Printable · GCSE Foundation · ages 14-16
Number worksheet — GCSE Foundation
Fifteen questions across the number statements at Foundation tier. Choose the non-calculator filter to rehearse Paper 1, which counts for a third of the marks.
Number worksheet — GCSE Foundation
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- 1.The highest common factor of two numbers is 4 and their lowest common multiple is 60. One of the numbers is 20. Work out the other number.
- 2.Write 0.875 as a fraction in its simplest form.
- 3.A board game has 5 different character pieces and 4 different colour tokens. The dragon piece can only be used with the gold token. Work out how many different combinations of one character piece and one colour token are possible.
- 4.Two-digit numbers are formed using the digits 2, 5, 7 and 8, and each digit may be used only once in a number. Work out how many of these two-digit numbers are even.
- 5.Work out ∛64.
- 6.By listing systematically, work out how many two-digit multiples of 5 can be made using the digits 0, 3 and 5, if each digit can be used at most once and the number cannot start with 0.
- 7.A number, y, is equal to 8.2 when rounded to 1 decimal place. Write down the error interval for y.
- 8.Work out 10% of 30% of £200.
- 9.Work out 1 − 1/2 − 1/4 − 1/8 − 1/16. Give your answer as a fraction.
- 10.Which of these is equal to 5³?
- 11.Work out 3π − π, giving your answer as a multiple of π.
- 12.Two fair six-sided dice are rolled together. One die is red and the other is blue. Work out how many different outcomes are possible.
- 13.Jack buys 3 books, each costing £4.25, and pays with a £20 note. Work out how much change he receives.
- 14.Work out −6 × (−3).
- 15.In a car park the ratio of vans to cars is 2 : 7. Work out the number of vans as a fraction of the number of cars.
Answer key
- (a) 12 — Method: for any two numbers, their highest common factor multiplied by their lowest common multiple equals the product of the two numbers. This holds because the HCF collects every prime factor the two numbers share, and the LCM collects every prime factor that appears in either number, so between them they use each prime factor of the two numbers exactly once — the same primes as the product. Working: 4 × 60 = 240, and 240 ÷ 20 = 12. 15 comes from working out 60 ÷ 4 = 15, dividing the wrong pair of numbers. 16 comes from working out 20 − 4 = 16, subtracting the highest common factor instead of using the product rule. 240 is 4 × 60, the product of the highest common factor and the lowest common multiple, left un-divided by 20. Answer: 12.
- (a) 7/8 — Method: write the decimal over the power of ten that matches the number of digits after the point, then divide the numerator and the denominator by their highest common factor. Working: 0.875 has three digits after the point, so it is 875 thousandths and can be written as 875/1000; the highest common factor of 875 and 1000 is 125, and 875 ÷ 125 = 7 with 1000 ÷ 125 = 8. Answer: 7/8. The distractors: 8/7 comes from cancelling correctly but writing the two parts the wrong way round; 9/10 comes from rounding 0.875 to one decimal place as 0.9 before converting; 7/80 comes from counting four decimal places instead of three and using a denominator of 10000, giving 875/10000.
- (d) 17 — Without the restriction there would be 5 × 4 = 20 combinations. The dragon piece can only be paired with the gold token, so of the 4 tokens, 3 are not allowed with the dragon piece, giving 20 − 3 = 17 valid combinations. 20 comes from ignoring the restriction completely. 19 comes from subtracting only 1 of the 3 invalid dragon combinations instead of all 3, 20 − 1 = 19. 16 comes from multiplying only the 4 non-dragon pieces by the 4 tokens, 4 × 4 = 16, and forgetting to add back the one valid combination of the dragon piece with the gold token.
- (c) 6 — The units digit must be even, so it can be 2 or 8, giving 2 choices. The tens digit can then be any of the remaining 3 digits, since one digit has been used for the units. Multiply: 2 × 3 = 6. 12 comes from working out how many two-digit numbers can be made in total, 4 × 3 = 12, ignoring the requirement that the number is even. 8 comes from choosing the units digit from 2 options and then wrongly allowing any of the 4 digits again for the tens digit, 2 × 4 = 8, which lets a digit repeat. 2 comes from counting only the choices for the units digit and forgetting the tens digit.
- (b) 4 — Method: the cube root of a number is the value that multiplies by itself three times to give that number. Working: 4 × 4 × 4 = 64, so ∛64 = 4. Answer: 4. (8 comes from finding the square root of 64 instead of the cube root. 192 comes from multiplying 64 by 3 instead of finding the number that cubes to 64. 21.3 comes from dividing 64 by 3 instead of finding its cube root.)
- (b) 3 — Method: list all valid two-digit numbers that can be made without starting with 0, then keep only the ones that are multiples of 5. Working: the two-digit numbers possible are 30, 35, 50 and 53. A number is a multiple of 5 only if it ends in 0 or 5: 30 ends in 0, 35 ends in 5, 50 ends in 0, but 53 ends in 3. So there are 3 multiples of 5. Answer: 3. 4 comes from including 53 as a multiple of 5 without checking that its last digit is not 0 or 5. 2 comes from leaving out 50, wrongly assuming 0 cannot be used as the second digit either. 6 comes from listing every two-digit arrangement of the three digits, including ones that start with 0, without applying either restriction.
- (a) 8.15 ≤ y < 8.25 — Rounding to 1 decimal place means the error interval spans half of 0.1, so 0.05, either side of 8.2: 8.2 − 0.05 = 8.15 and 8.2 + 0.05 = 8.25. The lower bound uses ≤ because 8.15 itself rounds to 8.2, but the upper bound uses < because 8.25 would round up to 8.3. So the error interval is 8.15 ≤ y < 8.25. A candidate who used the wrong rounding band gave 8.1 ≤ y < 8.2. A candidate who used a strict inequality at both ends wrote 8.15 < y < 8.25, wrongly excluding 8.15 itself. A candidate who added the full 0.1 instead of half of it wrote 8.2 ≤ y < 8.3.
- (d) £6 — First find 30% of £200, which is £60, then find 10% of that: £60 × 0.1 = £6. Adding the two percentages together instead of applying them one after the other, 10% + 30% = 40%, and finding 40% of £200 gives £80. Finding 30% of £200 = £60 correctly but stopping before applying the second percentage leaves £60 as the final answer. Finding only 10% of the original £200, ignoring the 30% entirely, gives £20.
- (a) 1/16 — Method: terms can only be subtracted once they share a denominator, so write every term over the largest denominator, 16, and then subtract the numerators in order from left to right. Working: 1 = 16/16, 1/2 = 8/16, 1/4 = 4/16 and 1/8 = 2/16, so the numerators give 16 − 8 − 4 − 2 − 1 = 1, over a denominator of 16. Answer: 1/16. The distractors: 1/8 comes from stopping one term early, after 16 − 8 − 4 − 2 = 2; 3/16 comes from a sign slip on the last term, adding it instead of subtracting it, which gives 2 + 1 = 3; 15/16 comes from working from the right-hand end as though the last four terms were bracketed together, so that only a single sixteenth is taken away from 1.
- (a) 125 — Method: a power tells you how many times to multiply the base by itself. Working: 5³ = 5 × 5 × 5 = 125. Answer: 125. (15 comes from multiplying the base by the power, 5 × 3, instead of using repeated multiplication. 53 comes from reading the power as if it were a two-digit number rather than an operation. 25 comes from using one fewer 5, effectively working out 5² instead of 5³.)
- (b) 2π — Method: treat π as a single unit and subtract the coefficients, just as with algebraic terms. Working: 3π − π = 3π − 1π = 2π. Answer: 2π. 4π comes from adding the coefficients instead of subtracting: 3π + π = 4π. 3 comes from cancelling the π, treating 3π − π as if it were the division 3π ÷ π = 3. 2 comes from finding the correct coefficient, 2, but forgetting to keep π in the final answer.
- (c) 36 — Method: set the outcomes out in a grid with one die along the top and the other down the side, so that every cell of the grid is one outcome, and count the cells. Working: the red die can land in 6 ways, so the grid has 6 columns, and the blue die can also land in 6 ways, so the grid has 6 rows; the number of cells is 6 × 6 = 36. Answer: 36. The distractors: 12 comes from adding 6 and 6 instead of multiplying them; 6 comes from counting the outcomes of a single die and forgetting that the second die also has to land; 21 comes from treating the two dice as indistinguishable, so that a red 2 with a blue 3 and a red 3 with a blue 2 are counted as one outcome.
- (c) £7.25 — Find the total cost of the books first: 3 × 4.25 = 12.75, so the books cost £12.75 in total. Subtract this from the £20 note: 20.00 − 12.75 = 7.25, so the change is £7.25. Stopping after finding the cost and not subtracting it from £20 gives £12.75, which is the amount spent, not the change. Borrowing correctly in the pence column but forgetting to reduce the pounds column by 1 gives £8.25 instead of £7.25. Multiplying 3 × 4.25 as 12.25 instead of 12.75, a multiplication slip, makes the change come out £0.50 too high, at £7.75. So Jack receives £7.25 change.
- (b) 18 — Method: multiply the two numbers ignoring their signs, then apply the rule that a negative number multiplied by a negative number gives a positive answer. Working: 6 × 3 = 18; since both −6 and −3 are negative, the product is positive. Answer: 18. −18 comes from keeping the answer negative, as if only one of the two negative signs affects the sign of the product. −9 comes from adding the two numbers instead of multiplying them, −6 + (−3) = −9. 9 comes from adding 6 and 3 as if both numbers were positive, ignoring the negative signs entirely.
- (b) 2/7 — The comparison asked for is part with part, not part with whole, so the number of cars goes on the bottom. The ratio gives 2 shares of vans for every 7 shares of cars, so the vans are 2/7 of the cars. 2/9 uses the 9 shares in the whole car park as the denominator, 7/2 compares the cars with the vans, and 7/9 is the fraction of the vehicles that are cars.
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