Printable · GCSE Foundation · ages 14-16
Probability worksheet — GCSE Foundation
Fifteen questions across the probability statements at Foundation tier. Choose the non-calculator filter to rehearse Paper 1, which counts for a third of the marks.
Probability worksheet — GCSE Foundation
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- 1.A spinner is divided into sectors of 144°, 90° and 126°, coloured purple, orange and grey in that order. The spinner is spun 300 times. Work out how many times you would expect it to land on purple.
- 2.A fair four-sided dice, numbered 1 to 4, is rolled twice. Every outcome is listed as an ordered pair, first roll then second roll, such as (2, 3). Work out how many different outcomes are in the list.
- 3.At a school fête, a tombola stall costs £1.50 to play. The probability of winning is 0.2, and the prize is worth £6. Work out the stall's expected profit, on average, from each game played.
- 4.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.
- 5.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.
- 6.A garage tested 200 cars in one week. 70% of the cars were more than 3 years old and the rest were 3 years old or less. Of the cars more than 3 years old, 1 in 4 failed the test. 12 of the cars that were 3 years old or less failed the test. Work out how many of the 200 cars failed the test altogether.
- 7.Bag A contains 3 red balls and 2 blue balls. Bag B contains 1 red ball and 3 blue balls. One ball is taken at random from each bag. Work out the probability that both balls are red.
- 8.Two ordinary fair dice are rolled. Work out the probability that the difference between the two scores is 1.
- 9.Two fair four-sided dice, numbered 1 to 4, are rolled and the two scores are added together. Work out the probability that the total is 5.
- 10.A café offers 3 types of sandwich, cheese, ham and egg, and 4 types of drink, tea, coffee, juice and water. A customer chooses one sandwich and one drink at random. Work out the probability that the customer chooses egg and water.
- 11.Jack rolls two ordinary fair dice and adds the two scores together. Work out the probability that the total is 6.
- 12.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?
- 13.Oliver flips three fair coins at the same time. Work out the probability that exactly two of the three coins land on heads.
- 14.A game has two independent stages. P(win stage 1) = 0.4, and P(win stage 2) = 0.25. Work out the probability that Ffion wins at least one of the two stages.
- 15.Leo flips a fair coin twice. He makes a list of every possible result of the two flips, writing down what the first flip lands on and then what the second flip lands on. Work out how many of the results in his list contain at least one tail.
Answer key
- (b) 120 — Purple's probability is its angle out of the full circle: 144° ÷ 360° = 2/5. Expected number on purple = 2/5 × 300 = 120. Assuming the three colours are equally likely, ignoring their different angles, gives 300 ÷ 3 = 100. Using orange's angle, 90°, instead of purple's 144° gives a probability of 1/4, so 300 × 1/4 = 75. Treating 144 as a percentage instead of finding its fraction of 360° gives 300 × 0.144 = 43.2, which rounds to 43.
- (a) 16 — Method: keep the two rolls in order, first roll then second roll, and count every ordered pair the dice can land on, so a (2, 3) result is counted separately from a (3, 2) result. Working: the first roll can land on any of 4 numbers, and for each of those the second roll can also land on any of 4 numbers, giving 4 × 4 = 16 ordered pairs. Answer: 16. Watch out: writing down 8 comes from adding the two rolls' counts, 4 + 4, instead of multiplying them. Writing down 10 comes from listing unordered pairs, so (2, 3) and (3, 2) are counted as the same entry — that gives the 4 doubles plus 6 mixed pairs, 10 in total, instead of 16 ordered pairs. And writing down 4 comes from counting only one roll's outcomes and never pairing the two rolls together at all.
- (b) £0.30 profit for the stall — The stall keeps the £1.50 entry fee whatever happens, and expects to pay out prize × probability of winning = £6 × 0.2 = £1.20 on average. So its expected profit per game is £1.50 − £1.20 = £0.30. Reporting the expected pay-out of £1.20 itself as the profit forgets that the stall also keeps the entry fee. Assuming the player always wins gives an expected cost of £6 − £1.50 = £4.50, treated as a loss for the stall. Using the probability of NOT winning, 0.8, to find the expected pay-out gives £6 × 0.8 = £4.80, and £1.50 − £4.80 = −£3.30, a £3.30 loss.
- (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.
- (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.
- (c) 47 — Method: fill the first pair of branches of the frequency tree, then the failures on each branch, then add only the failing end branches. Working: 70% of 200 is 140, so 140 cars were more than 3 years old and 200 − 140 = 60 cars were 3 years old or less. One quarter of the older cars failed: 140 ÷ 4 = 35. The newer branch gives 12 failures. Adding the two failing branches gives 35 + 12 = 47. Answer: 47 of the cars failed the test. The distractors: 35 is the older branch on its own, with the 12 newer failures never added; 62 comes from taking 1 in 4 of all the cars, 200 ÷ 4 = 50, and then adding the 12; 153 is 200 − 47 and counts the cars that passed.
- (d) 3/20 — The probability of taking a red ball from Bag A is 3/5, and the probability of taking a red ball from Bag B is 1/4. Since the two picks are independent, the probabilities are multiplied: 3/5 × 1/4 = 3/20. A candidate who answers 4/9 has added the numerators and added the denominators, (3+1)/(5+4), instead of multiplying the two fractions. A candidate who answers 17/20 has added the two fractions, 3/5 + 1/4, instead of multiplying them. A candidate who answers 3/25 has misread Bag B as also containing 5 balls, using 1/5 instead of 1/4.
- (d) 5/18 — Method: list every ordered pair of dice scores whose difference is 1, then divide by the 36 equally likely pairs. Working: the pairs with a difference of 1 are (1, 2), (2, 1), (2, 3), (3, 2), (3, 4), (4, 3), (4, 5), (5, 4), (5, 6) and (6, 5), which is 10 pairs out of 36, cancelling down to 5/18. Answer: 5/18. Watch out: writing down 5/36 lists only the 5 pairs going up, (1, 2), (2, 3), (3, 4), (4, 5) and (5, 6), and misses that each one has a matching pair the other way round, such as (2, 1) — the two dice are different objects, and order matters, so each of those 5 gaps counts twice. Writing down 1/6 treats the six possible differences, 0 to 5, as equally likely and picks 1 out of 6 of them, but a difference of 1 is reached by far more pairs of scores than a difference of 5 is, so the six differences are not equally likely. And writing down 1/4 comes from adding the two dice's outcome counts instead of multiplying them, 6 + 6 = 12, and grouping the six scores into just three non-overlapping pairs one apart, {1, 2}, {3, 4} and {5, 6}, giving 3 out of that wrong pool of 12.
- (b) 1/4 — There are 4 × 4 = 16 equally likely ordered outcomes for the two dice. The pairs that total 5 are: first dice 1 with second dice 4; first dice 2 with second dice 3; first dice 3 with second dice 2; and first dice 4 with second dice 1 — which is 4 outcomes, so the probability is 4/16 = 1/4. A candidate who answers 1/8 has listed only 2 of the four pairs, forgetting that first dice 1 with second dice 4 and first dice 4 with second dice 1 are separate outcomes because the dice are different. A candidate who answers 3/16 has found 3 pairs instead of 4, missing one from the list. A candidate who answers 1/16 has counted only a single pair, such as first dice 2 with second dice 3, and treated the order of the dice as not mattering.
- (d) 1/12 — Method: list the full possibility space of sandwich-and-drink pairs, then divide the one matching pair by the size of the whole space. Working: there are 3 × 4 = 12 equally likely sandwich-and-drink pairs, and exactly one of them is egg and water. Answer: 1/12. Watch out: writing down 1/7 comes from adding the two counts, 3 + 4 = 7, instead of multiplying them to build the possibility space. Writing down 1/3 uses only the chance of choosing egg out of 3 sandwiches and ignores the drink altogether. And writing down 1/4 uses only the chance of choosing water out of 4 drinks and ignores the sandwich altogether.
- (a) 5/36 — Method: list every result of the two dice as an ordered pair, first score then second score, count the pairs that give the total asked for and divide by how many pairs the list holds. Working: each dice can show 6 scores, so there are 6 × 6 = 36 equally likely ordered pairs. The pairs whose scores add to 6 are (1, 5), (2, 4), (3, 3), (4, 2) and (5, 1), which is 5 pairs out of the 36. Answer: the probability is 5/36. The distractors: 4/36 comes from listing (1, 5), (5, 1), (2, 4) and (4, 2) and leaving (3, 3) out, because a double does not look like a pair that can be turned round; 5/12 comes from finding the 5 pairs but taking the number of possible results to be 6 + 6 = 12, adding the two dice instead of multiplying them; 1/11 comes from treating the eleven possible totals 2, 3, 4 and so on up to 12 as equally likely, so that a total of 6 is one result out of eleven.
- (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.
- (c) 3/8 — Method: write out every result of the three coins as a string of three letters, H for heads and T for tails, count the results that match the description and divide by how many results the list holds. Working: each coin lands two ways and no coin affects another, so the list holds 2 × 2 × 2 = 8 equally likely results. Exactly two heads means one coin lands on tails and the other two on heads, so the results are HHT, HTH and THH — 3 of the 8. Answer: the probability is 3/8. The distractors: 4/8 comes from reading 'exactly two heads' as 'at least two heads' and counting HHH as well; 2/8 comes from a list made without a system, in which HHT and THH are written down and HTH, the result with the tail between the two heads, is missed; 6/8 comes from counting 3 × 2 = 6 ways of picking which two of the three coins show heads, which counts every pair of coins twice, once in each order.
- (b) 0.55 — Method: it is easier to find the probability that Ffion wins NEITHER stage, then subtract that from 1. Working: P(lose stage 1) = 1 − 0.4 = 0.6, and P(lose stage 2) = 1 − 0.25 = 0.75. P(neither) = 0.6 × 0.75 = 0.45. P(at least one) = 1 − 0.45 = 0.55. Answer: 0.55. Watch out: adding the two win probabilities, 0.4 + 0.25 = 0.65, treats winning both as impossible and overcounts — that is not how independent probabilities combine. Multiplying the two win probabilities, 0.4 × 0.25 = 0.1, gives the probability of winning BOTH stages, not at least one. And stopping at 0.45, the probability of winning neither stage, forgets the final step of subtracting from 1.
- (b) 3 — Method: build the list of possible results systematically, taking the first flip as a head and then as a tail, and keeping the two flips in order so that a head then a tail is a different result from a tail then a head; then count the results that match the description. Working: with a head at the first flip the results are HH and HT, and with a tail at the first flip they are TH and TT, so the list is HH, HT, TH, TT — four results in all. The results containing at least one tail are HT, TH and TT. Answer: 3 of the results in the list contain at least one tail. The distractors: 2 comes from treating a head and a tail as one result however they are ordered, which shortens the list to HH, HT, TT so that only two entries hold a tail; 1 comes from reading 'at least one tail' as a tail at both flips, which is the single result TT; 4 comes from counting the tails written across the list — one in HT, one in TH and two in TT — instead of counting the results that contain a tail.
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