Printable · GCSE Higher · ages 14-16
Number worksheet — GCSE Higher
Fifteen questions across the number statements at Higher tier. Choose the non-calculator filter to rehearse Paper 1, which counts for a third of the marks.
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Answer key: Number worksheet — GCSE Higher
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- (a) 7.5 × 10⁴ — Standard form is A × 10ⁿ, where A is between 1 and 10 (1 ≤ A < 10) and n is an integer — 7.5 × 10⁴ satisfies all of this. 12 × 10³ fails because 12 is not below 10. 0.5 × 10⁴ fails because 0.5 is not at least 1. 6.2 × 4⁵ fails because standard form always uses a power of 10, not a power of 4.
- (a) 12 — Method: build the number one place at a time, listing systematically: fix the tens digit, then run through every units digit that is still available. Working: any of the 4 digits can go in the tens place, and once it has been used only 3 digits are left for the units place, so there are 4 × 3 = 12 numbers; listing the numbers that begin with 1 gives 12, 13 and 14, and each of the other three starting digits gives 3 numbers in the same way. Answer: 12. The distractors: 16 comes from working out 4 × 4, which allows a digit to be used twice; 8 comes from multiplying the 4 digits by the 2 places in the number instead of multiplying the choices available at each place; 6 comes from treating a number and its reverse as the same, counting only the unordered pairs of digits.
- (b) 28 — Method: count the ordered choices with the product rule and then correct for the double counting, because the two captains have equal standing and so a pair is the same pair whichever captain is named first. Working: there are 8 players who could be named first and 7 who could be named second, giving 8 × 7 = 56 ordered choices; each pair has been counted twice, once in each order, so the number of pairs is 56 ÷ 2 = 28. Answer: 28. The distractors: 56 comes from stopping at 8 × 7 and never halving, which counts each pair of captains twice; 64 comes from working out 8 × 8, which allows the same player to be chosen as both captains; 16 comes from multiplying the 8 players by the 2 captaincies instead of pairing the players with one another.
- (c) 25/36 — Method: square a fraction by squaring its numerator and its denominator separately, then add the two results over a common denominator. Working: (2/3)² = 4/9 and (1/2)² = 1/4; the lowest common denominator of 9 and 4 is 36, so 4/9 = 16/36 and 1/4 = 9/36, and 16 + 9 = 25. Answer: 25/36. The distractors: 49/36 comes from adding the two fractions first and squaring the total, giving (7/6)²; 5/13 comes from squaring correctly but then adding the numerators and the denominators, as (4 + 1)/(9 + 4); 7/3 comes from doubling each fraction instead of squaring it, giving 4/3 + 1.
- (c) 4.6 — Since 100 lies between 64 and 125, ∛100 lies between 4 and 5. Narrow it down: 4.6³ = 97.336, which is less than 100, so ∛100 is greater than 4.6. To decide how it rounds to 1 decimal place, test the midpoint: 4.65³ = 100.544, which is more than 100, so ∛100 is less than 4.65 and therefore rounds down to 4.6. Simply taking the midpoint of 4 and 5 without testing any cube gives 4.5. Going up to the next tenth because 4.6³ fell short of 100, without checking that 4.65³ already overshoots, gives 4.7. Comparing 100 with the two given cubes, 64 and 125, noticing that 100 is nearer to 125, and rounding straight to the nearest whole number gives 5.0 — but that comparison is between the cubes, not between the cube roots, and cubing stretches the gaps unevenly, so it says nothing about which value the cube root rounds to.
- (a) 24 — Method: rearrange the relationship so that the lowest common multiple stands alone; it is the product of the two numbers divided by their highest common factor. Working: 48 = 2 × the lowest common multiple, so the lowest common multiple is 48 ÷ 2 = 24. Checking, 24 is in the 6 times table and in the 8 times table. Answer: 24. The distractors: 48 comes from giving the product of the two numbers and never dividing by the highest common factor; 96 comes from multiplying by the highest common factor instead of dividing by it; 12 comes from dividing by the highest common factor twice, once for each of the two numbers.
- (b) 1 — Method: BIDMAS deals with the index before the subtraction, and a negative number multiplied by itself gives a positive result. Working: (−2)² = (−2) × (−2) = 4, so the calculation becomes 4 − 3 = 1. Answer: 1. The distractors: −7 comes from squaring only the 2 and leaving the minus sign outside the index, giving −(2²) − 3 = −4 − 3 = −7; −1 comes from subtracting the square from 3 instead of 3 from the square, giving 3 − 4 = −1; 25 comes from carrying out the subtraction before the index, giving (−2 − 3)² = (−5)² = 25.
- (b) Chloe's estimate — √70 = 8.3666... to 4 decimal places. Comparing each estimate against this: Ben's 8.3 is 0.0666 away; Chloe's 8.4 is only 0.0334 away; Dan's 8.9 is 0.5334 away; Ella's 8.5 is 0.1334 away. Chloe's estimate is closest, because her method tests an actual calculation, 8.5² = 72.25, sees that it overshoots 70, and corrects slightly downward from it, rather than only comparing which perfect square is nearer. Ben's sharing-out is not a bad idea in itself — 70 sits 6 of the way along the 17 from 64 to 81, so 'about a third of the way' from 8 to 9 points at roughly 8.35 — but he then rounds that position down to 8.3, and it is that rounding, not the sharing-out, that leaves him twice as far from √70 as Chloe. Dan's claim that 81 is closer to 70 than 64 is is backwards: 70 − 64 = 6, while 81 − 70 = 11, so 64 is in fact the nearer square, which makes his estimate of 8.9 the furthest from the truth of all four. Ella's plain midpoint of 8 and 9 tests nothing at all: √70 does not sit halfway between 8 and 9, and her 8.5 lands further from √70 than Chloe's checked estimate does.
- (a) the nearest whole number — The error intervals are 23.5 ≤ p < 24.5 and 5.5 ≤ q < 6.5. The minimum of p ÷ q is 23.5 ÷ 6.5 ≈ 3.615, and the maximum is 24.5 ÷ 5.5 ≈ 4.455. Both of these round to 4 at the nearest whole number, so the answer is guaranteed correct to the nearest whole number — but not to the nearest 0.1, since 3.615 rounds to 3.6 while 4.455 rounds to 4.5, which do not agree. Claiming the nearest 0.1 assumes every figure a calculator shows is trustworthy, without checking whether the bounds actually agree that far. Claiming only the nearest 10 badly understates how much can be guaranteed here, since both bounds already round to 4, not merely to 0. Saying no degree of accuracy can be guaranteed gives up before checking whether the bounds agree at any level at all.
- (d) 6 — Method: the square root of a product can be found either by multiplying first and then rooting, or by rooting each factor and multiplying the two roots together. Working: 4 × 9 = 36, and 6 × 6 = 36, so the root is 6; the same value comes from √4 × √9 = 2 × 3. Answer: 6. The distractors: 36 comes from multiplying inside the root and then leaving the root untaken; 5 comes from rooting each factor and adding the results, 2 + 3, instead of multiplying them; 18 comes from rooting the 4 only and leaving the 9 untouched, giving 2 × 9.
- (a) 11:20 — Method: find the flight time using time = distance ÷ speed, then add this to the departure time. Working: 2340 ÷ 780 = 3 hours; 08:20 + 3 hours = 11:20. Answer: 11:20. 08:40 comes from dividing speed by distance instead of distance by speed, giving a flight time of 1/3 hour (20 minutes) rather than 3 hours. 11:00 comes from adding the 3-hour flight time to the hour of the departure time only, 8 + 3 = 11, and losing the 20 minutes. 03:00 comes from finding the flight time correctly but giving it as a clock time on its own, forgetting to add it to the departure time.
- (a) 5 — 16 + 9 = 25, then √25 = 5. Splitting the root over the addition instead gives √16 = 4 and √9 = 3, then 4 + 3 = 7 — but a root does not split over a sum like this. Multiplying those two roots instead of adding them gives 4 × 3 = 12. Taking the negative square root instead of the positive one gives −5.
- (d) £800 — Rounding 38.7 to 1 significant figure gives 40, and rounding 21.40 to 1 significant figure gives 20. Multiplying the rounded values gives an estimate of 40 × 20 = £800. Rounding 21.40 to the nearest whole number instead of to 1 significant figure gives 21, and 40 × 21 = £840, one place value too fine for the price. Adding the rounded values instead of multiplying them gives 40 + 20 = £60. Rounding both numbers to 2 significant figures instead of 1, giving 39 and 21, produces 39 × 21 = £819.
- (c) 5/8 — Method: write the decimal over 1000 using its three decimal places, then simplify. Working: 0.625 = 625/1000 = 5/8 (dividing both numerator and denominator by 125). Answer: 5/8. 25/4 comes from writing the decimal over 100 instead of 1000, as if there were only two decimal places. 31/50 comes from rounding 0.625 to 0.62 before converting. 8/5 comes from simplifying correctly to 5/8 and then writing the fraction upside down.
- (d) 2³ × 5² — Method: divide repeatedly by the smallest prime number, then write any repeated prime using a power. Working: 200 ÷ 2 = 100, 100 ÷ 2 = 50, 50 ÷ 2 = 25, 25 ÷ 5 = 5, and 5 is prime, so 200 = 2 × 2 × 2 × 5 × 5, written as 2³ × 5². 2² × 5³ swaps the two powers, giving 4 × 125 = 500, not 200. 2³ × 5 leaves out one of the two 5s, giving 8 × 5 = 40, not 200. 2 × 5³ leaves out two of the three 2s, giving 2 × 125 = 250, not 200. Answer: 2³ × 5².
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