12 short questions across all six content areas, designed as a lesson starter or a daily warm-up.
⏱️ Ten-minute starters — Foundation
Twelve short questions, two from each of the six content areas: number, algebra, ratio, geometry, probability and statistics. Nothing here needs more than a minute, and nothing needs a calculator. It is built as a lesson starter — print it, hand it out, take ten minutes, mark it together — and it works just as well as a daily warm-up at home in the fortnight before a mock. The value is in the spread rather than the depth: a student who has spent a week on algebra can find out in ten minutes what a week away from statistics has cost. Generate a new sheet whenever you want a fresh twelve on the same pattern.
- 1.Work out 6² − 4².
- 2.A photograph uses 4 × 10⁶ bytes of storage. A memory card holds 3.2 × 10¹⁰ bytes. Work out how many of these photographs the card can hold. Give your answer in standard form.
- 3.A box holds 140 pens. 25% of the pens are red. Work out how many of the pens are red.
- 4.A red dice and a blue dice are rolled. Both dice are ordinary and fair. Work out the probability of getting a 1 on the red dice and a 2 on the blue dice.
- 5.Priya is paid £58.50 for working 7.5 hours on a Saturday. Work out her rate of pay, in £ per hour.
- 6.A straight line has gradient −2 and passes through the point (3, 1). Work out the equation of the line.
- 7.Write these numbers in order, starting with the largest: −0.6, 0.45, −0.15, 0.5, −0.09
- 8.Work out the exact value of cos 0° − sin 30°.
- 9.In pentagon PQRST, which of the following correctly names the interior angle at vertex R, using standard three-letter angle notation?
- 10.Make x the subject of the formula y = x/2 − 5.y = x
- 11.A pack contains 6 cards, numbered 1 to 6. A card is drawn at random from the pack, and a fair coin is flipped. Work out the probability of drawing an even-numbered card and the coin landing on tails.
- 12.Write 3/4 as a percentage.
Answer key
- (c) 20 — Method: work out each power separately before subtracting. Working: 6² = 36 and 4² = 16, so 6² − 4² = 36 − 16 = 20. Answer: 20. (4 comes from subtracting first, 6 − 4 = 2, and then squaring that result, instead of squaring each number first. 52 comes from adding the two squares, 36 + 16, instead of subtracting them. 2 comes from subtracting the two numbers, 6 − 4, and forgetting to square at all.)
- (a) 8 × 10³ — Method: divide the capacity of the card by the size of one photograph, dividing the coefficients and subtracting the indices, then bring the coefficient back into the range 1 to 10. Working: 3.2 ÷ 4 = 0.8 and 10 − 6 = 4, which gives 0.8 × 10⁴; a coefficient of 0.8 is smaller than 1, so the decimal point moves one place to the right and the index falls by 1. Answer: 8 × 10³. The distractors: 8 × 10⁴ comes from correcting 0.8 to 8 without reducing the index, which makes the answer ten times too large; 1.28 × 10¹⁷ comes from multiplying the two numbers instead of dividing them, since 3.2 × 4 = 12.8 and 10 + 6 = 16; 8 × 10¹⁵ comes from dividing the coefficients but adding the indices instead of subtracting them.
- (a) 35 — Method: 25% is 25/100, which cancels to 1/4, so finding 25% of an amount means dividing it by 4. Working: 25% = 25/100 = 1/4, and 140 ÷ 4 = 35. Answer: 35 pens. The distractors: 70 comes from halving instead of quartering, confusing 25% with 50%; 105 comes from working out the pens that are not red, which is 75% of 140, instead of the pens that are; 25 comes from ignoring the percent sign and reading the 25% as a count of 25 pens.
- (c) 1/36 — Method: the two dice do not affect each other, so the probability that both results happen is the product of the two separate probabilities. Working: a 1 on the red dice has probability 1/6 and a 2 on the blue dice has probability 1/6. Multiplying gives 1 × 1 = 1 on the top and 6 × 6 = 36 on the bottom. Answer: the probability is 1/36. The distractors: 1/18 comes from allowing either order, counting a 2 on the red dice with a 1 on the blue dice as well, although the stem names which dice shows which score; 1/3 comes from adding 1/6 and 1/6 instead of multiplying; 1/6 comes from giving the probability for one dice only and treating the other as making no difference.
- (a) £7.80 — Rate of pay = total pay ÷ number of hours. £58.50 ÷ 7.5 = £7.80 per hour. £438.75 comes from multiplying the pay by the hours instead of dividing (£58.50 × 7.5). £0.13 comes from dividing the hours by the pay instead of the pay by the hours (7.5 ÷ 58.50). £51.00 comes from subtracting the hours from the pay (£58.50 − 7.5) instead of dividing.
- (a) y = −2x + 7 — Using y = −2x + c, and substituting the point (3, 1): 1 = −2(3) + c, so 1 = −6 + c, and c = 7, giving y = −2x + 7. A candidate who uses the y-coordinate of the point directly as the y-intercept, instead of solving for c, would write y = −2x + 1. A candidate who drops the negative sign on the gradient would write y = 2x + 7. A candidate who makes a sign error when isolating c, writing c = 1 − 6 = −5 instead of c = 1 + 6 = 7, would write y = −2x − 5.
- (c) 0.5, 0.45, −0.09, −0.15, −0.6 — Method: compare the decimals by their position on a number line, remembering that with negative decimals the one closer to zero is larger. Working: 0.5 and 0.45 are positive, so they come first, with 0.5 the larger of the two. Among the negatives, −0.09 is closest to zero, then −0.15, then −0.6 is furthest from zero and so the smallest. Answer: 0.5, 0.45, −0.09, −0.15, −0.6. 0.5, 0.45, −0.15, −0.09, −0.6 swaps −0.09 and −0.15, treating the negative decimal with more digits after the point as closer to zero. −0.6, −0.15, −0.09, 0.45, 0.5 lists the numbers from smallest to largest instead of largest to smallest. 0.5, 0.45, −0.6, −0.15, −0.09 orders the negative decimals by the size of the digit (0.6 > 0.15 > 0.09) as if they were positive, instead of recognising that a bigger negative decimal is further from zero and so smaller.
- (a) 1/2 — cos 0° = 1 and sin 30° = 1/2, so cos 0° − sin 30° = 1 − 1/2 = 1/2. 1 comes from writing down cos 0° alone and forgetting to subtract sin 30°. 3/2 comes from adding the two values instead of subtracting. −1/2 comes from working out sin 30° − cos 0°, the two terms the wrong way round.
- (a) ∠QRS — Method: the middle letter in three-letter angle notation is always the vertex of the angle, and the outer two letters are the neighbouring vertices along the shape's sides. Working: at vertex R, the two adjacent vertices along the pentagon are Q and S, so the interior angle is written ∠QRS, with R in the middle. Options: ∠PQR names the angle at Q, not R, since Q is the middle letter there; ∠RST puts R first rather than in the middle, so it actually names the angle at S; ∠TRP does have R in the middle, but T and P are not the vertices adjacent to R along the pentagon's sides, so it does not describe R's interior angle. Answer: ∠QRS.
- (c) x = 2y + 10 — Method: undo the operations done to x in reverse order — add 5, then multiply by 2. Working: y = x/2 − 5, so y + 5 = x/2, so x = 2(y + 5) = 2y + 10. Answer: x = 2y + 10. x = 2y + 5 comes from multiplying only the x/2 term by 2 and forgetting to multiply the 5 as well. x = 2y − 10 comes from a sign error, subtracting 5 instead of adding it before multiplying by 2. x = (y + 5)/2 comes from dividing by 2 instead of multiplying, the wrong operation to undo a division.
- (b) 1/4 — There are 6 × 2 = 12 equally likely outcomes. The even-numbered cards are 2, 4 and 6, so there are 3 × 1 = 3 outcomes with an even card and tails, giving a probability of 3/12 = 1/4. Choosing 1/2 comes from working out only the probability of drawing an even card, 3/6, and forgetting to combine it with the coin landing on tails. Choosing 1/12 comes from treating only one specific outcome, such as card 6 with tails, as the only one that counts, instead of all three even cards paired with tails. Choosing 1/8 comes from doubling the coin stage when counting the total, using 6 × 2 × 2 = 24 outcomes instead of 6 × 2 = 12, and giving 3/24 = 1/8.
- (d) 75% — Method: change a fraction to a percentage by dividing the numerator by the denominator and multiplying by 100. Working: 3 ÷ 4 = 0.75, and 0.75 × 100 = 75. Answer: 75%. The distractors: 34% comes from reading the digits 3 and 4 straight off as a percentage; 0.75% comes from dividing but forgetting to multiply by 100; 133% comes from inverting the fraction and working out 4 ÷ 3 instead.
What is on this worksheet?
The sheet holds 12 questions drawn from the MathsUK bank — the content areas covered: Number, Algebra, Ratio, proportion and rates of change, Geometry and measures, Probability, Statistics. It is pitched at GCSE Foundation and takes about 10 minutes to work through in full. It works as a class handout, a homework, or a warm-up before a test.
How to use the sheet well
- Print it or open it on screen — both work. Printing is A4; the screen view fits phones and tablets.
- Do all 12 questions before checking — about 10 minutes is the guide, but there is no time pressure.
- Check the answers — press “Show answers” or print the answer page separately.
- Redo the questions you got wrong — twice as effective as doing 12 fresh ones.
- “New questions” — builds a fresh sheet on the same statements, so you can practise again without repeats.
Why this sheet helps
MathsUK worksheets use questions graded by difficulty and a fair spread of correct-answer positions (the answer is not always (a)) — so the student really has to think about each question rather than guess a pattern. Every question is tagged to a DfE content statement and checked before it enters the bank. The answers come with a step-by-step explanation, not just a value — so a wrong answer becomes a lesson.
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