Invent scenarios which would give rise to these probability density functions.

This is our collection of tasks on the mathematical theme of 'Population Dynamics' for advanced students and those interested in mathematical modelling.

Look at the calculus behind the simple act of a car going over a step.

An advanced mathematical exploration supporting our series of articles on population dynamics for advanced students.

The probability that a passenger books a flight and does not turn up is 0.05. For an aeroplane with 400 seats how many tickets can be sold so that only 1% of flights are over-booked?

Why MUST these statistical statements probably be at least a little bit wrong?

Work in groups to try to create the best approximations to these physical quantities.

At what positions and speeds can the bomb be dropped to destroy the dam?

An account of how mathematics is used in computer games including geometry, vectors, transformations, 3D graphics, graph theory and simulations.

First in our series of problems on population dynamics for advanced students.

Second in our series of problems on population dynamics for advanced students.

Formulate and investigate a simple mathematical model for the design of a table mat.

Can you suggest a curve to fit some experimental data? Can you work out where the data might have come from?

Sixth in our series of problems on population dynamics for advanced students.

Third in our series of problems on population dynamics for advanced students.

Fourth in our series of problems on population dynamics for advanced students.

How do scores on dice and factors of polynomials relate to each other?

bioNRICH is the area of the stemNRICH site devoted to the mathematics underlying the study of the biological sciences, designed to help develop the mathematics required to get the most from your. . . .

See how differential equations might be used to make a realistic model of a system containing predators and their prey.

Use the computer to model an epidemic. Try out public health policies to control the spread of the epidemic, to minimise the number of sick days and deaths.

This is the section of stemNRICH devoted to the advanced applied mathematics underlying the study of the sciences at higher levels

This article explains the concepts involved in scientific mathematical computing. It will be very useful and interesting to anyone interested in computer programming or mathematics.

PhysNRICH is the area of the StemNRICH site devoted to the mathematics underlying the study of physics

This problem opens a major sequence of activities on the mathematics of population dynamics for advanced students.

Fifth in our series of problems on population dynamics for advanced students.

An advanced mathematical exploration supporting our series of articles on population dynamics for advanced students.

Simple models which help us to investigate how epidemics grow and die out.

Fancy a game of cricket? Here is a mathematical version you can play indoors without breaking any windows.

A car is travelling along a dual carriageway at constant speed. Every 3 minutes a bus passes going in the opposite direction, while every 6 minutes a bus passes the car travelling in the same. . . .

engNRICH is the area of the stemNRICH Advanced site devoted to the mathematics underlying the study of engineering

See how the motion of the simple pendulum is not-so-simple after all.

In this article for teachers, Alan Parr looks at ways that mathematics teaching and learning can start from the useful and interesting things can we do with the subject, including. . . .

PhysNRICH is the area of the StemNRICH site devoted to the mathematics underlying the study of physics

How do you write a computer program that creates the illusion of stretching elastic bands between pegs of a Geoboard? The answer contains some surprising mathematics.

Learn about the link between logical arguments and electronic circuits. Investigate the logical connectives by making and testing your own circuits and record your findings in truth tables.

To win on a scratch card you have to uncover three numbers that add up to more than fifteen. What is the probability of winning a prize?

If a is the radius of the axle, b the radius of each ball-bearing, and c the radius of the hub, why does the number of ball bearings n determine the ratio c/a? Find a formula for c/a in terms of n.

It is possible to identify a particular card out of a pack of 15 with the use of some mathematical reasoning. What is this reasoning and can it be applied to other numbers of cards?

Learn about the link between logical arguments and electronic circuits. Investigate the logical connectives by making and testing your own circuits and fill in the blanks in truth tables to record. . . .

First of all, pick the number of times a week that you would like to eat chocolate. Multiply this number by 2...

The third installment in our series on the shape of astronomical systems, this article explores galaxies and the universe beyond our solar system.

The builders have dug a hole in the ground to be filled with concrete for the foundations of our garage. How many cubic metres of ready-mix concrete should the builders order to fill this hole to. . . .

The shortest path between any two points on a snooker table is the straight line between them but what if the ball must bounce off one wall, or 2 walls, or 3 walls?

A player has probability 0.4 of winning a single game. What is his probability of winning a 'best of 15 games' tournament?

You have two bags, four red balls and four white balls. You must put all the balls in the bags although you are allowed to have one bag empty. How should you distribute the balls between the two. . . .

At Holborn underground station there is a very long escalator. Two people are in a hurry and so climb the escalator as it is moving upwards, thus adding their speed to that of the moving steps. . . .

How is the length of time between the birth of an animal and the birth of its great great ... great grandparent distributed?

Edward Wallace based his A Level Statistics Project on The Mean Game. Each picks 2 numbers. The winner is the player who picks a number closest to the mean of all the numbers picked.