Printable · GCSE Foundation · ages 14-16
Relative frequency and the probability scale worksheet — GCSE Foundation
Fifteen questions on "relative frequency and the probability scale" — DfE statement P3. Print it, or print three versions so neighbours cannot copy by letter; the key gives the letter for each version.
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Relative frequency and the probability scale worksheet — GCSE Foundation
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- 1.An ordinary pack of 52 playing cards contains 13 hearts. One card is taken at random from the pack. Work out the probability that the card is not a heart. Give your answer as a percentage.
- 2.A fair six-sided dice is rolled 150 times. The table shows how many times each number came up: 1 came up 22 times, 2 came up 27 times, 3 came up 24 times, 4 came up 34 times, 5 came up 21 times and 6 came up 22 times. The theoretical probability of each number is 1/6. Which number is most over-represented compared with its theoretical probability?
- 3.The probability that Amelia's bus is late on a school morning is 9/10. Write this probability as a percentage.
- 4.A fair six-sided dice is rolled once. Work out the probability that the score is greater than 4.
- 5.A spinner is spun 50 times. It lands on green 18 times. Work out the relative frequency of landing on green.
- 6.A fair six-sided dice is rolled once. Work out the probability that the score is an odd number. Give your answer as a decimal.
- 7.Two pupils each flip the same coin to estimate the probability of heads. Leah flips it 40 times and gets 24 heads. Ben flips it 60 times and gets 33 heads. By combining both pupils' results, work out the relative frequency of heads, giving your answer as a fraction in its simplest form.
- 8.On the probability scale from 0 to 1, which word best describes an event with probability 0.9?
- 9.A fair six-sided dice is rolled once. Write down the probability that the score is an even number.
- 10.Two games at a school fete are played independently. The probability of winning game X is 3/8. The probability of winning game Y is 0.4. Which statement correctly compares the two games?
- 11.In a trial, a drawing pin was dropped 80 times and landed point-up 52 times. Assuming this relative frequency continues, work out how many times you would expect it to land point-up in 300 drops.
- 12.A market research company found that, out of 120 shoppers surveyed, 42 preferred paper bags to plastic bags. A supermarket expects 900 shoppers this week. Using this relative frequency, work out how many of the 900 shoppers would be expected to prefer paper bags.
- 13.A spinner is divided into 8 equal sections. 3 of the sections are red and the rest are not red. The spinner is spun once. Work out the probability that it does not land on red.
- 14.On a probability scale from 0 to 1, the points impossible (0), unlikely (0.25), evens (0.5) and certain (1) are marked. An event has a probability of 0.3. Between which two neighbouring marked points does 0.3 lie?
- 15.A fair six-sided dice is rolled once. Write down the probability of rolling a 6.
Answer key
- (d) 75% — Method: count how many cards are not hearts, write that count over the total number of cards, cancel the fraction down and then turn it into a percentage. Working: 52 − 13 = 39 cards are not hearts, so the probability is 39/52; dividing the numerator and the denominator by 13 gives 3/4, and 3/4 = 0.75, so 0.75 × 100 = 75. Answer: 75%, three quarters of the way along the 0 to 1 scale. The distractors: 25% comes from giving the probability that the card is a heart, 13 out of 52, which cancels to 1/4; 50% comes from reading 'not a heart' as 'not a red card' and halving the pack; 39% comes from writing the count of 39 cards straight down as the percentage without comparing it with the 52 cards in the pack.
- (b) 4 — With 150 rolls and probability 1/6 for each number, the expected count is 150 ÷ 6 = 25. Comparing each actual count with 25: 1 is 22 (3 below), 2 is 27 (2 above), 3 is 24 (1 below), 4 is 34 (9 above), 5 is 21 (4 below) and 6 is 22 (3 below). Number 4 is furthest above its expected count, so it is the most over-represented. Number 2 is also above its expected count, but by only 2, far less than 4's 9. Number 3's count of 24 is below the expected 25, so it is under-represented, not over. Number 6's count of 22 is also below the expected 25, so it too is under-represented.
- (a) 90% — Method: turn the fraction into a decimal by dividing the numerator by the denominator, then multiply the decimal by 100 to turn it into a percentage. Working: 9 ÷ 10 = 0.9, and 0.9 × 100 = 90. Answer: 90%, which is the same probability written in a third form, and all three forms sit at the same point on the 0 to 1 scale. The distractors: 9% comes from reading the numerator of the fraction straight off as the percentage; 10% comes from reading the denominator straight off as the percentage; 0.9% comes from correctly finding the decimal 0.9 and then writing a percentage sign after it without multiplying by 100.
- (c) 1/3 — Method: list the scores that satisfy the condition, count them and write that count over the total number of equally likely scores, then simplify. Working: the scores greater than 4 are 5 and 6, so 2 of the 6 equally likely scores qualify, giving 2/6. Answer: 2/6 cancels to 1/3. The distractors: 2/3 comes from giving the probability that the score is not greater than 4, the complement rather than the event asked for; 1/6 comes from giving the probability of one particular qualifying score; 1/2 comes from reading 'greater than 4' as '4 or more' and counting 4, 5 and 6, which gives 3/6.
- (a) 0.36 — Relative frequency is the number of times the event happened divided by the total number of trials: 18 ÷ 50 = 0.36. Dividing by 100 instead of the actual 50 spins gives 18 ÷ 100 = 0.18. Finding the relative frequency of NOT landing on green, using 50 − 18 = 32 spins, gives 32 ÷ 50 = 0.64. Misplacing the decimal point in the division, so that 18 ÷ 50 is carried out as 18 ÷ 500, gives 0.036 — a tenth of the correct value.
- (c) 0.5 — Method: count the favourable outcomes, write them over the total number of equally likely outcomes and then divide to turn the fraction into a decimal. Working: the odd scores are 1, 3 and 5, which is 3 of the 6 equally likely scores, so the probability is 3/6, and 3 ÷ 6 = 0.5. Answer: 0.5, the middle of the 0 to 1 probability scale. The distractors: 0.33 comes from listing only 3 and 5 as odd and working out 2 ÷ 6; 0.17 comes from giving the probability of one particular odd score, 1 ÷ 6; 0.3 comes from writing '3 out of 6' as 0.3, reading the 3 straight off as tenths instead of dividing.
- (b) 57/100 — Pooling both trials: total heads = 24 + 33 = 57, total flips = 40 + 60 = 100, so the combined relative frequency is 57/100, which is already in its simplest form since 57 and 100 share no common factor. Averaging the two separate relative frequencies instead, (24/40 + 33/60) ÷ 2 = (0.6 + 0.55) ÷ 2 = 0.575 = 23/40, treats the two trials as equally weighted even though Ben made more flips, which is not correct. Using only Leah's data gives 24/40 = 3/5. Using only Ben's data gives 33/60 = 11/20.
- (b) likely — On the probability scale, 'certain' is reserved for a probability of exactly 1, and 'evens' describes a probability of exactly 0.5. A probability of 0.9 is high but not equal to 1, so the correct word is 'likely'. Choosing 'certain' treats a probability close to 1 as if it were exactly 1, which it is not. Choosing 'evens' misjudges 0.9 as being close to the midpoint of the scale, when it is close to the 'certain' end instead. Choosing 'unlikely' reads the scale the wrong way round, as if a high probability meant a low chance of happening.
- (b) 1/2 — Method: for equally likely outcomes the probability is the number of favourable outcomes divided by the total number of outcomes, written in its simplest form. Working: the dice can show 1, 2, 3, 4, 5 or 6, so there are 6 equally likely scores; the even scores are 2, 4 and 6, which is 3 of them, giving 3/6. Answer: 3/6 cancels to 1/2, which sits halfway along the 0 to 1 probability scale. The distractors: 1/3 comes from listing only 2 and 4 as the even scores and writing 2/6; 1/6 comes from giving the probability of one particular even score, such as the 2, rather than any even score; 2/3 comes from listing the even numbers as 0, 2, 4 and 6 and writing 4/6, forgetting that a dice has no 0 on it.
- (c) Game Y — 0.4 is greater than 3/8. — Converting 3/8 to a decimal gives 3 ÷ 8 = 0.375, and 0.4 is greater than 0.375, so game Y gives the better chance of winning: 'Game Y — 0.4 is greater than 3/8.' Comparing the numerator 3 to the digit 0 in front of the decimal point in 0.4 compares two unrelated numbers and gives 'Game X — 3 is greater than 0, the units digit of 0.4.' Treating a larger denominator as meaning more chances, rather than smaller equal shares, gives 'Game X — 3/8 has the larger denominator.' Rounding 0.375 to 0.4 to one decimal place makes the two values look equal, but they are not exactly equal, so 'Equal — 3/8 rounds to 0.4 to one decimal place' mistakes a rounded match for a true one.
- (a) 195 — The relative frequency from the trial is 52 ÷ 80 = 0.65, and the expected number of point-up landings in 300 drops is 0.65 × 300 = 195. Giving 52 as the answer reuses the original count from the 80-drop trial without scaling it up to 300 drops at all. Misreading 52 out of 80 as 52% and finding 52% of 300 gives 156. Finding the expected number of point-DOWN landings instead of point-up, using the relative frequency 28 ÷ 80 = 0.35, gives 0.35 × 300 = 105.
- (d) 315 — The relative frequency from the survey is 42 ÷ 120 = 0.35, so the expected number who prefer paper bags among 900 shoppers is 0.35 × 900 = 315. Giving 42 as the answer reuses the original survey count without scaling it up to 900 shoppers at all. Finding the expected number who prefer PLASTIC bags instead of paper, using the relative frequency 78 ÷ 120 = 0.65, gives 0.65 × 900 = 585. Using 1000 shoppers instead of the 900 actually stated gives 0.35 × 1000 = 350.
- (c) 5/8 — Method: the sections are all the same size, so every section is equally likely; count the sections that are not red and write that count over the total number of sections. Working: 8 − 3 = 5 sections are not red, and there are 8 sections altogether. Answer: 5/8, a value between 0 and 1 and a little above the halfway point of the scale. The distractors: 3/8 comes from giving the probability that the spinner does land on red; 5/11 comes from adding the 3 red sections to the 8 sections to make a total of 11 instead of using the 8 sections that exist; 1/2 comes from assuming that 'red' and 'not red' must be equally likely because there are only two possibilities.
- (d) unlikely and evens — The marked points are impossible (0), unlikely (0.25), evens (0.5) and certain (1). Since 0.25 < 0.3 < 0.5, the probability 0.3 lies between unlikely and evens. Choosing 'impossible and unlikely' treats 0.3 as below 0.25, which it is not. Choosing 'evens and certain' treats 0.3 as above 0.5, which it is not. Choosing 'impossible and evens' skips over the unlikely marker altogether, even though 0.3 is above it.
- (a) 1/6 — Method: for equally likely outcomes, write the number of favourable outcomes over the total number of outcomes. Working: the dice has one face showing 6, and there are 6 equally likely faces in total, so the probability is 1 over 6. Answer: 1/6, which is close to the left-hand end of the 0 to 1 scale because the outcome is unlikely. The distractors: 5/6 comes from giving the probability of not rolling a 6; 1/2 comes from treating 'a 6' and 'not a 6' as two equally likely outcomes; 1/5 comes from writing the one favourable face over the 5 faces that are not a 6 instead of over all 6 faces.
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