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
MathsUKwww.geekhero.co.uk
- (d) 0.420 — Method: use the relative frequency worked out from the larger number of trials as the best estimate of the probability, since a bigger sample tends to sit closer to the true probability. Working: 84 out of 200 drops land open end up, so the relative frequency from the total is 84 ÷ 200 = 0.420. Answer: 0.420. Watch out: writing down 0.650 comes from 13 ÷ 20, using only the first, much smaller sample instead of the total. Writing down 0.535 comes from averaging 0.650 and 0.420, treating the 20-drop run and the 200-drop run as equally reliable instead of using the larger sample on its own. And writing down 0.580 comes from 1 − 0.420, working out the probability that the bottle top lands the other way up instead of open end up.
- (b) 3 times as likely — Method: to say how many times as likely one event is as another, divide the larger probability by the smaller one; subtracting them gives the gap between the two probabilities, not the multiple. Working: both probabilities are counted in tenths, so 6/10 ÷ 2/10 compares 6 tenths with 2 tenths, and 6 ÷ 2 = 3. Answer: winning at the hoopla stall is 3 times as likely, which is why 6/10 sits three times as far along the 0 to 1 scale as 2/10. The distractors: 4 times as likely comes from subtracting the two counts, 6 − 2, instead of dividing them, which measures the gap rather than the multiple; 6 times as likely comes from reading the larger probability's 6 tenths straight off as the multiple without ever comparing it with the 2 tenths at the other stall; 12 times as likely comes from multiplying the two counts, 6 × 2, instead of dividing one by the other.
- (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) £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.
- (b) 11/36 — Method: 'at least one' is the opposite of 'none at all', so work out the probability of no 5 on either roll and take it away from 1. Working: a roll that is not a 5 has probability 5/6, and the rolls are independent, so no 5 at all has probability 5/6 × 5/6 = 25/36. Taking this from 36/36 leaves 11/36. Answer: the probability is 11/36. The distractors: 25/36 is the probability of no 5 at all, written down without the final subtraction; 12/36 comes from counting the 6 pairs with a 5 on the first roll and the 6 pairs with a 5 on the second and adding them, which counts the pair (5, 5) twice; 30/36 comes from working out 1 − 1/6 as though only one roll were made.
- (d) 18 — Method: a frequency tree can be filled from either end, because a pair of branches adds up to the number above it and the matching end branches add up to the total for that outcome. Working: the children number 180 − 108 = 72. Of the 153 finishers, 99 were adults, so the children who finished number 153 − 99 = 54. Along the children's branch, 72 − 54 = 18 children did not finish. Answer: 18 children did not finish. The distractors: 27 is 180 − 153 and counts everyone who did not finish, adults included; 9 is 108 − 99 and counts only the adults who did not finish; 54 is the number of children who did finish, which is the branch next to the one asked for.
- (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.
- (a) 2/3 — Method: 'in A or in B' means every score that belongs to at least one of the two sets; a score that belongs to both is still only one outcome, so it is listed once. Working: the even scores are 2, 4 and 6; the scores greater than 4 are 5 and 6. Listing the scores that appear in either set gives 2, 4, 5 and 6, with 6 written once. That is 4 of the 6 faces, or 4/6. Answer: the probability is 2/3. The distractors: 5/6 comes from adding the sizes of the two sets, 3 + 2, so that the score 6 is counted in both and appears twice; 1/2 comes from using the even scores alone; 1/6 comes from giving the probability that the score is in both sets, which is the single score 6, rather than in either of them.
- (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.
- (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.
- (d) 56 — Method: count the trials over the whole period first, then multiply the number of trials by the probability. Working: 4 weeks is 4 × 7 = 28 days, and at 25 trains a day that is 25 × 28 = 700 trains. The expected number of late trains is 700 × 0.08 = 56. Answer: about 56 late trains over the 4 weeks. The distractors: 2 is the expected number for a single day, 25 × 0.08 = 2, with the 28 days never brought in; 14 uses one week instead of four, 25 × 7 × 0.08 = 14; 644 is 700 − 56 and counts the trains expected to be on time.
- (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) 16 — Method: put the counts into a two-way table, complete the row totals, then subtract along the Year 11 row. Working: there are 60 students altogether and 35 are in Year 10, so the number in Year 11 is 60 − 35 = 25. Of those 25 students, 9 chose a sandwich, so the number who chose a hot meal is 25 − 9 = 16. Answer: 16 Year 11 students chose a hot meal. The distractors: 15 comes from subtracting along the Year 10 row instead, 35 − 20 = 15, which is the number of Year 10 hot meals; 25 is the Year 11 row total, written down before the sandwiches are taken off; 31 comes from working with the sandwich figures for the whole school, 60 − 20 − 9 = 31, which counts the Year 10 hot meals as well.
- (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.
- (c) 39.5% — Win, draw and lose are mutually exclusive and exhaustive, so their probabilities sum to 100%: 42% + 18.5% = 60.5% is the percentage that wins or draws. 100% − 60.5% = 39.5% is the percentage that neither wins nor draws. Adding 42% and 18.5% and stopping there, 60.5%, is the probability of winning or drawing, not of neither. Subtracting only the 42% from 100% gives 58.0%, ignoring the draw percentage. Subtracting only the 18.5% from 100% gives 81.5%, ignoring the win percentage.
Build your own mix at the worksheet builder.