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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- (d) 0.468 — The probability that Leo does not wake up before his alarm is 1 − 0.35 = 0.65, and the probability that his sister does not is 1 − 0.28 = 0.72. Since the two events are independent, multiply the complements: 0.65 × 0.72 = 0.468. A candidate who answers 0.63 has added the two given probabilities, 0.35 + 0.28, instead of finding and multiplying the complements. A candidate who answers 0.098 has multiplied the two given probabilities directly, 0.35 × 0.28, without taking complements first. A candidate who answers 0.532 has correctly reached 0.468 but then subtracted it from 1 again by mistake.
- (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.
- (d) 12 — Method: each result of the first experiment can be paired with every result of the second, so the two counts are combined by multiplying. Working: the coin lands in 2 ways and the dice lands in 6 ways. Each of the 6 dice scores can appear with a head or with a tail, so the table has 6 × 2 rows. Answer: there are 12 different results. The distractors: 8 comes from adding the two counts, 6 + 2, instead of multiplying them; 6 comes from listing the dice scores only and treating the coin as making no difference to the table; 36 comes from working out 6 × 6, counting the coin as though it too had six equally likely results.
- (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) 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.
- (b) 3/4 — Method: a card either is a diamond or is not a diamond, so those two outcomes form an exhaustive set and their probabilities add to 1; subtract the given probability from 1. Working: P(diamond) = 1/4, so P(not a diamond) = 1 − 1/4; writing 1 as 4/4 gives 4/4 − 1/4. Answer: 3/4. The distractors: 1/4 comes from giving back the probability that the card is a diamond instead of its complement; 1/2 comes from reading 'not a diamond' as 'not a red card' and halving the pack; 3/52 comes from doing the subtraction 4 − 1 = 3 on the suits but then writing that 3 over the 52 cards in the pack instead of over the 4 suits.
- (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.
- (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.
- (c) 36 — On the adult branch there are 90 tickets in total, and 54 of them are for the 3D showing, so the standard-showing branch is 90 − 54 = 36. Subtracting 54 from the overall total of 150 gives 96, but 150 is the total for ALL tickets, not just the adult branch, so 96 is wrong. Writing 60 is wrong because that is the number of CHILD tickets (150 − 90 = 60), not adult standard tickets. Writing 54 again is wrong because that is the number of adult 3D tickets, not the number of adult standard tickets. The adult standard-showing branch is 36.
- (a) 1/16 — The two spins are independent, so multiply the probability of blue on each spin: 1/4 × 1/4 = 1/16. Choosing 1/2 comes from adding the two probabilities instead of multiplying, 1/4 + 1/4 = 1/2. Choosing 1/8 comes from wrongly treating the second spin as having a 1/2 chance of blue instead of the given 1/4, giving 1/4 × 1/2 = 1/8. Choosing 1/4 comes from giving the probability for a single spin and forgetting that the spinner is spun twice.
- (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.
- (a) 1/6 — Method: for equally likely outcomes, write the number of favourable outcomes over the total number of outcomes. Working: the dice has one face showing 6, and there are 6 equally likely faces in total, so the probability is 1 over 6. Answer: 1/6, which is close to the left-hand end of the 0 to 1 scale because the outcome is unlikely. The distractors: 5/6 comes from giving the probability of not rolling a 6; 1/2 comes from treating 'a 6' and 'not a 6' as two equally likely outcomes; 1/5 comes from writing the one favourable face over the 5 faces that are not a 6 instead of over all 6 faces.
- (a) 1/3 — Method: for two independent spinners, multiply the probability of each separate outcome, but first work out each spinner's own probability correctly, using how many of its equal sections actually carry that result. Working: Spinner A has 2 even numbers, 2 and 4, out of 4 sections, so P(even) = 2/4 = 1/2. Spinner B has 2 red sections out of 3, so P(red) = 2/3. Multiplying gives 1/2 × 2/3, which cancels down to 1/3. Answer: 1/3. Watch out: writing down 1/4 treats Spinner B's two colours as equally likely and uses 1/2 for red, when in fact 2 of its 3 sections are red — the sections are not split evenly between the two colours. Writing down 1/6 undercounts Spinner A's even numbers as just one out of four instead of two. And writing down 5/6 applies the 'at least one' formula, P(A) + P(B) − P(A)×P(B), which answers a different question about EITHER spinner landing the right way, not both together.
- (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.
- (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.
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