

Pick a Card, Any Card
Objective
In this experiment you will test if the probability of drawing a particular
card from a deck depends upon the number of that type of card in the deck.
Introduction
Each time you draw a card in a card game you have a certain chance at getting
the card you need to beat your opponent and win the game. Consider the game
Go-Fish, being played with a regular deck of playing cards. The object of the
game is to win the most four of a kind sets by asking your opponent for matching
cards or by drawing matching cards from the deck. At the end of the game, the
player with the most sets of matched cards wins. If you want to win the game,
you need to increase your chances of getting matching cards, but how?
By understanding how chance is related to math, you can learn to play with a
winning strategy. For example, what if you have three kings and one queen in
your hand and it is your turn to ask for a card, which one should you ask your
opponent for? At first you might think that because you have more kings, you
should ask for those, but it is actually better to ask for the queen! Why?
Because you have a better chance of getting it!
Here is how you can figure it out: There are only four of each kind of card
in the deck, so there are four kings and four queens total. If you have three
kings in your hand, there is only one king left. Since only one queen is in your
hand, there are three queens left. You have one chance to get a king, but three
chances to get a queen out of the remaining cards. That is why you have a better
chance of getting the queen than the king if you ask for it.
At first this sounds very confusing, but the more you try it you will see how
it works. This strategy is based on something called probability which is
how mathematicians study how likely an event is. There are many events that can
be described by probability and math, especially in games we like to play. The
chance that you will draw a certain type of card in a game of Go-Fish, the
chance that you will roll a six in Chutes and Ladders or the chance that you
will spin green when playing Twister are all probabilites.
The nice thing about a probability is that you can measure it by counting and
using some very basic math, like addition and division. In the example above, I
knew that there were four kings in a deck of cards because I can count them. I
can use addition and subtraction to know how many I have left. In this
experiment, you will measure the probability of drawing specific types of cards
from a deck. You will choose which cards to try for, and then measure your
success at drawing the card. Which cards will be the easiest to draw? Which are
the most difficult? Will your chances of drawing the card be related to how many
of that card are in the deck? How can probability help you choose the right
strategy?
Terms, Concepts
and Questions to Start Background Research
To do this type of experiment you should know what the following terms mean.
Have an adult help you search the Internet, or take you to your local library to
find out more!
- probability
- chance
- strategy
- likelihood
Bibliography
Materials and
Equipment
- a deck of playing cards
- notebook
- pencil
- calculator
Experimental
Procedure
- Prepare the deck of cards for your experiment. Count
the cards to make sure the deck is complete (each deck should have 52 cards
total). Remember to take out the jokers! Shuffle the deck three times and
set aside.
- Prepare a data table for your data. The table should
include space to write all of your observations, including the name of the
type of card, the number of the type of card in the deck, the number of
cards drawn for each trial and space to add together and average your data.
Here is an example of a data table for this experiment:
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Type of Card: |
Red Cards |
Black Cards |
Face Cards |
Spades |
Kings |
Queen of Hearts |
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Number in Deck: |
26 |
26 |
12 |
13 |
4 |
1 |
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Trial 1 |
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Trial 2 |
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Trial 3 |
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Trial... |
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Trial 10 |
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TOTALS |
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AVERAGES |
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- Choose your first type of card and write it in the
first column of your data table. Count how many of that type of card there
are in the deck and write this number in your table.
- Draw cards from the top of the deck and flip them over
one at a time, counting as you go. When you get to the type of card you are
looking for, stop and write down the number of cards you have drawn in your
table. This will be your first trial.
- Shuffle the cards and repeat step 4 nine more times to
get a total of ten trials for the first type of card.
- Repeat steps 3–5 for each type of card you would like
to test (that is, for each column in your data table).
- Now you will want to tally up your data by adding
together the number of cards drawn for the ten trials in each column. Write
your answer in the "TOTALS" row. Are the numbers similar or different?
- Next, you will want to calculate an average for each
experiment. The average is a way to combine the results of all of your
trials into one number, which will be useful for graphing and understanding
the results of your experiment. Do this by dividing the number in each
"TOTALS" box by ten, and writing the answer below in the "AVERAGES" box of
the data table.
- Now you can analyze your data by making a few graphs:
- You can use a bar graph to show the average number
of cards that were drawn for each specific type of card you wanted. On
the left side of the graph (Y-axis) you will put a scale for the average
number of cards drawn, and on the bottom of the graph (X-axis) you will
put your bars and labels. Use one bar for each type of card and draw the
bar up to the corresponding number on the left (Y-axis) of the graph.
Which cards were the most difficult to draw? The easiest to draw? Were
there any similarities or differences between different types of cards
and the likelihood that you could draw them?
- You can also make a line graph showing how the
number of cards drawn compares to the number of that type of card in the
deck. On the left side of the graph (Y-axis) you will put a scale for
the average number of cards drawn, and on the bottom of the graph
(X-axis) you will put a scale representing the number of each type of
card in the deck. Did you need to draw more or less cards to choose
cards that were rare compared to cards that were common?
- Interpret your results. Did the number of each type of
card present in the deck change the number number of cards it took to pick
the card you wanted? Which cards were most likely to be drawn? The least
likely? Did the probability of choosing a specific type of card change
depending upon it's representation in the deck? Make a conclusion.
Variations
- A more advanced way of showing the results of your
experiment would be to make histograms, which are a type of graph to show
distributions. They are especially useful for visualizing probabilities. Try
making a separate histogram for each type of card you tested. Do this by
graphing the number of cards drawn for each trial spearately in a bar graph.
When all of the bars are lined up next to each other, what does the overall
shape of the distribution look like?
- The probability of drawing a particular type of card
also depends upon the number of cards drawn each time. Try another
experiment to see how your chances of drawing a particular card change as
you draw more cards each time. Try drawing samples of 3 cards, 5 cards, or 7
cards. Do your chances improve as more cards are taken?
- Probabilities also change as cards are removed from or
added to the deck. Try the experiment again, but this time remove cards from
the deck before your experiment. Try using two decks of cards combined
together. Does your data change? Why or why not? Try removing select cards
from the deck, like taking out half of the red or black cards, before doing
the experiment. Will this change your chances? What if you left the Jokers
in the deck? How would this change your results?
- Probabilities can change your strategies for playing a
card game. Can you do an experiment to show how probabilities can help you
choose cards when playing Go-Fish? What about other popular cards games like
War, Memory, or Solitaire? Can you develop rules for a winning strategy? Can
you invent your own card game based on probabilities?
Source:
http://www.sciencebuddies.org
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