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.
Answer key: Probability worksheet — GCSE Foundation
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- (c) 1/10 — On the adult branch, 210 − 189 = 21 appointments were missed. There are 300 − 210 = 90 child appointments, and 90 − 81 = 9 of those were missed. In total, 21 + 9 = 30 appointments were missed, out of 300: 30/300 = 1/10. Writing 7/100 is wrong because 21/300 simplifies to 7/100, and 21 only counts the adult branch, leaving out the 9 missed child appointments. Writing 3/100 is wrong because 9/300 simplifies to 3/100, and 9 only counts the child branch, leaving out the 21 missed adult appointments. Writing 1/9 is wrong because it divides the 30 missed appointments by the 270 that were attended (300 − 30) instead of by the whole 300 booked. The probability is 1/10.
- (c) 30 — The numbers less than 4 are 1, 2 and 3, so the probability of that event is 3/6, and the expected count in 90 rolls is 90 × 3/6 = 45. The probability of rolling a 6 is 1/6, and the expected count is 90 × 1/6 = 15. The difference between the two expected counts is 45 − 15 = 30. A candidate who answers 45 has given the expected count for 'less than 4' only, forgetting to subtract the other expected count. A candidate who answers 15 has given the expected count for '6' only. A candidate who answers 36 has used a dice with 5 possible numbers instead of 6, giving 90 × 3/5 = 54 and 90 × 1/5 = 18, a difference of 36.
- (a) 12/25 — P(red then blue) = 4/10 × 6/10 = 24/100. P(blue then red) is the same, 6/10 × 4/10 = 24/100. Since either order counts as different colours, add them: 24/100 + 24/100 = 48/100 = 12/25. Working out only one order, red-then-blue, and forgetting blue-then-red, gives 24/100 = 6/25. Working out the probability that the two counters are the SAME colour instead — 4/10 × 4/10 + 6/10 × 6/10 = 16/100 + 36/100 = 52/100 = 13/25 — answers a different question. Using 6/9 for the second draw, as if the first counter were not replaced, gives 2 × (4/10 × 6/9) = 48/90 = 8/15.
- (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.
- (b) 0.49 — Adding all four pupils' flips gives 40 + 25 + 20 + 15 = 100 flips in total, and adding their heads gives 24 + 10 + 9 + 6 = 49 heads in total, so the combined estimate is 49/100 = 0.49. Writing 0.46 is wrong because it averages the four pupils' individual rates (0.60, 0.40, 0.45 and 0.40) as if they all came from the same number of flips, which they do not — this ignores that Sam and Priti flipped far more times than Leo and Fatima. Writing 0.60 is wrong because it only uses Sam's own result (24/40 = 0.60), ignoring the other three pupils. Writing 0.40 is wrong because it only combines Priti and Fatima's results (16/40 = 0.40), leaving out Sam and Leo entirely. The combined estimate from all four pupils is 0.49.
- (c) 26 — The number who play football or basketball is 27 + 21 − 9 = 39, subtracting the 9 who play both so they are not counted twice. The number who play neither is then 65 − 39 = 26. Giving 39 stops after finding the number who play football or basketball, without taking the complement within the 65 members. Subtracting all three given numbers from 65, 65 − 27 − 21 − 9 = 8, treats the 9 who play both as a separate group rather than a correction for double-counting. Adding 27 and 21 without removing the double-counted 9, then subtracting that total from 65, gives 65 − (27 + 21) = 17.
- (b) 3/10 — The number who use at least one app is 90 − 20 = 70. Since 55 + 42 double-counts the overlap, n(X ∩ Y) = 55 + 42 − 70 = 27, so P(both) = 27/90 = 3/10. Forgetting to subtract the 20 who use neither, and using the full 90 as the union, gives 55 + 42 − 90 = 7, so 7/90. Reporting the probability of using X or Y (or both), 70/90 = 7/9, answers a different question about the union, not the overlap. Reporting the probability of using neither app, 20/90 = 2/9, is the complement of the union, not the intersection.
- (b) 1/4 — There are 6 × 2 = 12 equally likely outcomes. The even-numbered cards are 2, 4 and 6, so there are 3 × 1 = 3 outcomes with an even card and tails, giving a probability of 3/12 = 1/4. Choosing 1/2 comes from working out only the probability of drawing an even card, 3/6, and forgetting to combine it with the coin landing on tails. Choosing 1/12 comes from treating only one specific outcome, such as card 6 with tails, as the only one that counts, instead of all three even cards paired with tails. Choosing 1/8 comes from doubling the coin stage when counting the total, using 6 × 2 × 2 = 24 outcomes instead of 6 × 2 = 12, and giving 3/24 = 1/8.
- (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.
- (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.
- (d) 0.80 — Evens is exactly halfway along the scale, at 0.5, and 3/10 written as a decimal is 0.3. A probability 3/10 higher than evens is 0.5 + 0.3 = 0.80. Giving 0.30 as the answer converts the increase but never adds it to the value of evens. Adding the increase to 1, the 'certain' end of the scale, instead of to evens gives 1 + 0.3 = 1.30, which cannot be a probability. Writing 3/10 as 0.03 instead of 0.3, a place-value slip, gives 0.5 + 0.03 = 0.53.
- (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.
- (b) 1/12 — Method: the coin does not affect the dice, so the two events are independent and the probability that both happen is the product of their probabilities. Working: heads has probability 1/2 and a 6 on an ordinary dice has probability 1/6. Multiplying gives 1 on the top and 2 × 6 = 12 on the bottom. Answer: the probability is 1/12. The distractors: 2/3 comes from adding 1/2 and 1/6 instead of multiplying them; 1/6 comes from using the dice alone and ignoring the condition on the coin; 1/8 comes from counting the possible results as 6 + 2 = 8 and treating the winning result as one of those eight.
- (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.
- (c) 6 — Method: to list every combination of one item from a group of 3 and one item from a group of 2 systematically, multiply the two numbers of choices together. Working: 3 × 2 = 6. Answer: 6. Watch out: adding the two totals instead of multiplying, 3 + 2 = 5, misses combinations that a full grid would show — a grid with 3 rows and 2 columns has 6 cells, not 5. Writing down 3 counts only the pens, and writing down 2 counts only the types of paper — neither one pairs every pen with every type of paper.
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