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.
Relative frequency and the probability scale worksheet — GCSE Foundation
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- 1.At a summer fair, the probability of winning at the hoopla stall is 6/10 and the probability of winning at the coconut shy is 2/10. Work out how many times as likely a player is to win at the hoopla stall as at the coconut shy.
- 2.An ordinary six-sided dice, numbered 1 to 6, is rolled 30 times and lands on a 6 seven times. Ravi says the theoretical probability of rolling a 6 and the relative frequency of rolling a 6 in this trial are the same number. Is Ravi right?
- 3.The probability that a spinner lands on blue is 2/5. Write this probability as a percentage.
- 4.The probability that Amelia's bus is late on a school morning is 9/10. Write this probability as a percentage.
- 5.A survey found that, of 250 shoppers questioned, 68% said they had used a self-checkout in the past month. A different store expects 1400 shoppers this week. Using this relative frequency, work out how many of the 1400 shoppers would be expected to have used a self-checkout in the past month.
- 6.A bag contains 3 red counters, 2 blue counters and 2 green counters. One counter is taken at random from the bag. Work out the probability that the counter is red.
- 7.Two goalkeepers face penalty kicks. Elin saves 34% of the penalties she faces. Noah saves 11/32 of the penalties he faces. Which statement correctly compares them?
- 8.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?
- 9.A fair six-sided dice is rolled once. Write down the probability that the score is an even number.
- 10.A quality inspector tests 145 light bulbs and finds that 33 are faulty. Work out the relative frequency of a bulb being faulty, as a percentage correct to 1 decimal place.
- 11.A bag is known to contain red, blue and green counters in equal numbers, so the theoretical probability of taking each colour is 1/3. In 90 trials with replacement, red was taken 38 times, blue was taken 26 times and green was taken 26 times. Which colour is over-represented compared with its theoretical probability?
- 12.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.
- 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
- (b) 3 times as likely — Method: to say how many times as likely one event is as another, divide the larger probability by the smaller one; subtracting them gives the gap between the two probabilities, not the multiple. Working: both probabilities are counted in tenths, so 6/10 ÷ 2/10 compares 6 tenths with 2 tenths, and 6 ÷ 2 = 3. Answer: winning at the hoopla stall is 3 times as likely, which is why 6/10 sits three times as far along the 0 to 1 scale as 2/10. The distractors: 4 times as likely comes from subtracting the two counts, 6 − 2, instead of dividing them, which measures the gap rather than the multiple; 6 times as likely comes from reading the larger probability's 6 tenths straight off as the multiple without ever comparing it with the 2 tenths at the other stall; 12 times as likely comes from multiplying the two counts, 6 × 2, instead of dividing one by the other.
- (c) No — 7/30 is the relative frequency; theory stays 1/6. — The theoretical probability of rolling a 6 on an ordinary dice is fixed at 1/6, worked out from the number of equally likely outcomes, and does not change however the dice is actually rolled. The relative frequency from this trial is 7/30, found from what happened in these particular 30 rolls. Since 7/30 and 1/6 are different numbers, the correct statement is 'No — 7/30 is the relative frequency; theory stays 1/6.' Assuming the two values must always match because they describe the same event gives 'Yes — relative frequency always equals theory.' Believing that an observed result redefines the theoretical probability gives 'Yes — the theoretical probability has now become 7/30.' Refusing to work out either value at all gives 'Neither can be found — 30 rolls is too few to tell', which ignores that both numbers CAN be calculated from the information given.
- (b) 40% — Method: a fraction becomes a percentage by scaling it so that its denominator is 100, or equivalently by dividing the numerator by the denominator and multiplying the decimal by 100. Working: 5 × 20 = 100, so the numerator is scaled by 20 as well, 2 × 20 = 40, giving 40/100; the same figure comes from 2 ÷ 5 = 0.4 and 0.4 × 100 = 40. Answer: 40%. The distractors: 20% comes from dividing 100 by the denominator alone, 100 ÷ 5 = 20, which is the percentage for 1/5 and never uses the numerator 2; 4% comes from finding the decimal 0.4 correctly and then writing the 4 down as the percentage instead of multiplying by 100; 2% comes from scaling only the denominator up to 100 and leaving the numerator as it was, giving 2/100.
- (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.
- (a) 952 — 68% = 0.68. The relative frequency from the survey applies to the new group of 1400 shoppers, so the expected number is 0.68 × 1400 = 952. Working out 1 − 0.68 = 0.32 and applying that instead, 0.32 × 1400 = 448, finds the number who have NOT used a self-checkout, not the number who have. Applying 68% to the original sample size of 250 instead of the new total of 1400 gives 0.68 × 250 = 170. Applying the complement percentage to the original sample size, 0.32 × 250 = 80, compounds both mistakes.
- (c) 3/7 — Method: every counter is equally likely to be taken, so write the number of red counters over the total number of counters in the bag. Working: the bag holds 3 + 2 + 2 = 7 counters, of which 3 are red. Answer: 3/7, a value between 0 and 1 and just below the middle of the scale. The distractors: 4/7 comes from giving the probability that the counter is not red, counting the 2 blue and 2 green instead; 2/7 comes from counting one of the other colours by mistake and giving 2 counters over the total; 3/4 comes from writing the 3 red counters over the 4 counters that are not red instead of over all 7 counters.
- (c) Noah — 11/32 = 0.34375, above 34%. — Converting 11/32 to a decimal gives 11 ÷ 32 = 0.34375, which is greater than 34% (0.34), so Noah has the better save rate: 'Noah — 11/32 = 0.34375, above 34%.' Comparing the raw numbers 34 and 11 directly, without converting the fraction to the same form, gives 'Elin — 34 is bigger than 11.' Treating a larger denominator as meaning a bigger value, rather than smaller equal shares, gives 'Noah — 32 is a bigger denominator.' Rounding 34.375% to 34% to the nearest whole percent hides the difference and gives 'Equal — both round to 34% to the nearest percent.'
- (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.
- (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.
- (b) 22.8% — Relative frequency as a percentage is the faulty count divided by the total, then multiplied by 100: 33 ÷ 145 × 100 = 22.76, which rounds to 22.8%. Giving 33.0% as the answer uses the frequency, 33, directly as a percentage without dividing by the total 145 at all. Rounding 22.76 down to 22.7% instead of up applies the wrong rounding direction at the first decimal place. Finding the relative frequency of the bulbs that were NOT faulty first: 145 − 33 = 112, and 112 ÷ 145 × 100 = 77.24, answers the opposite question and rounds to 77.2%.
- (c) Red — Theoretical probability is 1/3 ≈ 0.333 for each colour. Red's relative frequency is 38/90 ≈ 0.422, above 1/3, so red is over-represented. Blue's relative frequency is 26/90 ≈ 0.289, below 1/3, so blue is under-represented, not over. Green's relative frequency is also 26/90 ≈ 0.289, below 1/3 for the same reason. Since red's relative frequency clearly exceeds 1/3, it is not true that none of the colours are over-represented.
- (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.
- (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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