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Resources

Tangible Resources

50 counters, materials for model making.

Preparation

Create the PowerPoint presentation to be shown during the lesson. Include in presentation a slide on Alice in Wonderland (see resources), and Video of a complex decision tree with probabilities (see resources).

Goals, messages & concepts

Specific goals

  • Motivate students to engage in the topic.
  • Expose students to decision-making processes and the ways they can be represented.
  • Present the challenge for the Learning Scenario.

Specific messages

  • Gathering information and critically analysing it is the basis for making an informed decision.
  • Decision-making can be represented in a variety of ways, for example a net diagram, decision tree or Venn diagram.

Main terms

  • decision-making
  • net diagram
  • decision tree
  • Venn diagram

Practices & skills

STEM practices

  • Developing and using models
  • Obtaining, evaluating, and communicating information
  • Asking questions and defining problems

Soft skills

  • Dealing with uncertainty
  • Teamwork and collaboration

Management skills

  • Planning
  • Use of resources

Course of activity

step 1

Discuss what students associate with the concept of decision-making - from simple decisions such as what to eat, to more complicated ones, such as the choice of a life partner.

step 2

Explain how decision-making can be depicted by a branching or other type of diagram that shows the decision-making process. Introduce students to the different types of graphical depictions of decision-making: decision tree, influence diagram, Venn diagram using a PowerPoint presentation.

step 3

Discuss the difficulty of depicting a complex decision, introducing concepts such as prioritisation, risk assessments, parameters that are known and unknown, and parameters that are in and out of your control.

step 4

In groups, students will play a decision-making game called 21 Questions, which focuses on refining the questions asked in order to get the information required to make a decision.

  • The goal is for the students to figure out a chosen character
  • Each group receives 10 counters
  • For each question asked, groups must 'pay' the teacher 1 counter
  • Only yes/no questions are allowed
  • Up to 21 questions may be asked, and 2 guesses are allowed
  • To receive bonus information, 2 counters must be paid
  • Whoever guesses correctly wins the 'money' (counters)

step 5

Discuss the questioning techniques used: 

  • How did those who did not ask the right questions lose the game?
  • How did groups make decisions together within the constraints of the rules?
  • How did other people's decisions affect you?
  • Is there a difference between planning and reality?

step 6

Students will work in groups to create a physical model or product which depicts all the factors and connections involved in making a particular decision. They will first choose which decision they want to illustrate, whether personal, national, from the natural world, etc. The group will work together to design and create the product, which can be in any format such as a video, poster or 3D model. Credit will be given to bold choices.