The Human STELLAã
An introduction to STELLAã Modeling
The diagram below
illustrates the model of a simple binomial game (see http://davidmlane.com/hyperstat/A2301.html
for an explanation of binomial events) that the students will work with in
their next activity. In order to help
them understand the model, we will have them physically perform the actions of
the different components of the model.
Material needs will consist of three containers (plastic bowls will
work), twenty to thirty objects to be used as counters and moved from container
to container (marbles, blocks, ???) and a randomizing device that will allow
the student who is RANDOM GEN to determine his result (anything from a
coin, die, or random generator on a calculator or computer), and two 5x8 index
cards with a large “1” on one of them, and a “0” on the other.
Instructions.
Explain the purpose of the activity and
reproduce the illustration so students may have an overview of the
process. You may present this as a
model of drawing marbles from a box in which a certain percent of the marbles
will win a prize, and the rest will not.
Using
the model as an illustration, set out containers and identify them as the
containers for TRIALS, Wins, and loosses.
Place
the 20 or so “marbles” in the Trials container. Explain that we will
make all the marbles indistinguishable for now, and identify the type as we
draw them; this makes the model more flexible.
Now
we need to create an object that will decide what type of marble (winner or
loser) that each marble is as they are drawn.
To do this we select a student who will serve as the RANDOM GEN. This student has the responsibility of
declaring each marble as a win (1) or a loss (0). To accomplish this, they will need a randomizing device. We will use the idea of a single die as the
random device for these instructions.
Before we begin we need to establish what proportion of the marbles
should win, and since we are randomizing with a single die, the choices must be
in sixths. We place the proportion of
success in the controller marked “prob wins”. It should be labeled and written
on the board. If “prob wins” is 1/3, for example, then RANDOM GEN will
declare the result by holding up the appropriate of the two index cards; a
winner(1) if he rolls a one or two on the die, and a loss (0) if he rolls
anything else. In general, the purpose of Rand Gen is to output a 1 if the
random device produces a result with a probability LESS than the value in “prob
wins” and a zero otherwise.
Next
we select two students to represent the pumps that move trial values into the WINS
or LOSSES bins. The student
representing the win pump will watch the output of RANDOM and if it is a win(1)
he will move one marble from the trial bin into the WINS bin. The pump for the LOSSES bin will
observe the RANDOM response, and move one marble to the LOSSES
bin if a loss (0) is indicated.
Two more students may be selected who will
represent the displays for the number of wins or losses. They will write on the board the current
count of marbles in the WINS or LOSSES bins for which they are
responsible to report.
Each time the teacher indicates a new
iteration of the process will take place in the following sequence:
1. The RANDOM
GEN will activate his randomizing device and report a 1 or a 0 with the
appropriate outcome card according to the random event.
2. The pumps will move or not move a counter
from the trials bin to their indicated receptacle.
3. The reporters will update their displays.
At this point they
await the instructions to repeat the process again.
The complete process should be run more
than once to allow students to see that even with the same inputs, the results
depend on the chance events during the experiment. Discussions should include questions that insure that students
understand that the expected number of successes depends on the probability of
success on each trial, and the number of trials. It is also suggested that students have an opportunity to discuss
how the model could be altered to simulate different situations.