Printable · GCSE Foundation · ages 14-16
Probabilities of exhaustive events sum to one worksheet — GCSE Foundation
Fifteen questions on "probabilities of exhaustive events sum to one" — DfE statement P4. Print it, or print three versions so neighbours cannot copy by letter; the key gives the letter for each version.
Probabilities of exhaustive events sum to one worksheet — GCSE Foundation
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- 1.A charity raffle has three types of ticket: winning, near-miss and losing, and every ticket is exactly one of these. The probability that a ticket is winning is 1/8 and the probability that it is a near-miss is 1/4. Work out the probability that a ticket is losing.
- 2.The probability that a machine completes a task successfully is 0.85. Work out the probability that the machine does not complete the task successfully.
- 3.At a school fete, each raffle ticket wins a prize, wins a voucher or wins nothing, and no ticket can win more than one of these. The probability that a ticket wins a prize is 0.4 and the probability that it wins a voucher is 0.35. Work out the probability that a ticket wins a prize or a voucher.
- 4.A card is taken at random from an ordinary pack of 52 playing cards. The probability that the card is a diamond is 1/4. Work out the probability that the card is not a diamond.
- 5.A card is taken at random from an ordinary pack of 52 playing cards. The pack contains 4 aces and 4 kings. Work out the probability that the card is an ace or a king.
- 6.A biased six-sided dice is rolled once. The probability that it lands on 6 is 0.25. The other five scores are all equally likely. Work out the probability that it lands on 3.
- 7.At a quiz night, each team's result is a win, a draw or a loss, and no team can have more than one of these results. The probability that a team wins is 42% and the probability that a team draws is 18.5%. Work out the probability, as a percentage, that a team does not win and does not draw.
- 8.At a coffee shop, each customer buys tea, coffee, water or juice, and never more than one of these. The probability that a customer buys tea is 0.36 and the probability that they buy juice is 0.04. The probability that a customer buys coffee is three times the probability that they buy water. Work out the probability that a customer buys water.
- 9.A bag contains beads that are exactly one of red, white or black. The probability of taking a red bead is 3/10 and the probability of taking a white bead is 1/4. Work out the probability of taking a bead that is red or white.
- 10.At a tombola stall, each ticket wins a toy, wins a sweet or wins nothing, and no ticket can win more than one of these. The probability that a ticket wins a toy is 0.15 and the probability that it wins a sweet is 0.4. Work out the probability that a ticket wins neither a toy nor a sweet.
- 11.A jar contains counters that are pink, gold or grey only. The probability that a counter taken at random is pink is 0.2 and the probability that it is gold is 0.45. The jar contains 60 counters in total. Work out the number of grey counters.
- 12.A spinner can land on red, blue, green or yellow, and it cannot land on more than one colour. The probability that it lands on red is 0.05 and the probability that it lands on yellow is 0.35. The probability that it lands on blue is twice the probability that it lands on green. Work out the probability that it lands on green.
- 13.The probability that a plant grown from a seed packet germinates is 7/10. Work out the probability that it does not germinate.
- 14.A spinner lands on red, on blue or on green, and it cannot land on more than one colour at a time. The probability that it lands on red is 0.3 and the probability that it lands on blue is 0.5. Work out the probability that it lands on red or on blue.
- 15.In a game, Zara says the probability of scoring is 3/8, the probability of missing is 5/12 and the probability of a rebound is 1/6, and that these are the only three outcomes. Is Zara correct that her three probabilities are valid?
Answer key
- (a) 5/8 — Winning, near-miss and losing are exhaustive, so the three probabilities sum to 1. Writing 1/4 as 2/8 so every fraction has the same denominator, 1 − 1/8 − 2/8 = 8/8 − 1/8 − 2/8 = 5/8. Subtracting only the winning probability and forgetting the near-miss probability gives 1 − 1/8 = 7/8. Subtracting only the near-miss probability and forgetting the winning probability gives 1 − 1/4 = 3/4. Adding the two given probabilities and stopping there gives 1/8 + 2/8 = 3/8, the probability that a ticket is winning or a near-miss, not the probability that it is losing.
- (b) 0.15 — Method: success and failure are the only two outcomes of the task, so they form an exhaustive set and their probabilities add to 1; subtract the given probability from 1. Working: writing 1 as 1.00 so that both numbers have two decimal places gives 1.00 − 0.85; exchanging once, the hundredths give 10 − 5 = 5 and the tenths, now 9, give 9 − 8 = 1. Answer: 0.15, close to the left-hand end of the 0 to 1 scale because the machine nearly always succeeds. The distractors: 0.85 comes from giving back the probability of success instead of the probability of failure; 0.25 comes from taking each decimal column from 10 on its own in 1.00 − 0.85, writing 10 − 5 = 5 in the hundredths and 10 − 8 = 2 in the tenths instead of reducing the tenths to 9 after the exchange; 0.5 comes from assuming that success and failure must be equally likely because there are only two outcomes.
- (a) 0.75 — Method: a ticket cannot win both a prize and a voucher, so the two events are mutually exclusive and their probabilities are added. Working: 0.4 + 0.35, lining the decimal points up, gives 0.40 + 0.35. Answer: 0.75. The distractors: 0.25 comes from going one step too far and giving the probability that a ticket wins nothing, which is what is left when the total is taken from 1; 0.14 comes from multiplying 0.4 by 0.35 instead of adding them; 0.05 comes from subtracting 0.35 from 0.4 instead of adding them.
- (b) 3/4 — Method: a card either is a diamond or is not a diamond, so those two outcomes form an exhaustive set and their probabilities add to 1; subtract the given probability from 1. Working: P(diamond) = 1/4, so P(not a diamond) = 1 − 1/4; writing 1 as 4/4 gives 4/4 − 1/4. Answer: 3/4. The distractors: 1/4 comes from giving back the probability that the card is a diamond instead of its complement; 1/2 comes from reading 'not a diamond' as 'not a red card' and halving the pack; 3/52 comes from doing the subtraction 4 − 1 = 3 on the suits but then writing that 3 over the 52 cards in the pack instead of over the 4 suits.
- (b) 8/52 — Method: a card cannot be an ace and a king at the same time, so the two events are mutually exclusive and their probabilities are added, keeping the denominator the same. Working: P(ace) = 4/52 and P(king) = 4/52, so P(ace or king) = 4/52 + 4/52, and 4 + 4 = 8 fifty-seconds. Answer: 8/52. The distractors: 4/52 comes from giving the probability of just one of the two events and forgetting to add the other; 16/52 comes from multiplying the two counts, 4 × 4, instead of adding them; 1/52 comes from giving the probability of one particular named card rather than any of the eight.
- (b) 0.150 — The six scores are exhaustive, so their probabilities sum to 1. The probability of not landing on 6 is 1 − 0.25 = 0.75, and this is shared equally between the other five scores, so each has probability 0.75 ÷ 5 = 0.150. Giving 0.750 as the answer stops after finding the probability of not landing on 6, without sharing it out between the five remaining scores. Dividing 0.75 by 6 instead of by 5 gives 0.125, wrongly including the score of 6 among the equally likely scores. Ignoring the bias completely and dividing 1 by all six scores gives 1 ÷ 6 = 0.167.
- (c) 39.5% — Win, draw and lose are mutually exclusive and exhaustive, so their probabilities sum to 100%: 42% + 18.5% = 60.5% is the percentage that wins or draws. 100% − 60.5% = 39.5% is the percentage that neither wins nor draws. Adding 42% and 18.5% and stopping there, 60.5%, is the probability of winning or drawing, not of neither. Subtracting only the 42% from 100% gives 58.0%, ignoring the draw percentage. Subtracting only the 18.5% from 100% gives 81.5%, ignoring the win percentage.
- (a) 0.15 — Let P(water) = x, so P(coffee) = 3x. The four outcomes are exhaustive: 0.36 + 0.04 + x + 3x = 1, so 0.4 + 4x = 1, giving 4x = 0.6 and x = 0.15. So P(water) = 0.15. Reporting 3x, the coffee probability, instead of water gives 0.45. Splitting the remaining 0.6 evenly between coffee and water, ignoring the 3:1 ratio, gives 0.30. Stopping once the remaining probability 0.6 is found, without dividing by the four equal shares, gives 0.60.
- (c) 11/20 — 'Red or white' combines two mutually exclusive events, so add their probabilities: 3/10 = 6/20 and 1/4 = 5/20, giving 6/20 + 5/20 = 11/20. Multiplying the two probabilities instead of adding them, 3/10 × 1/4, gives 3/40, which would be the probability of red and white together, not red or white — and a bead can't be both colours. Subtracting the sum from 1, 1 − 11/20 = 9/20, gives the probability of the bead being black instead of red or white. Converting 1/4 as 4/20 instead of 5/20 (dividing 20 by 4 but forgetting to scale the numerator) gives 6/20 + 4/20 = 1/2.
- (b) 0.45 — Winning a toy, winning a sweet and winning neither are mutually exclusive and exhaustive, so their probabilities sum to 1. P(toy) + P(sweet) = 0.15 + 0.4 = 0.55. P(neither) = 1 − 0.55 = 0.45. Adding 0.15 and 0.4 and stopping there gives 0.55, which is the probability of winning a toy or a sweet, not of winning neither. Subtracting only 0.15 from 1 gives 0.85, and ignores the sweet probability entirely. Subtracting only 0.4 from 1 gives 0.6, and ignores the toy probability entirely.
- (d) 21 — Pink, gold and grey cover every counter, so their probabilities sum to 1: P(grey) = 1 − 0.2 − 0.45 = 0.35. Number of grey counters = 0.35 × 60 = 21. Multiplying the pink probability by 60 gives 12, the number of pink counters, not grey. Multiplying the gold probability by 60 gives 27, the number of gold counters. Adding 0.2 and 0.45 without subtracting from 1 gives 0.65, and 0.65 × 60 = 39 counts the pink and gold counters together, not the grey ones.
- (c) 0.2 — Let P(green) = x, so P(blue) = 2x. Red, blue, green and yellow are exhaustive: 0.05 + 0.35 + x + 2x = 1, so 0.4 + 3x = 1, giving 3x = 0.6 and x = 0.2. So P(green) = 0.2. Splitting the remaining 0.6 evenly between blue and green, ignoring the 2:1 ratio, gives 0.3. Working out x correctly but then reporting 2x, the probability of blue, gives 0.4. Stopping after finding that blue and green together account for 0.6, without dividing by the three equal shares of x, gives 0.6.
- (a) 3/10 — Germinating and not germinating are exhaustive, so their probabilities sum to 1: 1 − 7/10 = 3/10. Writing 7/10 again gives the probability that the plant DOES germinate, not its complement. Putting the difference 10 − 7 = 3 over the original numerator instead of the original denominator gives 3/7. Inverting the correct answer, swapping its numerator and denominator, gives 10/3, which is impossible as a probability since it is greater than 1.
- (a) 0.8 — Method: the spinner cannot land on red and blue at the same time, so the two events are mutually exclusive and their probabilities are added. Working: 0.3 + 0.5, lining the decimal points up. Answer: 0.8, which also tells you that the remaining colour, green, has probability 0.2 because the three must add to 1. The distractors: 0.2 comes from subtracting 0.3 from 0.5 instead of adding the two probabilities; 0.15 comes from multiplying 0.3 by 0.5 instead of adding them; 0.4 comes from finding the mean of 0.3 and 0.5 rather than their total.
- (d) No, because 3/8 + 5/12 + 1/6 = 23/24 — Using a common denominator of 24: 3/8 = 9/24, 5/12 = 10/24 and 1/6 = 4/24. Adding these numerators gives 9 + 10 + 4 = 23, so the three probabilities sum to 23/24, which is less than 1 — Zara is not correct. Adding the original numerators (3 + 5 + 1 = 9) over a denominator of 12 instead of converting each fraction properly gives 9/12 = 3/4, still less than 1 but the wrong fraction. Converting 1/6 to 5/24 instead of 4/24 (using the wrong scaling) makes the total 9/24 + 10/24 + 5/24 = 24/24 = 1, wrongly suggesting the probabilities are valid. Judging validity from the fact that each individual fraction lies between 0 and 1 ignores that an exhaustive set must sum to exactly 1, not merely contain valid individual values.
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