State of New Jersey Department of Education

TEST SPECIFICATION
STANDARD 4.4 (DATA ANALYSIS, PROBABILITY, AND DISCRETE MATHEMATICS): by Grade 4

Cumulative Progress Indicators

A. Data Analysis [4.4.4.A]
  1. Collect, generate, organize, and display data in response to questions, claims, or curiosity.
    • Data collected from the school environment
  2. Read, interpret, construct, analyze, generate questions about, and draw inferences from displays of data.
    • Pictograph, bar graph, line plot, line graph, table
    • Average (mean), most frequent (mode), middle term (median)
B. Probability [4.4.4.B]
  1. Use everyday events and chance devices, such as dice, coins, and unevenly divided spinners, to explore concepts of probability.
    • Likely, unlikely, certain, impossible, improbable, fair, unfair
    • More likely, less likely, equally likely
    • Probability of tossing "heads" does not depend on outcomes of previous tosses
  2. Determine probabilities of simple events based on equally likely outcomes and express them as fractions.
  3. Predict probabilities in a variety of situations (e.g., given the number of items of each color in a bag, what is the probability that an item picked will have a particular color).
    • What students think will happen (intuitive)
    • Collect data and use that data to predict the probability (experimental)
    • Analyze all possible outcomes to find the probability (theoretical)
C. Discrete Mathematics—Systematic Listing and Counting [4.4.4.C]
  1. Represent and classify data according to attributes, such as shape or color, and relationships.
    • Venn diagrams
    • Numerical and alphabetical order
  2. Represent all possibilities for a simple counting situation in an organized way and draw conclusions from this representation.
    • Organized lists, charts, tree diagrams
    • Dividing into categories (e.g., to find the total number of rectangles in a grid, find the number of rectangles of each size and add the results)
D. Discrete Mathematics—Vertex-Edge Graphs and Algorithms [4.4.4.D]
  1. Follow, devise, and describe practical sets of directions (e.g., to add two 2-digit numbers).
  2. Play two-person games and devise strategies for winning the games (e.g., "make 5" where players alternately add 1 or 2 and the person who reaches 5, or another designated number, is the winner).
  3. Explore vertex-edge graphs and tree diagrams.
    • Vertex, edge, neighboring/adjacent, number of neighbors
    • Path, circuit (i.e., path that ends at its starting point)
  4. Find the smallest number of colors needed to color a map or a graph.