Abstract

Stemming from an interest in developing suitable didactical tasks to prevent gambling abuse during the school years, this article explores the use of an Android app that simulates the outcomes of a well-known Italian instant lottery. Some features that characterize the phenomenon of gambling abuse are sketchily recalled, the Android app is presented and an example from a classroom task is discussed. We conclude that the simulator contributes to developing statistical literacy, as traditional random generators do, and also exploits emotional reactions, such as shock, which allow curiosity to emerge and pave the way towards deeper understanding.

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