In this unit, students explore the commonly held belief that if anything bad can possibly happen it will and at the most inopportune time. They are encouraged to look at events involving chance and predict the likelihood of certain outcomes by both trialling the event and analysing it theoretically.
This unit takes an interesting approach to probability by delving into some commonly held myths that can be thought of as going under the name of Murphy’s Law. It is likely that some of your students will have heard about Murphy’s Law and some of them will even have seen posters about it. The basic tenet here is that what can go wrong will go wrong.
A series of practical situations are explored experimentally to test a number of Murphy’s Laws. The students are encouraged to work out these situations theoretically too. Hence students get a chance to test and explore widely held views under strict, controlled conditions. These experiments are simulations of the real events. Simulating actual events is an important study in itself. Often we cannot run the actual experiment because it would take too long or would be too expensive. So finding a means to simulate the event provides a cheap but accurate way to determine the probability of the event. One of the advantages of computers is that they can simulate quite complicated situations and carry out trials reasonably quickly.
One thing that you will have to look out for with simulations done by hand is that the students are scrupulously honest in their experimentation. We have observed students experimenting like this and the probabilities they find turn out to be quite different from the theoretical result. The fact that the students wanted a certain situation to occur influenced, maybe unconsciously, their experimentation. So students have to be encouraged to write down what actually occurred and not what they hoped would occur. This is all part of learning to be as independent an observer as possible, which is an important lesson to learn both for mathematics and for many other areas of life.
There is a lot of work in this unit so you might like to spread it over more than one week or do different parts at different times of the year. Some of the simulations are reasonably complicated so it may take students most of a lesson until they have come to grips with the rules involved.
sample size, confidence, theoretical probability, experimental estimates of probability, simulation, experimentation
One way is to select people at random and ask them to do these two things:
The issue of how many people to ask (sample size) occurs again. Simply put, the more people who are asked, the more confidence we could have in our results. The observations will have to be recorded carefully. A tally chart is a useful tool here.
This observation of people can be done as a homework assignment, if need be. It is wise to tell school students of the need to explain why they are conducting the survey to would-be participants.
Collate the results from as many students or groups as possible. Ask the students to come up with a short report of their findings about Murphy’s Law of keys. The report should include both the theoretical and the experimental results and a conclusion as to the validity of people’s belief in the Law.
In the middle section of this unit the students will explore some other examples of Murphy’s Law and be encouraged to investigate examples of their own. Below are some examples that can be investigated:
If you are in a rush the traffic lights are always red when you get to them.
This can be simulated by putting two red counters, two green counters, and one orange counter into an ice-cream container and then drawing a counter out at random. This gives you the colour of the lights on your arrival (probability of red is 2/5 = 40%). Your degree of haste can easily be simulated by rolling a dice (even numbers for rush, odd for lots of time), making up equal numbers of cards with rush and time on them and drawing one from a bag each time, or flipping a coin (heads for rush, tails for lots of time).
In this case students should observe that your degree of haste makes no difference to the likelihood of getting a red light. This brings up the issue of people believing in Murphy’s Law because unfavourable events in moments of crisis are much more memorable than favourable events in moments of tranquillity.
The more expensive the carpet the greater the chance that the piece of toast that falls off your plate will land butter side down.
This can be simulated easily using a coin for the piece of toast (heads for butter side, tails for not buttered) and a money dice (faces of 10c, 20c, 50c, $1, 2 & on the blank face students can roll again). Real bread can be used but you need to be culturally sensitive about the use of food in this context. Note that the outcomes of trials could be organised in a chart, like this:
Expense of Carpet | |||||
Landed | 10c | 20c | 50c | $1 | $2 |
Butter | 5 | 2 | 5 | 3 | 7 |
Not Butter | 7 | 5 | 3 | 5 | 5 |
Students should realise that in this case the expense of the carpet has no impact on the theoretical probability of the bread landing butter side down. It is people’s recall of unfortunate occurrences that is responsible for this widely accepted corollary of Murphy’s Law.
The more of a rush you are in the harder it is to find the start of a roll of cellotape.
Devise your own experiment to test out this version of Murphy’s Law.
If a drawing pin drops on the floor the chance of it landing sharp end up increases as its distance to the nearest bare foot decreases.
Encourage the children to discuss this and then devise an experiment to test it.
Whatever queue you join, no matter how short it looks, will always take the longest for you to get served.
This example is more complex in its organisation. It may be easier to have students act it out.
You may wish to discuss with the students what things might affect how long it takes a supermarket queue to get served. They should have recollections of frustrated parents as the person in front took five minutes to write a cheque, or requested an obscure article that took a supermarket employee ages to find, or the checkout operator was in training. Write down the factors that affect the time that a person takes to get through a checkout.
Murphy’s Law of supermarket queues can be simulated in the following way:
Put the students into groups of three. Give each group four ice-cream containers (to be the four checkouts), five blank cubes (with sides labelled 1,2,3,1,2,3, for the number of minutes to serve a customer and the number of new arrivals), twenty cards (ten blank and ten labelled with numbers 1, 2, 3, 4, 5, 6, 7, 8, 9, 10) to represent the customers.
Model the simulation with one group for the class to see:
Set up the four ice-cream containers with the cubes in them. These are the four checkouts at the supermarket. Put five blank cards (customers) at the first checkout and three at the second. The manager has noticed that the first two checkouts are busy so she has decided to open the other two. What do you think the waiting shoppers will do? This will establish the rule that shoppers always go to the shortest queue. Get one student in the group to redistribute the customers (blank cards) among the four checkouts. That student is now responsible for distributing any new arrivals among the queues.
A second student is responsible for determining how long it will take to serve each customer. This is done by rolling the checkout dice.
A one means that the customer will take one minute to be served, two means two minutes, three means three minutes. Get the student to roll the serve times for the first four customers (blank cards). Each dice is left with the serve time face up in the ice-cream container.
Tell the students that one-minute has passed. The new arrival’s student rolls the other cube. Whatever number comes up is the number of new customers (cards) arriving. They start by allocating the first few numbered cards to the checkouts with the shortest queues. For example, a three is thrown so the cards 1, 2, and 3 (in order) are placed in checkout queues.
The second student looks at the serve times at each checkout. A customer who had three minutes showing will now have two minutes left so the dice is turned to show two. A customer who had two showing now has one minute left so the dice is turned to show one. A customer who had one-minute showing is now through so the third student puts their card in the first minute pile. When a customer goes through the serve time dice is rolled again to decide how long the next customer will take to serve.
It is important that the third student collects the customers (cards) as they go through and organises them into successive minute piles. These piles might need to be labelled minute 1, minute 2, etc.
Send the students away to carry out the simulation. Tell them not to touch the minute piles when they are finished, as these will give us the answer to Murphy’s Law of queues. Some students will note the fluctuations that occur in the numbers of customers waiting. Ask the students why this happens (the random effect of the arrivals and serve time dice). Focus on the fact that Murphy’s Law means that people arriving after you will often get served before you. Ask how this could be checked using the minute piles.
This is easily determined by checking which minute pile the successive number cards are in. Start with customer one. Are any later customers in earlier minute piles which mean that they were through the checkout before them? For example, card one might be in the minute four pile and card three might be in the minute two pile so customer three got served before customer one (Murphy strikes again!). Two cards in the same minute pile shows that these customers got through at the same time (Not a Murphy!)
Students can examine each customer number in turn and record the results in a table:
Gather the class together to share the results of the simulation. Focus on the issue, Is Murphy’s Law of supermarket queues true or, like the traffic lights, a case of people only remembering when unpleasant things happen?
The final investigation relates to Murphy’s Law of lifts, a curse of the modern office worker. This Law states, If you are in a hurry to go up or down the lift is never on the floor you are and If you get on an lift to go down someone already inside has pressed the button to make it go up.
The destination dice is labelled 2,3,3,4,4,4.
The simulation proceeds like this:
Roll the beginning dice to determine the starting floor for passenger zero (do not record their result). Roll the destination dice to find out which floor they take the lift to. Leave the lift (counter) on that floor.
Now roll the same dice to get the starting and destination floor for passenger one.
Do they have to wait for the lift? Record the results in a tally chart.
Continue like this, until thirty passengers have travelled on the lift.
Destination Dice |
|||||||
2 |
3 |
3 |
4 |
4 |
4 |
||
Starting Dice |
1 |
W |
W |
W |
W |
W |
W |
1 |
W |
W |
W |
W |
W |
W |
|
1 |
W |
W |
W |
W |
W |
W |
|
2 |
N |
W |
W |
W |
W |
W |
|
3 |
W |
N |
N |
W |
W |
W |
|
4 |
W |
W |
W |
N |
N |
N |
Discuss with the students how the makers of the lift could improve this situation. One way is to programme the lift to return to the ground floor when empty. This will cut down on waiting time but will it result in more wear on the lift?
Dear Parents and Whanau,
At school this week we have been exploring Murphy’s Law. The basic idea behind Murphy’s Law is that what can go wrong will go wrong. We have investigated Murphy’s Law of:
A simple example of Murphy’s Law operating in sport is some Captains’ total inability to win the coin toss.
At home this week you are to try as hard as you can to emulate the feat of a certain New Zealand cricket captain by losing the toss four times in a row. Investigate with your child;
Discuss together how Murphy's Law operated for you.
Printed from https://nzmaths.co.nz/resource/murphy-s-law at 5:11pm on the 20th January 2021