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.
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Answer key: Probability worksheet — GCSE Foundation
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- (a) 4/9 — There are 3 × 6 = 18 equally likely outcomes. The product is a multiple of 5 whenever Spinner C shows 5, whatever Spinner D shows, which is 6 outcomes, or whenever Spinner D shows 5 and Spinner C shows 2 or 3, which is 2 more outcomes. This gives 6 + 2 = 8 outcomes, so the probability is 8/18 = 4/9. Choosing 1/3 comes from only counting the 6 outcomes where Spinner C shows 5 and forgetting the 2 outcomes where Spinner D shows 5 instead. Choosing 1/9 comes from only counting the 2 outcomes where Spinner D shows 5 and forgetting the 6 outcomes where Spinner C shows 5. Choosing 1/2 comes from counting 9 outcomes instead of 8, by listing the case where Spinner C shows 5 and Spinner D shows 5 twice over.
- (c) 0.65 — Overrunning and not overrunning are exhaustive: between them they cover every outcome, so their probabilities sum to 1. Work out 1 − 0.35 = 0.65. Writing 0.35 again is the probability that the appointment overruns, not its complement — the subtraction was never done. Adding instead of subtracting gives 1 + 0.35 = 1.35, which cannot be a probability at all. Subtracting each digit from 10 instead of borrowing from the 1, so 10 − 3 = 7 tenths and 10 − 5 = 5 hundredths, gives 0.75.
- (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.
- (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.
- (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.
- (a) 80 — Method: list the outcomes that count as a success, write the probability from them, then multiply by the number of rolls. Working: the scores of 3 or more are 3, 4, 5 and 6, which is 4 of the 6 equally likely scores, so the probability is 4/6, which cancels to 2/3. Over 120 rolls the expected number is 120 × 2 ÷ 3 = 80. Answer: about 80 of the rolls would be expected to give 3 or more. The distractors: 60 comes from reading a score of 3 or more as a score above 3 and counting only 4, 5 and 6, giving 120 × 3 ÷ 6 = 60; 40 is the expected number of rolls that are not 3 or more, 120 × 2 ÷ 6 = 40; 20 is 120 ÷ 6 and is the expected count for one single score.
- (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.
- (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.
- (d) 3/5 — The first tile drawn is a consonant with probability 4/5, since 4 of the 5 letters in MATHS are consonants. Since it is not replaced, 3 consonants remain out of the 4 tiles left, so the second tile is a consonant with probability 3/4. Multiplying gives 4/5 × 3/4 = 3/5. Choosing 4/5 comes from only using the probability for the first draw and forgetting the second draw changes once a tile is removed. Choosing 3/4 comes from only using the probability for the second draw on its own. Choosing 16/25 comes from treating the two draws as independent, using 4/5 × 4/5 = 16/25, which would only be correct if the first tile were replaced before the second draw.
- (a) No — the three probabilities sum to 1.10, over 1. — Winning, drawing and losing are exhaustive and mutually exclusive, so their probabilities must sum to exactly 1. Adding Freddie's three values gives 0.45 + 0.3 + 0.35 = 1.10, which is more than 1, so his probabilities cannot all be correct: 'No — the three probabilities sum to 1.10, over 1.' Checking only that each value lies between 0 and 1 accepts them as 'Yes — each probability lies between 0 and 1' without ever adding the three together. Judging by which outcome sounds most likely leads to 'Yes — winning has the highest single probability', which never checks the total either. Noting that a runner cannot win, draw and lose at once, and treating that alone as enough, gives 'Yes — the three outcomes are mutually exclusive' — but mutually exclusive outcomes that are also exhaustive must still sum to 1, and 1.10 does not.
- (d) 9 — Method: each of the first spin's 3 outcomes can be paired with each of the second spin's 3 outcomes, so the two counts are multiplied together. Working: 3 × 3 = 9 ordered pairs. Answer: 9. Watch out: writing down 6 comes either from adding the two spins' counts, 3 + 3, instead of multiplying them, or from listing colour pairs without order, treating (red, blue) as the same entry as (blue, red) — both shortcuts miss outcomes that the ordered list contains. Writing down 3 lists only a single spin's outcomes and never pairs the two spins up at all. And writing down 27 treats the spinner as though it had been spun three times, 3 × 3 × 3, one spin too many.
- (c) 0.37 — Method: pool the two runs into one combined set of results, then find the relative frequency of red across all of the spins together. Working: total reds = 16 + 21 = 37. Total spins = 40 + 60 = 100. Relative frequency = 37 ÷ 100 = 0.37. Answer: 0.37. Watch out: writing down 0.40 uses only the first run, 16 ÷ 40, and throws away the extra evidence from the second 60 spins. Writing down 0.35 uses only the second run, 21 ÷ 60, and throws away the first run instead. And writing down 0.375 averages the two runs' separate rates, (0.40 + 0.35) ÷ 2, which treats a run of 40 spins and a run of 60 spins as equally weighted, when pooling the actual counts gives the larger run its fair share of influence.
- (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) 43/70 — There are 140 − 85 = 55 Zone B households, and 55 − 21 = 34 of them recycle glass. In total, 52 + 34 = 86 households recycle glass, out of 140: 86/140 = 43/70. Writing 13/35 is wrong because 52/140 simplifies to 13/35, and 52 only counts Zone A, leaving out the 34 Zone B recyclers. Writing 17/70 is wrong because 34/140 simplifies to 17/70, and 34 only counts Zone B, leaving out the 52 Zone A recyclers. Writing 73/140 is wrong because it adds the 52 Zone A recyclers to the 21 Zone B households that do NOT recycle, mixing up two different groups instead of adding the two recycling groups. The probability is 43/70.
- (c) 0.31 — Method: a late bus can be reached along two paths of the tree. Multiply along each path, then add the paths that end in a late bus. Working: the rain path gives 0.3 × 0.8 = 0.24. No rain has probability 1 − 0.3 = 0.7, so the second path gives 0.7 × 0.1 = 0.07. Adding the two paths gives 0.24 + 0.07. Answer: the probability is 0.31. The distractors: 0.9 comes from adding the two branch probabilities 0.8 and 0.1 without first weighting them by how often it rains; 0.24 comes from following the rain path only and ignoring that the bus can also be late when it is dry; 0.27 comes from using 0.3 at the start of both paths, so that the no-rain path is given 0.3 × 0.1 instead of 0.7 × 0.1.
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