The Psychology
of a &near-miss* in the 4-Digit Lottery: A Spreadsheet Simulation
Eng Guan Tay
egtay@nie.edu.sg
Mathematics and Mathematics Education
National Institute of Education, Singapore
Singapore
Abstract
The lack of affordable customised software frustrates the implementation
of IT-based instruction in the schools. Teachers continue to rely
heavily on mathematics worksheets prepared using a word processor,
printed out on paper, worked on using pencils and scored with red
ink. Low, Tay and Chen proposed that the many features of the ubiquitous
spreadsheet be exploited for the benefit of both teachers and students.
Constructivist learning is possible with the interactive nature
of the &worksheets* produced. Their papers describe the developmental
stages achieved and the subsequent progress to the production of
an interactive game Football Fractions on CD. This paper introduces
another software Near Miss which was written using Visual Basic
on Microsoft Excel. While Football Fractions utilised the graphic
functions of the spreadsheet to animate the concepts of a fraction
as &part of a whole* and as a ratio for the primary school level,
Near Miss leverages on the random function to introduce probability
at the secondary level. Near-Miss is used to simulate the popular
gambling game 4-D so that students may investigate probability and
a little psychology. Keywords: constructivist, psychology, probability,
spreadsheet.
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