
The 'Maybe' Machine: Probability and Permission
Inquiry Framework
Question Framework
Driving Question
The overarching question that guides the entire project.How can we design a vending machine and use the English language to communicate the probabilities of different outcomes when acquiring items?Essential Questions
Supporting questions that break down major concepts.- How can we use language to express the likelihood of events?
- How does the choice of language affect the perceived possibility of an outcome?
- In what ways can the design of a vending machine reflect the probabilities of different outcomes?
- How can we use 'may' and 'can' to give instructions and explain the functionality of our vending machine?
- How can we effectively communicate the probabilities associated with our vending machine to potential users?
Standards & Learning Goals
Learning Goals
By the end of this project, students will be able to:- Students will be able to design a vending machine that dispenses items based on probability.
- Students will be able to use 'may' and 'can' to express possibility and get permission in the context of their vending machine design.
- Students will be able to communicate the probabilities of different outcomes associated with their vending machine using appropriate language.
Common Core Standards
Entry Events
Events that will be used to introduce the project to studentsThe Mystery Vending Machine
A vending machine appears in the school, but it's dispensing strange, random items. Students must analyze the machine's output to determine the probability of receiving certain items, using 'may' and 'can' to express the possibilities.Portfolio Activities
Portfolio Activities
These activities progressively build towards your learning goals, with each submission contributing to the student's final portfolio.Probability Brainstorm
Students brainstorm real-world scenarios where 'may' and 'can' are used to express possibility and permission. They will then relate these scenarios to the potential outcomes of using their vending machine.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA list of scenarios and vending machine outcomes using 'may' and 'can'.Alignment
How this activity aligns with the learning objectives & standardsAddresses the use of 'may' and 'can' to express possibility and permission, a core component of the project's learning goals.Vending Machine Vocabulary Builder
Students create a glossary of terms related to probability and vending machines, using grade-appropriate language. This will involve defining key terms and using them in sentences that reflect the functionality of their vending machine.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA vocabulary list with definitions and example sentences related to the vending machine and probability, demonstrating understanding of grade-appropriate language.Alignment
How this activity aligns with the learning objectives & standardsDirectly aligns with standard L.8.6, focusing on acquiring and using grade-appropriate vocabulary related to the project.'May' and 'Can' in Instructions
Students write a set of instructions for using their vending machine, incorporating 'may' and 'can' to explain the possibilities and permissions associated with its operation.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA set of clear and concise instructions for using the vending machine, correctly using 'may' and 'can' to express possibility and permission.Alignment
How this activity aligns with the learning objectives & standardsReinforces the use of 'may' and 'can' to express possibility and get permission, aligning with the project's core learning goals.Probability Pitch: Language of Likelihood
Students prepare a short presentation script to pitch their vending machine idea, focusing on how they use language to communicate probability of acquiring items. They need to convince the audience that they understand the possibilities.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA presentation script that effectively communicates the probabilities associated with the vending machine using 'may' and 'can', targeting standard L.8.6 through effective word choice.Alignment
How this activity aligns with the learning objectives & standardsCombines the practical application of vending machine design with effective communication of probability, directly addressing the project's learning goals and standard L.8.6 through accurate and expressive language.Rubric & Reflection
Portfolio Rubric
Grading criteria for assessing the overall project portfolioVending Machine Probability Portfolio Rubric
Language Proficiency
Demonstrates accurate and effective use of 'may' and 'can' to express possibility and permission.Grammatical Accuracy
Correct and consistent use of 'may' and 'can' in various contexts.
Exemplary
4 PointsUses 'may' and 'can' with flawless accuracy and sophistication in all contexts.
Proficient
3 PointsUses 'may' and 'can' accurately in most contexts, with minimal errors.
Developing
2 PointsUses 'may' and 'can' with some accuracy, but errors are frequent and sometimes impede understanding.
Beginning
1 PointsStruggles to use 'may' and 'can' accurately, with frequent errors that significantly impede understanding.
Contextual Appropriateness
Uses 'may' and 'can' in ways that are appropriate and relevant to the context of the vending machine and probability.
Exemplary
4 PointsConsistently uses 'may' and 'can' in highly relevant and nuanced ways to enhance communication.
Proficient
3 PointsUses 'may' and 'can' appropriately in most contexts related to the vending machine and probability.
Developing
2 PointsUses 'may' and 'can' in some relevant contexts, but usage is occasionally awkward or misplaced.
Beginning
1 PointsStruggles to use 'may' and 'can' in a way that is relevant to the vending machine and probability.
Understanding of Probability
Demonstrates understanding of probability concepts and their application to the vending machine design.Conceptual Accuracy
Accurate understanding and explanation of probability concepts (e.g., chance, likelihood, odds).
Exemplary
4 PointsDemonstrates a sophisticated understanding of probability concepts and applies them precisely andinsightfully.
Proficient
3 PointsDemonstrates a thorough understanding of probability concepts and applies them accurately.
Developing
2 PointsDemonstrates a basic understanding of probability concepts, but application is sometimes inaccurate or incomplete.
Beginning
1 PointsDemonstrates limited understanding of probability concepts and struggles to apply them.
Application to Design
Effectively integrates probability concepts into the design and explanation of the vending machine.
Exemplary
4 PointsSeamlessly integrates probability concepts into the vending machine design, creating a compelling and realistic experience.
Proficient
3 PointsEffectively integrates probability concepts into the vending machine design, demonstrating a clear connection between the two.
Developing
2 PointsPartially integrates probability concepts into the vending machine design, but the connection is not always clear.
Beginning
1 PointsStruggles to integrate probability concepts into the vending machine design.
Clarity of Communication
Communicates the vending machine concept and its associated probabilities clearly and effectively.Instructional Clarity
Instructions for using the vending machine are clear, concise, and easy to understand.
Exemplary
4 PointsInstructions are exceptionally clear, concise, and user-friendly, leaving no room for ambiguity.
Proficient
3 PointsInstructions are clear, concise, and easy to understand for the average user.
Developing
2 PointsInstructions are generally understandable, but may lack clarity or conciseness in some areas.
Beginning
1 PointsInstructions are difficult to understand and lack clarity and conciseness.
Persuasiveness
Effectively communicates the appeal and unique features of the vending machine to potential users.
Exemplary
4 PointsPresents a highly persuasive and engaging pitch that effectively conveys the vending machine's appeal and unique features.
Proficient
3 PointsPresents a persuasive pitch that effectively communicates the vending machine's appeal and unique features.
Developing
2 PointsPresents a pitch that touches on the vending machine's appeal and features, but lacks persuasiveness.
Beginning
1 PointsStruggles to communicate the vending machine's appeal or unique features.