February
2024
Copyright
© 2022
Office of
Responsible Gambling,
Department of
Enterprise, Investment
and Trade,
NSW
Government.
Free
for use
in Australian
schools.
Activity
introduction
Quick
summary
A
repeated
theme
in
these
resources
is:
the
longer
you
play,
the
more
you stand to lose. While there’s
arguably nothing wrong with gambling every once in a while, people have the
potential to experience harm when they spend more time
or money than they can
afford, and ‘every once in a
while’ becomes
‘any chance
you have’.
Poker machines operate on the same principles as most gambling games.
What separates machines from games like
roulette or blackjack, is that the probability
of a poker machine is built in.
The
original
poker
machines
required
players
to
pull
a
lever,
which
would spin
gears and
wheels inside.
This caused
three wheels
on the front
to spin,
and the
combination of
symbols they
landed on would
determine whether or not you won. The likelihood of certain combinations
occurring was engineered into the devices, but clever people
also figured
out how
to manipulate
them from
the outside.
Today, poker machines are
completely electronic. They are
designed to tempt
you
over,
then
keep
you
playing.
Sound
effects
and
animations reward
you for
each push
of a
button, even
when you
lose.
Much
like
many
computer
games
are
designed
to
give
you
that
feeling
of
needing ‘just
one more
turn …
’
In this
lesson, students
will explore
how poker
machines work,
and what is
meant by
the term
Return to
Player (RTP)
percentage. They
will then run
some simulations
to determine
how small
betting amounts can
lead to
a large
cumulative loss
over time,
and examine
how reinvesting profits
or wins
from playing
the poker
machine back
into the machine has the potential to lead to
even greater losses over time.
Activity
introduction

\\
Learning
intentions
Students
will:
•
understand how
repeated small
losses over time can be
significant
•
understand
that
it
is
very
easy
to
lose
track of time while playing
poker machines
•
understand the
concept of
a Return
to Player
percentage.
Syllabus
outcomes
•
MAO-WM-01
develops understanding and
fluency in mathematics through exploring and connecting mathematical
concepts, choosing and applying mathematical techniques to solve problems,
and communicating
their
thinking
and
reasoning coherently and
clearly
•
MA5-PRO-C-01
solves
problems involving
probabilities in multistage chance experiments and simulations.
The identified Life Skills outcome
that relates to this activity is MALS-PRO-01 applies
chance and probability to everyday events.
Capabilities and
priorities
Literacy
Numeracy
Information and communication
technology (ICT) capability
Critical
and creative
thinking Ethical
understanding
Teacher
worksheet
Teacher
preparation
Gambling
can be
a high-risk
activity and
is a
priority concern for
young people.
Therefore, before
conducting the
lesson on gambling, it is recommended that
teachers read the Facilitator pack.
The pack
provides teachers
and parents
with essential
information about
gambling harm
amongst young
people and clarifies the
nature of gambling-related behaviours and how to approach sensitive topics.
Learning
intentions
Students
will:
•
understand how
repeated small
losses over time can be
significant
•
understand
that
it
is
very
easy
to
lose
track of time while playing
poker machines
•
understand
the
concept
of
a
Return
to
Player percentage.
Success
criteria
Students
can:
•
calculate
the potential
money lost
while playing poker machines
•
discuss the difference between money you
have
lost, and
money you
have gambled
with.
Teacher
content
information
In
the span
of five
months, from
June to November 2020, NSW
residents lost $2.17
billion to
poker machines.
They are
an attractive,
uncomplicated way to spend time gambling. You
don’t
need
to
learn
any
rules,
or
interact
with
other
players and
a croupier.
All you
need to
do is sit still and push
a button.
Source:
abc.net.au/news/2021-02-05/poker-
machine-revenue-surges-in-nsw-and-western-
sydney/13121448
Part
A:
Machines
of
chance
Work
through
this
resource
material
in
the
following
sequence:
Step
1
As
a class,
discuss what
students already
know about
poker machines. Prompt
their thinking by asking:
•
What are
they?
•
How
do they
work?
•
Where
have you
seen
them?
•
Are
there different
types?
Step
2
Watch:
Gaming
machines: Facts
and
myths.
Step
3
Hold
a
discussion:
•
Imagine if the
machine just showed you the numbers, instead of the reels with the graphics
and the lights. Would this be as engaging to play?
•
Sometimes
the
machine
makes
it
look
like
you
almost
pulled
off
a
jackpot.
But
remember
that
the
machine
can
show
you
whatever
it
likes.
Whether
you
won
or
not
is
again
just
dependent
upon
the
numbers.
So
why
would
the
machine
show
you
being
just
one
off
a
jackpot?
What
effect
would
this
have on players?
•
Remember that a 1 in
10 chance of winning does not mean that you are guaranteed to win if you
play ten
times. This
is just
the average
over time.
How might
you feel
if you
played a
poker machine for more
than the average, and you didn’t experience a win? Would that affect your
behaviour, playing more to chase
that win? Would you believe that
you are ‘due’ a win, based
on the averages? Conversely, how would you feel if someone played one
hit on the machine beside you and won the jackpot immediately?
Step
4
Give your class a basic lesson on
how poker machines work. Essentially, you put in money which is converted
into ‘credits’.
You then
decide how
many credits
to bet
each game,
and how
many chances of winning
you want (known as ‘lines’).
Part A:
Machines of
chance
Step
5
Ask
students why
the machines
use credits
instead of
a monetary
amount, and
why casinos
use poker
chips
instead
of
cash?
It
is
psychologically
less
harmful
to
lose
credits
than
it
is
to
use
money
-another way gaming
machines encourage people to
keep gambling.
Step
6
Show
your class
the following
image:

At
the bottom-left
are the
choices for
how many
credits you
can bet
per line
(1, 2,
5, 10,
20). At the bottom-right
we see
‘1c’. This
means the
cost of a
credit is one
cent.
Between
these, in
blue, are
the options
for how many
lines you
wish to play.
A line is
a combination of symbols
that need to
match up
in order to
win. They
are usually
combinations of
horizontal lines, diagonal lines,
and zig-zag
lines, such
as this:

Part A:
Machines of
chance
This image is a good illustration
of how the machine can
display any other
graphics it wants in the white
(non-winning) squares to make it seem like
you got close to a
jackpot. The white squares
could be blank for all the machine cares, it is only interested in
the numbers in the highlighted spots.
Step
7
Explain
to your
class that
poker machines
are required
by law
to have
a Return
to Player
(RTP) percentage of
85-90%. NSW
has approximately
96,000 poker
machines, with
an across-the-board
minimum RTP of 85%.
But
what exactly
does that
mean? The
RTP figure
for a
gaming machine
is the
amount of
money the
machine
will return to winners
based on how much is gambled
over the life of the
machine. A machine with a
90% RTP
will return
90% of
money gambled
to winners,
and keep
the remaining
10% to
itself.
Important:
This
does
not
mean
that
every
player
has
to
see
a
return
of
90%
of
what
they
gamble.
In
fact, ten players in a row
could see no return, so long as the machine pays
out 90% over its lifetime,
which
could
be
millions
or
billions
of
spins.
Many
players
could
experience
a
loss
so
that
one
player experiences a
jackpot payout.
Part
B:
Testing
the
payout
Step
1
Ask
students
to
imagine
they
are
playing
a
poker
machine. This
machine:
•
charges
five
cents
per
credit
•
has 20
lines
•
has
an RTP
of
90%.
Step
2
You
want to
play all
lines, with
a single
credit on
each. Independently,
students calculate
how much each game or play
will cost.
|
20 lines
× 1
credit ×
$0.05 per
credit |
= $1.00
per
game. |
Step
3
A
game
can
be
completed
every
4
seconds.
Independently,
students
calculate
how
many
games
can
be
played:
•
in
a minute:
60 ÷
4 =
15
games
•
in
an hour:
15 ×
60 =
900 games
•
in four
hours: 900
× 4
= 3,600
games
Step
4
If
this machine
has a
90% RTP,
how much
would students
expect to
have won
from this
machine across their
playing time?
First, students
independently calculate
how much
they have
spent on
the
machine:
|
3,600 ×
$1 per
game |
=
$3,600 |
Next,
students
independently
calculate
the
90%
RTP
:
|
90 |
|
|
3,600
× |
=
$3,240 |
|
100 |
|
So
students should
have made
a massive
profit,
right?
Part B:
Testing the
payout
Well,
no.
There’s
one
factor
we
haven’t
considered.
Step
5
Ask
students
to
imagine
they
have
originally
withdrawn
$360
from
the
ATM
to
play
the
poker
machine
with. How many games would
this buy a player?
|
$360 ÷
$1 per
game |
= 360
games |
Step
6
Ask students, if a player has only
paid for 360 games, how did they manage to play 3,600 games in four hours?
Step
7
Explain
to students
that RTP isn’t based on
how much
of your own money
you played
with. It’s
based on the total amount
gambled with.
Any
money of
the 90%
that was
paid out
during our
four hour
session on
the poker
machine has
been reinvested back
into the
machine to
play more
games with.
Ten
percent
of
$3600
is
$360,
and
that
is
exactly
how
much
the
machine
kept
-leaving
the
player
down
$360
from their
bank
account.
Part
C:
Simulation
of a
simulation
Step
1
Project Appendix
A: Poker
machine simulation
spreadsheet (refer to
excel spreadsheet) onto
your whiteboard. Explain
to your
class that
it allows
you to
select: the
number of
games you
want to play,
what you want to receive
on a win, and the RTP percentage. The spreadsheet assumes
you are spending $1
per game,
so a
payout of
$5, for
example, would
mean you
are risking
$1 a
game for
a
$4
profit. The
higher the
payout, the
lower the
odds of
winning.
Step
2
Share
the spreadsheet
for this
lesson with
your class
link to
the spreadsheet
and have
them experiment
with it for as long as you
like. Whenever they refresh the
sheet (F9 on
Windows,
on
Mac) it will
generate a
new sequence
of numbers
and show
what their
projected wins
or losses
will be.

Remind
students that
you can
play roughly
900 games
an hour,
so whilst
these graphs
look like
they span
a
long
time,
it
actually
wouldn’t
take
much
playing
time
to
generate.
Part C:
Simulation of a
simulation
Reflection
Setting a bet limit is a great way
to reduce the potential harms of gambling and avoid gambling more than
you can afford to
lose. Once
you hit this limit, you’ll
know not to put any more
money in the machine.
Ask
students
to
run
one
more
simulation
on
the
spreadsheet
and
pay
attention
to
the
lowest
amount of
money that
the chart
reaches.
Ask
students
to
write
a
short
paragraph
reflecting
on:
•
How
much of
a loss
it would
take for them
to walk
away?
•
On
the other
hand, would
being up
‘only’ $10,
$50, or
$100 feel
like enough
of a
win to
be able
to stop playing?
•
Did
the understanding
that RTP
is not
per player,
but over
the life
of the
machine, and
per amount gambled,
not money
each player
invests, changed
your attitude
towards gambling
on poker machines? Why or
why not?

Teacher
reflection

Appendix
A:
Poker
machine simulation
spreadsheet
Please
see the
additional
spreadsheet.
Filename:
Maths_Stage05_Lesson03_AppendixA_Poker
machine simulation
spreadsheet.xlsx
|