At a middle school, 30% of students buy lunch in the cafeteria and the remaining students bring lunch from home. A spinner with 10 equal-sized sections numbered 0–9 will be used to simulate the lunch trend. Explain how to assign the numbers 0–9 to conduct the simulation. Use the drop-down menus to explain your answer.

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Answer:

We know that 30% of the students buy lunch in the cafeteria, and the other 70% bring their lunch from home.

We need to simulate this with a spinner with 10 sections labeled from 0 to 9.

We can assign 3 of the numbers of the spinner to the event "student buys lunch in the cafeteria"  

This is because we will have 3 outcomes out of the 10 in the spinner, then the probability is P = 0.3 or 30%, then it coincides with the probability above.

suppose that the numbers 0, 1 and 2 are for the event "student buys lunch in the cafeteria"

Then, you can put a marker around the spinner that is on top of a table, and then spin it, the number that ends in the marker represents the result of the experiment.

if the number is 0, 1 or 2, the student buys lunch in the cafeteria.

If the number is 3, 4, 5, 6, 7, 8 or 9, the student brings his/her lunch from home.

The way to assign the numbers 0–9 to conduct the simulation is as follows:

C: Assign the numbers 0–2 to represent students who buy lunch and the numbers 3–9 to represent students who bring lunch from home. Spin the spinner 20 times and count how many spins are between 0–2 and how many are between 3–9.

What is a simulation?

A simulation is a modeling technique that imitates the operation of an existing or proposed system.

A simulation can:

  • Provide evidence for decision-making because it can test different scenarios or process scenario changes.
  • Shed light on the underlying mechanisms controlling a system's behavior.
  • Predict (forecast) the future behavior of a system.
  • Determine actions to take to influence future behavior.

Drop-down Menu Answer Options:

A: Assign the numbers 0–3 to represent students who buy lunch and the numbers 4–9 to represent students who bring lunch from home. Spin the spinner 20 times and count how many spins are between 0–3 and how many are between 4–9.

B: Assign the numbers 0–2 to represent students who buy lunch and the numbers 3–9 to represent students who bring lunch from home. Spin the spinner 10 times and count how many spins are between 0–1 and how many are between 4–6, then multiply the counts by 2.

C: Assign the numbers 0–2 to represent students who buy lunch and the numbers 3–9 to represent students who bring lunch from home. Spin the spinner 20 times and count how many spins are between 0–2 and how many are between 3–9.

D: Assign the numbers 0–3 to represent students who buy lunch and the numbers 4–9 to represent students who bring lunch from home. Spin the spinner 10 times and count how many spins are between 0–3 and how many are between 4–9.

Data and Calculations:

Probability of students buying lunch = 30%

Number of equal-size sections of a spinner = 10 sections

Numbering of the spinner = 0–9

Probability of student who bring lunch from home = 70% (100% - 30%)

Number of sections assigned to students who buy lunch = 3 (30% of 10)

Number of sections assigned to students who bring lunch from home = 7 (70% of 10)

Thus, the correct way to assign the numbers 0-9 using the drop-down menus is Option C.

Learn more about simulation at https://brainly.com/question/24912812

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