different sizes. The total of the all of the values should still equal 100%. Use different values then those shown here. Print each “pie chart” spinner. Cut the spinner background out with scissors and glue to cardboard. Use one of the spinner kits to connect the plastic spinner to each of your spinners. Spin each spinner 50 times and record the number of times the spinner lands on each section (actual outcome value). Compare your actual values to the theoretical values (from your Excel spreadsheet). Spinner #1: Theoretical Gray 1 25% Gray 2 25% Gray 3 25% Gray 4 25% Actual Spinner #2: Theoretical: Gray 1 Gray 2 Gray 3 Gray 4 Black Actual: Essay Question: You have created a new 2D board game. Included in the game is a spinner that players will use to determine bonus points. Bonus points are valuable and should be scarce. Design a plan for the spinner and justify your design with evidence from the data collected in this activity.