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.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.
- 2.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.
- 3.A garden centre tests 250 packets of seeds for germination, recording the results on a frequency tree. 68% of the 250 packets germinated successfully, and the rest did not. Work out how many packets germinated successfully.
- 4.A bag contains one red counter and one blue counter. Josh takes a counter, notes its colour, puts it back, then takes a counter again. He draws a tree diagram to show every possible pair of colours. Work out how many outcomes are on his tree diagram.
- 5.120 members of a sports club were asked whether they play football or netball; each member plays exactly one of the two sports. 70 of the members are male. 45 of the male members play football. 38 of the female members play netball. Work out how many female members play football.
- 6.In a survey of 45 students, 22 said they like reading, 18 said they like gaming, and 6 said they like both. Work out how many students like exactly one of reading or gaming.
- 7.The probability that Oliver's train is delayed on any morning is 0.3. Work out the probability that his train is not delayed.
- 8.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.
- 9.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?
- 10.Two ordinary fair dice are rolled. Work out the probability that both dice show the same score.
- 11.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.
- 12.Isla travels to school by bus, by bike, on foot or by car, and never by more than one of these on the same day. The probability that she travels by bus is 0.2, the probability that she travels by bike is 0.3 and the probability that she travels on foot is 0.1. Work out the probability that she travels to school by bus, by bike or on foot.
- 13.A six-sided dice is rolled 12 times. It lands on a six 4 times. Erin says that the dice must be biased. Which of these is the best comment on Erin's statement?
- 14.A spinner is spun 50 times. It lands on green 18 times. Work out the relative frequency of landing on green.
- 15.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.
Answer key
- (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.
- (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.
- (c) 170 — 68% of the 250 packets germinated: 250 × 0.68 = 170. Using the complement, the 32% that did NOT germinate, gives 250 × 0.32 = 80. Shifting the decimal point, using 0.068 instead of 0.68, gives 250 × 0.068 = 17. Rounding 68% up to 70% before multiplying gives 250 × 0.70 = 175.
- (d) 4 — Method: each of the first draw's 2 outcomes can be paired with each of the second draw's 2 outcomes, since the counter is put back before the second draw, so the tree has one branch for every combination. Working: 2 × 2 = 4 outcomes: red-red, red-blue, blue-red, blue-blue. Answer: 4. Watch out: writing down 2 lists only the colours of a single draw and never branches out to a second draw at all. Writing down 3 treats red-then-blue and blue-then-red as the same branch, when the tree diagram shows them as two separate paths, since the counter is put back and either colour could come first or second. And writing down 16 comes from working out 2 × 2 × 2 × 2, as though the counter were drawn four times instead of twice.
- (d) 12 — There are 120 − 70 = 50 female members. 38 of them play netball, so the rest play football: 50 − 38 = 12. Writing 45 is wrong because that is the number of MALE members who play football, not female. Writing 38 again is wrong because that is the female netball total, not the female football total — the question needs the total minus 38, not 38 itself. Writing 25 is wrong because that comes from the male branch (70 − 45 = 25 male netball players), not the female branch. 12 female members play football.
- (c) 28 — Reading only is 22 − 6 = 16, and gaming only is 18 − 6 = 12, so exactly one of the two is 16 + 12 = 28. Adding 22 and 18 without removing the 6 who like both, 22 + 18 = 40, counts those 6 students twice. Giving 6 mistakes the number who like both for the number who like exactly one. Finding 22 + 18 − 6 = 34 gives the number who like at least one of reading or gaming, but stops there instead of also removing the 6 who like both to leave only those who like exactly one.
- (d) 0.7 — Method: delayed and not delayed are the only two outcomes, so the two probabilities form an exhaustive set and add to 1; subtract the given probability from 1. Working: 1 − 0.3, written as 1.0 − 0.3 with the decimal points lined up. Answer: 0.7. The distractors: 0.3 comes from giving back the probability that the train is delayed instead of its complement; 0.97 comes from lining the decimal points up wrongly and working out 1.00 − 0.03; 0.5 comes from assuming that delayed and not delayed must be equally likely because there are only two outcomes.
- (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.
- (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.
- (b) 1/6 — Method: list the ordered pairs where the two scores match, and divide by the 36 equally likely pairs. Working: the matching pairs are (1, 1), (2, 2), (3, 3), (4, 4), (5, 5) and (6, 6), which is 6 pairs out of 36, cancelling down to 1/6. Answer: 1/6. Watch out: writing down 1/36 finds the probability of one particular double, such as (6, 6), rather than any double at all. Guessing 1/2 treats 'same' and 'different' as equally likely events, when there are only 6 matching pairs against 30 non-matching ones. And writing down 1/3 comes from listing each double twice, once for each order of the two dice, giving 12 pairs out of 36 — but (1, 1) is a single outcome, and swapping the two dice over does not produce a second one.
- (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.
- (c) 0.6 — Method: no two of these ways of travelling can happen on the same day, so they are mutually exclusive and the probability that one of them happens is the sum of their probabilities; they need not add to 1, because travelling by car is a fourth way. Working: 0.2 + 0.3 = 0.5, and 0.5 + 0.1 = 0.6, the decimal points lined up at each step. Answer: 0.6, which also shows that the probability of being taken by car is 0.4, since all four ways together must make 1. The distractors: 0.4 comes from carrying on past the question and giving the probability of the remaining way, by car; 0.5 comes from adding only the bus and the bike and leaving the smallest of the three probabilities out of the total; 0.006 comes from multiplying the three probabilities together instead of adding them.
- (b) She is wrong; 12 rolls is too few to judge — Method: compare the result with what is expected, then ask whether the experiment is long enough for a difference to mean anything. Working: if the dice were fair the expected number of sixes in 12 rolls is 12 × 1 ÷ 6 = 2, so 4 sixes is 2 above what was expected. But over only 12 rolls a result like this turns up often by chance: the relative frequency here is 4/12, which is 1/3, and over so few trials a relative frequency can sit well away from 1/6 with no bias at all. Answer: Erin is wrong, because 12 rolls is far too few to decide; she should roll the dice many more times and see whether the relative frequency settles near 1/6. The distractors: saying she is right because 4 beats the expected 2 uses the correct expected value but treats any difference as proof, which so short an experiment cannot give; saying a fair dice gives each score twice in 12 rolls treats an expected value as a guaranteed one; saying that 4 sixes in 12 rolls cancels down to 1 in 6 mis-cancels the fraction, because 4/12 is 1/3, which is twice 1/6, so that comment reaches the right verdict from arithmetic that is wrong.
- (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.
- (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.
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