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.
Calculator
Answer key: Probability worksheet — GCSE Foundation
MathsUKwww.geekhero.co.uk
- (b) 100 — The sample shows a proportion of 8/60 = 2/15 faulty. Apply that proportion to the new batch of 750: 750 × 2/15 = 100. Flipping the ratio, calculating 8/750 × 60 instead of 8/60 × 750, gives 0.64, which rounds to about 1. Assuming the same number of faulty items applies to the new batch, without scaling for its larger size, just repeats the sample's count of 8. Rounding the proportion 8/60 = 0.1333... down to 0.1 before multiplying gives 750 × 0.1 = 75.
- (a) 75% — 'Percentage of the women' restricts the group to the 80 women, of whom 60 attend yoga: 60/80 = 0.75 = 75%. Dividing by the number of men (200 − 80 = 120) instead of the number of women gives 60/120 = 0.5 = 50%. Dividing by all 200 members instead of just the 80 women gives 60/200 = 0.3 = 30%. Using the 20 women who do NOT attend yoga (80 − 60) as the numerator instead of the 60 who do gives 20/80 = 0.25 = 25%.
- (d) 1/20 — Method: add the counts on the faulty end branches, divide by the total number of items in the experiment, then cancel. Working: the faulty items number 15 + 5 = 20, and 400 items were checked, so the probability is 20/400. Dividing the top and the bottom by 20 gives 1/20. Answer: the probability is 1/20. The distractors: 3/50 is 15/250 and comes from dividing machine A's faults by machine A's output, which is that machine's own fault rate rather than the probability for the whole batch; 1/30 is 5/150 and does the same on machine B's branch; 19/20 is 380/400 and gives the probability that the item picked is not faulty.
- (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%.
- (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.
- (d) 24 — There are 4 choices for the first digit. Once that digit is used, 3 digits remain for the second position, and then 2 digits remain for the third position: 4 × 3 × 2 = 24 codes. Choosing 64 comes from allowing a digit to be reused at every position, 4 × 4 × 4 = 64, which is not allowed here since no digit repeats. Choosing 12 comes from multiplying only the first two positions, 4 × 3 = 12, and forgetting that a third digit is also chosen from the digits that remain. Choosing 6 comes from counting only the arrangements of one single set of three digits, 3 × 2 × 1 = 6, and forgetting that there are 4 different sets of three digits that can be chosen from 2, 3, 4 and 5.
- (a) 60 — Method: because the counter goes back each time, every draw is the same experiment, so the expected number of reds is the number of draws multiplied by P(red). Working: there are 8 red counters out of 20, so P(red) = 8 ÷ 20 = 0.4. Over 150 draws the expected number of reds is 150 × 0.4 = 60. Answer: about 60 red counters would be expected. The distractors: 90 uses P(blue) by mistake, 150 × 12 ÷ 20 = 90; 100 comes from writing the probability from the red to blue ratio of 8 to 12, giving 150 × 8 ÷ 12 = 100; 75 comes from treating red and blue as equally likely because there are two colours, which gives 150 ÷ 2 = 75.
- (b) 60 — The probability of landing on purple in a single spin is 2/6. The expected number of times it lands on purple in 180 spins is 180 × 2/6 = 60. A candidate who answers 90 has used 3/6 instead of 2/6, miscounting the purple sections as 3. A candidate who answers 30 has used 1/6 instead of 2/6, forgetting one of the two purple sections. A candidate who answers 120 has used the probability of NOT landing on purple, 4/6, by mistake.
- (b) 40% — 32 out of the 80 people chose Coffee, so the percentage is (32 ÷ 80) × 100 = 40%. Choosing 32% comes from treating 32 as if it were already a percentage out of 100, instead of dividing by the actual total of 80 people surveyed. Choosing 25% comes from using the Tea row instead of the Coffee row, (20 ÷ 80) × 100 = 25%. Choosing 20% comes from using the Juice row instead of the Coffee row, (16 ÷ 80) × 100 = 20%.
- (c) 9/16 — There are 180 students in total and 84 are in Year 11, so Year 10 has 180 − 84 = 96 students. Of those 96, 42 travel by bus, so 96 − 42 = 54 walk. P(Year 10 student walks) = 54/96 = 9/16. Using the whole school of 180 as the denominator instead of just the 96 Year 10 students gives 54/180 = 3/10. Using the bus count, 42, as if it were the number who walk gives 42/96 = 7/16, the wrong branch of the Year 10 row. Working out the probability for Year 11 instead of Year 10 — 46 walkers out of 84 — gives 46/84 = 23/42.
- (b) 500 — Method: when a dice is known to be fair, the theoretical probability is the best thing to work from, and the more trials there are the closer the results tend to it. Working: for a fair dice the probability of a six is 1/6, so the expected number of sixes in 3000 rolls is 3000 × 1 ÷ 6 = 500. The class experiment gave a relative frequency of 14/60, but 60 trials is far too few to overturn a known theoretical value, and the school's 3000 rolls will tend towards 1/6 in any case. Answer: about 500 sixes. The distractors: 700 comes from using the class relative frequency instead of the theory, 3000 × 14 ÷ 60 = 700; 600 comes from splitting the difference between the two, since 1/6 is about 0.167 and 14/60 is about 0.233, whose mean is 0.2, and 3000 × 0.2 = 600; 2500 uses 5/6 instead of 1/6 and counts the rolls expected not to be a six.
- (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.
- (a) 1276 — Method: an unbiased relative frequency tends towards the theoretical probability as the number of trials increases, so use the record resting on the most trials, then multiply by the number of new trials. Working: the three records rest on 50, 200 and 1000 drops, so the most reliable is the one after 1000 drops, namely 0.638, and the run is indeed settling as the trials increase. The expected number of point up landings in 2000 further drops is 2000 × 0.638 = 1276. Answer: about 1276 times. The distractors: 1440 uses the earliest record, which rests on only 50 drops, giving 2000 × 0.720 = 1440; 1330 uses the middle record, treating 200 drops as a safe compromise when 1000 drops is better still, giving 2000 × 0.665 = 1330; 1348 comes from averaging the three records, since 0.720 + 0.665 + 0.638 = 2.023 and 2.023 ÷ 3 = 0.674, then 2000 × 0.674 = 1348, which gives the 50 drop record the same weight as the 1000 drop record.
- (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.
- (b) Organiser favoured — expected pay-out is under £1 — The expected pay-out per game is the prize times the probability of winning: £4 × 1/5 = £0.80. The expected income per game is the £1 entry fee, which the organiser collects regardless of the result. Since £0.80 is less than £1, the game favours the organiser, because the expected pay-out is under £1. The claim that the game favours the player, because the pay-out is over £1, is wrong on both counts — the pay-out is not over £1, and it is the organiser who benefits. The claim that the organiser is favoured because the pay-out is over £1 reaches the right side but the wrong reason: £0.80 is under £1, not over it. The claim that the two expected amounts are equal is also wrong: £0.80 and £1 are different amounts, so the game is not fair to both sides.
Build your own mix at the worksheet builder.