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.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.
- 2.A bag contains 2 white counters and 8 black counters. One counter is taken at random from the bag. Work out the probability that the counter is not black.
- 3.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.
- 4.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.
- 5.A box contains counters that are silver, bronze or copper only. The probability that a counter taken at random is silver is 1/2 and the probability that it is bronze is 1/8. The box contains 64 counters in total. Work out the number of copper counters.
- 6.A bag contains counters that are red, blue or green only. The probability that a counter taken at random is not red is 0.8. The bag contains 25 counters in total. Work out how many of the counters are red.
- 7.The probability that it rains in Manchester tomorrow is 1/12. Work out the probability that it does not rain in Manchester tomorrow.
- 8.At a fun run, each runner finishes, retires or is disqualified, and cannot do more than one of these. The probability that a runner finishes is 68.5% and the probability that a runner retires is 24.75%. Work out the probability, as a percentage, that a runner is disqualified.
- 9.A spinner lands on one of four colours: amber, black, cyan or damson. The probability it lands on amber is 0.18, on black is 0.22 and on cyan is 0.24. Work out the probability that it lands on amber or damson.
- 10.A spinner can land on red, blue, green or yellow. The probability that it lands on red is 0.24 and the probability that it lands on yellow is 0.16. The probabilities of landing on blue and on green are equal, and each is called x. Work out the value of x.
- 11.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.
- 12.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.
- 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 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.
- 15.The probability that the Hughes family go away during the summer holidays is 3/7. Work out the probability that they do not go away during the summer holidays.
Answer key
- (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) 1/5 — Method: find the probability that the counter is black, then use the fact that an event and its complement add to 1. Working: there are 2 + 8 = 10 counters, so P(black) = 8/10 = 4/5; the complement is 1 − 4/5, and writing 1 as 5/5 gives 5/5 − 4/5. Answer: 1/5. The distractors: 4/5 comes from giving the probability that the counter is black instead of its complement; 1/2 comes from assuming the two colours are equally likely because there are only two of them; 1/4 comes from writing the 2 white counters over the 8 black counters rather than over all 10 counters.
- (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) 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.
- (c) 24 — Silver, bronze and copper cover every counter, so their probabilities sum to 1: P(copper) = 1 − 1/2 − 1/8 = 3/8. Number of copper counters = 3/8 × 64 = 24. Multiplying the silver probability by 64 gives 32, the number of silver counters, not copper. Multiplying the bronze probability by 64 gives 8, the number of bronze counters. Adding the silver and bronze probabilities (1/2 + 1/8 = 5/8) and multiplying by 64 gives 40, the combined number of silver and bronze counters, not the copper count.
- (d) 5 — Being red and not being red are exhaustive, so their probabilities sum to 1: the probability of red is 1 − 0.8 = 0.2. The number of red counters is 0.2 × 25 = 5. Using 0.8 directly as the probability of red, without taking the complement, gives 0.8 × 25 = 20 — the number of counters that are NOT red. Sharing the 25 counters equally between the three colours, ignoring the given probability altogether, gives 25 ÷ 3 ≈ 8. Misreading the total as 20 counters instead of 25 gives 0.2 × 20 = 4.
- (b) 11/12 — Method: raining and not raining are the only two outcomes, so their probabilities add to 1; subtract the given probability from 1. Working: writing 1 as 12/12 gives 12/12 − 1/12, and only the numerators are subtracted, 12 − 1 = 11. Answer: 11/12, close to the right-hand end of the 0 to 1 scale because rain is unlikely. The distractors: 1/12 comes from giving back the probability that it does rain; 1/11 comes from subtracting the 1 from the denominator instead of subtracting the fraction from 1; 11/11 comes from subtracting 1 from the numerator and from the denominator of 12/12 rather than from the numerator alone.
- (a) 6.75% — Finishing, retiring and being disqualified are exhaustive, so the three percentages sum to 100%: 100% − 68.5% − 24.75% = 6.75%. Adding the two given percentages instead of subtracting them from 100% gives 68.5% + 24.75% = 93.25%, the combined probability of finishing or retiring, not of being disqualified. Subtracting only the retiring percentage from 100% and forgetting the finishing percentage gives 100% − 24.75% = 75.25%. Subtracting only the finishing percentage and forgetting the retiring percentage gives 100% − 68.5% = 31.50%.
- (a) 0.54 — The four colours are exhaustive, so all four probabilities sum to 1: the probability of damson is 1 − 0.18 − 0.22 − 0.24 = 0.36. Amber and damson cannot both happen on one spin, so the probability of amber or damson is 0.18 + 0.36 = 0.54. Stopping after finding the probability of damson alone, without adding the probability of amber, gives 0.36. Adding the three given probabilities together, 0.18 + 0.22 + 0.24 = 0.64, and treating that total as the answer never finds the probability of damson at all. Subtracting only the probability of amber from 1, 1 − 0.18 = 0.82, ignores black, cyan and damson completely.
- (a) 0.30 — Red, blue, green and yellow are exhaustive, so all four probabilities sum to 1: 0.24 + 0.16 + x + x = 1, so 2x + 0.40 = 1, giving 2x = 0.60 and x = 0.30. Stopping at 2x = 0.60 without dividing by 2 leaves 0.60, the combined probability of both blue and green together, not the value of x on its own. Sharing the 0.60 across all four colours instead of just the two unknown ones gives 0.60 ÷ 4 = 0.15. Leaving out the 0.16 for yellow gives 2x + 0.24 = 1, so 2x = 0.76 and x = 0.38.
- (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.
- (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) 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.
- (a) 4/7 — Method: going away and not going away are the only two possibilities, so the two probabilities form an exhaustive set and add to 1; subtract the given probability from 1. Working: writing 1 as 7/7 gives 7/7 − 3/7, and 7 − 3 = 4 sevenths. Answer: 4/7. The distractors: 3/7 comes from giving back the probability that the family do go away; 1/7 comes from taking the 1 in '1 − 3/7' as a numerator and writing it over the denominator 7; 1/2 comes from assuming that going away and not going away must be equally likely because there are only two possibilities.
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