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- Math for Ages 12 to 13
- Probability
Probability: Outcomes, Experiments and Equally Likely Events
Grade 7Lesson 6 of 6 in Math for Ages 12 to 13 Course
What you will learn
- Use the words and numbers of probability to say how likely an event is, place it on the scale from 0 to 1, and write it as a fraction, a decimal or a percent.
- Use probability words and the scale from 0 to 1Name the parts of a chance experiment and place events on the probability scale, from impossible at 0 to certain at 1.
- Write and compare probabilities as fractions, decimals and percentsWrite the same probability as a fraction, a decimal and a percent, and use these forms to compare and order how likely events are.
- Use probability words and the scale from 0 to 1
- List the outcomes of one experiment, use equally likely outcomes to find exact probabilities, and use the fact that probabilities add to 1, including to find the chance that an event does not happen.
- List the sample space and describe eventsWrite the complete list of outcomes for one experiment, and describe an event by the outcomes that make it happen.
- Calculate probabilities with equally likely outcomesUse the number of favorable outcomes and the number of all possible outcomes to find exact probabilities, and recognize when this method does not apply.
- Use probability models in which probabilities add to 1Give a probability to every outcome of an experiment, check that the probabilities add to 1, find a missing probability, and add the probabilities of outcomes that cannot happen together.
- Find the probability that an event does not happenIdentify the complement of an event and use the fact that an event and its complement have probabilities that add to 1.
- List the sample space and describe events
- Carry out and simulate chance experiments, use relative frequency to estimate probabilities, and judge how reliable an estimate is and how well it matches the theoretical probability.
- Run experiments and find relative frequenciesRecord the results of repeated trials in a frequency table and calculate relative frequency as an estimate of a probability.
- Explain why more trials give more reliable estimatesExplain why results vary from one experiment to another, and why relative frequency tends to settle near the theoretical probability as the number of trials grows.
- Compare experimental and theoretical probabilityCompare experimental results with what a model predicts, decide whether an object seems fair or biased, and build a probability model from data when no theoretical probability is available.
- Run experiments and find relative frequencies
- Use probabilities to predict how often an event will happen in many trials, and use those predictions to judge games, guesses and risks.
- Calculate expected frequencyMultiply a probability by the number of trials to predict how many times an outcome should happen, and interpret the prediction sensibly.
- Use probability to judge games, guesses and risksDecide whether a game of chance is fair, predict the results of guessing, compare risks written in different forms, and weigh probability against consequences when making a choice.
- Calculate expected frequency
Probability study guide
1Put chance into words and numbers
Chance words help us describe what might happen. Numbers make those descriptions more exact: they let us compare a small chance with a large one. Start with the language of experiments and the probability scale. Then connect fractions, decimals, and percents, so a change in how a probability is written never hides its size. A probability helps you judge a possible result, even when you cannot predict the next result.
1.1 Describe an event’s chance
A coin flip has a result you cannot know in advance. Probability gives you a way to describe its chance. The same language works for rolling a die, spinning a spinner, or choosing a counter.
Name what happens
A probability experiment is an action whose result depends on chance. One attempt is a trial. A possible result is an outcome. A standard six-sided die, also called a number cube, has six outcomes: 1, 2, 3, 4, 5, and 6.
An event groups the outcomes you are interested in. For example, “roll an even number” contains 2, 4, and 6. If the die lands on 4, the outcome is 4 and the event has happened. An event can contain more than one outcome.
Read the scale
A probability measures how likely an event is. Write it as . Read as “the probability of rolling an even number.” Every probability lies from 0 to 1, including both ends.
| Probability | Meaning | Example on one roll of a fair die |
|---|---|---|
| 0 | Impossible | Roll a 7 |
| Close to 0 | Unlikely | Roll a 6 |
| 0.5 | Even chance | Roll an even number |
| Close to 1 | Likely | Roll a number below 6 |
| 1 | Certain | Roll a number below 7 |
An even chance means the event is as likely to happen as to fail. It is also called a “50-50 chance” or “evens.” For the even-number event, three of the six faces work, giving . For a 6, only one face works, giving . That belongs much nearer 0 on the scale.
The farther right a probability sits, the more likely its event. “Likely” still leaves room for failure. A probability of 0.9 means success about nine times in ten over many trials. A probability of 0.1 means success about once in ten; it is small, but possible.
Fair, biased, and random
A fair die gives every face the same chance. A biased die favors some faces. For example, extra weight can make one face appear more often. A fair coin gives heads and tails equal chances. On a fair spinner, equal-sized sections have equal chances; a color covering several sections can have a larger chance than another color.
Choosing an item at random gives each item the same chance of selection. You can know the chance of picking a particular item without knowing which item will come out.
Check the scale when calculating. Values such as −0.3, 1.2, 7/5, and 120% cannot describe a probability. A chance of 1 already includes every possible result.
Key Takeaways
- A trial is one attempt; an outcome is one possible result.
- An event contains the outcomes that make it happen.
- Probabilities run from 0, impossible, to 1, certain.
- An even chance is 0.5; likely and unlikely events can both surprise you.
- Fair outcomes have equal chances; biased devices favor some outcomes.
1.2 Compare fractions, decimals, and percents
A probability can look different without changing its value. A quarter, 0.25, and 25% all name the same chance. Connecting these forms lets you compare events on one scale.
Change the form
For a fraction, divide the top number by the bottom number. To change a decimal to a percent, multiply by 100:
To go back from a percent, divide by 100. So 37.5% is 0.375. Percent means “out of 100,” and the percent probability scale runs from 0% to 100%.
You can also simplify a fraction first. For example, . Both fractions are correct. Simplifying changes the numbers used to write the chance, but keeps their ratio the same.
Keep exact values while working
Some decimals repeat forever. For one third, . You might report this as about 0.33 or 33.3%. For one sixth, , about 0.17 or 16.7%.
Use the exact fraction during a calculation. Round at the end when a decimal or percent is requested. Two rounded values can look equal even when their exact probabilities differ.
Read “out of” carefully
“1 in 4,” “1 out of 4,” and “a 25% chance” all mean . The bottom number counts the whole group. If 3 out of 10 students wear glasses, the probability of choosing one of them at random is . The other 7 students are part of that total, so uses the wrong whole.
The phrase “1 to 4” compares one favorable result with four unfavorable results. That makes five results altogether, giving . It is different from “1 out of 4.”
Put unlike forms in order
Suppose event A has probability 0.45, event B has probability , and event C has probability 42%. Change them to decimals:
- A: 0.45.
- B: .
- C: .
The order from least likely to most likely is B, C, A. On a probability line, B sits left of C, and C sits left of A.
Do not compare just the top numbers of two fractions. For example, is smaller than . Although 3 is larger than 2, eighths are smaller pieces than fifths.
To mark 0.25 on a line from 0 to 1, go a quarter of the way across. Mark 0.8 four fifths of the way across. Equal probabilities, such as 0.8 and 80%, belong at the same point.
Key Takeaways
- Divide the numerator by the denominator to get a decimal.
- Multiply a decimal by 100 to get a percent.
- The denominator in an “out of” probability counts the whole group.
- Compare different forms by converting them to one form.
- Keep exact fractions while working; round the final answer when needed.
- Equal probabilities occupy the same point on a probability line.
2Work out probabilities from a model
To calculate a chance, you need to know what can happen and how likely each result is. A complete list helps you count without missing an outcome. Equal chances allow a simple fraction; unequal chances need their own values. You can also use the total probability of 1 to find missing entries or the chance that an event fails. Watch for events that overlap, because their shared outcomes must be counted only once.
2.1 List all possible results
Before finding a probability, decide what counts as a result. A list of every possible outcome is called the sample space. An event picks out some of those outcomes.
Make a complete list
Write a sample space in braces. For a coin flip, it is {heads, tails}. For one roll of a standard die, it is {1, 2, 3, 4, 5, 6}. List numbers in order so that gaps are easy to spot.
A spinner with eight sections numbered 1 through 8 has sample space {1, 2, 3, 4, 5, 6, 7, 8}. There are eight outcomes. The list includes every possible result, even when your event needs only a few of them.
Pick the outcomes for an event
The favorable outcomes are the ones that make an event happen. “Favorable” means they match the event; the result need not be something you want.
For a die, “roll a prime number” contains {2, 3, 5}. Remember that 1 is not prime. “Roll a number greater than 4” contains {5, 6}. The sample space stays the same, but these events choose different parts of it.
An event can contain:
- One outcome, such as “roll a 3.”
- Several outcomes, such as “roll an odd number.”
- Every outcome, such as “roll a whole number from 1 to 6.”
- No outcomes, such as “roll a 9.”
The last two are certain and impossible events.
A list does not give equal chances
Equally likely outcomes have the same chance. A fair die gives that chance to each face. Writing down three color names does not make those colors equally likely.
A bag holds 5 red, 3 blue, and 2 green counters. One counter is chosen at random. The possible colors are {red, blue, green}, but red has more counters than either other color.
To see the equal chances, give each counter a label: R1 through R5, B1 through B3, and G1 through G2. Those ten individual counters are ten equally likely outcomes. The event “red” contains five of them. Color names group the outcomes; they do not count the individual chances.
Repeated letters work the same way. The word “MISSISSIPPI” has 11 letter positions. It contains 1 M, 4 I’s, 4 S’s, and 2 P’s. Picking a position at random gives each position the same chance. The four letter names {M, I, S, P} do not have equal chances, because some names appear in more positions.
Key Takeaways
- A sample space contains every possible outcome.
- Favorable outcomes are the outcomes that make an event happen.
- An event may contain none, some, or all of the sample space.
- Randomly chosen objects have equal chances even when their color groups do not.
2.2 Count favorable outcomes and the total
When every outcome has the same chance, count the outcomes that work and compare them with the whole sample space. This gives a theoretical probability: a probability calculated from a model of the situation.
Use the counting rule
First check that the outcomes have equal chances. Then count the whole set and the favorable part. Write the fraction, and simplify or convert it as needed.
On one roll of a fair die, the numbers greater than 4 are 5 and 6. Two faces work out of six:
The prime numbers are 2, 3, and 5, so their probability is . No favorable outcomes gives 0. If every outcome works, the favorable and total counts are equal, giving 1.
Count objects, not color names
In a bag with 5 red, 3 blue, and 2 green counters, there are ten counters altogether. Each counter has the same chance of being chosen.
For “red or green,” either color works. There are favorable counters, so the probability is . Using three as the denominator would count color names instead of the objects being picked.
The same rule applies to people. A class has 28 students, including 15 girls. A random choice gives one particular student, Jane, probability . The event “choose a girl” includes 15 students, so its probability is .
For a position chosen from “MISSISSIPPI,” 4 of the 11 positions contain S, 2 contain P, and 1 contains M. Their probabilities are , , and . The only vowel is I, appearing four times, so the probability of a vowel is .
Update the whole when it changes
Add two blue counters to the bag above. It now has five blue counters and twelve counters in total:
The denominator changes as well as the numerator. Keeping ten underneath would treat new counters as favorable without including them in the whole bag.
Unequal groups need different treatment
A spinner can be half red, a quarter blue, and a quarter yellow. It has three colors, but red’s chance is because red covers half the circle. Equal-sized sections have equal chances; unequal color areas do not.
Likewise, naming two events does not make each a half chance. A fair die either shows a 6 or does not, but those events contain one face and five faces. Their probabilities are and .
Key Takeaways
- Use favorable count divided by total count when outcomes are equally likely.
- Theoretical probability comes from a model of the situation.
- Count every individual object in the denominator.
- When objects are added or removed, update both counts.
- Two named events need not have equal chances.
2.3 Make the probabilities add to 1
A probability model gives a probability to every possible outcome.
Equal and unequal models
A fair die has a uniform model: each of its six outcomes has probability . A spinner with unequal color areas has a model that is not uniform. Its probabilities can come from the areas. A 90° section takes of the circle, giving a probability of .
Model values can also come from experimental data. Whatever their source, each value must lie from 0 to 1, and the values for all outcomes must total 1.
Find a missing probability
A spinner’s colors have these probabilities:
| Color | Red | Blue | Green | Yellow |
|---|---|---|---|---|
| Probability | 0.35 | 0.20 | ? | 0.15 |
Add the known values: . The missing part of the whole is , so green has probability 0.30.
A list such as 0.5, 0.3, and 0.3 fails this check. It totals 1.1, which is more than the whole chance.
A model may use a letter for a missing value. Suppose a team has win probability , tie probability , and loss probability 0.25. The three results cover every possibility:
Combine the unknown parts and subtract 0.25:
The probabilities are therefore 0.50, 0.25, and 0.25. Substituting them into the table gives a total of 1.
Add events that cannot happen together
Two events are mutually exclusive when they cannot both happen on the same trial. On a single die roll, “roll a 2” and “roll a 5” are mutually exclusive. On one spin, red and blue are mutually exclusive, so:
All the individual outcomes of an experiment are mutually exclusive. Together they are exhaustive, meaning that they cover every possibility. This is why their probabilities add to 1.
Watch for shared outcomes
“Roll an even number” and “roll a number greater than 3” can both happen: 4 and 6 belong to both events. Adding their two half chances would count these faces twice.
List the outcomes that fit either description: {2, 4, 5, 6}. Four of the six faces work, so the probability is .
Key Takeaways
- A complete model gives every outcome a probability, with a total of 1.
- A uniform model assigns the same probability to every outcome.
- Find a missing probability by subtracting the known total from 1.
- Mutually exclusive events cannot happen in the same trial.
- Add probabilities directly for mutually exclusive events.
- When events overlap, count each shared outcome only once.
2.4 Find the chance of “not”
Sometimes it is easier to calculate the chance that an event fails. The complement of an event contains every outcome outside that event.
Include everything outside the event
If A is “roll a 6,” then “not A” is “roll 1, 2, 3, 4, or 5.” The complement is also written A′, read “A prime,” or Aᶜ. Its probability can be written , , or .
In any trial, exactly one of A and “not A” happens. They cannot happen together, and there is no outcome outside the pair. Their probabilities therefore add to 1:
Subtract the event’s probability to find its complement:
Subtract from the whole
For a fraction, write 1 with the same denominator. If , then:
With a decimal, subtract from 1. If , then . With a percent, subtract from 100%. A 65% chance of rain gives a 35% chance of no rain during that forecast period.
The rule also works for unequal chances. A player who makes a free throw with probability 0.78 misses with probability . Making and missing cover every result of the throw.
Choose the shorter count
A bag has 5 red, 3 blue, and 2 green counters. For “not green,” you could count red and blue to get eight favorable counters. You could also subtract green’s chance:
Both routes give the same value. The complement is useful when one small group is easier to count than all the other groups.
Keep the boundary
The complement of “greater than 4” is “less than or equal to 4.” The number 4 belongs in the complement because it is not greater than 4. On a die, that complement is {1, 2, 3, 4}.
Two events can be mutually exclusive without being complements. On a four-color spinner, “red” and “blue” cannot happen together, but green and yellow remain possible. With probabilities red 0.35, blue 0.20, green 0.30, and yellow 0.15, the complement of red includes all three other colors. Its probability is . Red and blue alone total only 0.55.
Key Takeaways
- A complement contains every outcome outside the original event.
- An event and its complement are mutually exclusive and cover every possibility.
- Use P(not A) = 1 − P(A), or subtract from 100% for percents.
- Check boundary words such as “greater than” and “at least.”
3Use experiments to estimate chances
An object’s chance is not always clear from its shape or labels. Repeated trials give you data to work with. Record each result, turn the counts into proportions, and look at how those proportions change as the experiment grows. You will also learn how to combine results and compare them with a model. The size of a gap matters, but so do the number of trials and the care taken to run them.
3.1 Turn results into an estimate
A coin has a simple familiar model. An object such as a paper cup may land in several ways with unequal chances. Repeated trials help you estimate those chances from what actually happens.
Record every trial
Choose clear outcome categories before starting. Carry out each trial in the same way, using the same object and method. Record results as they happen so that none is forgotten. Tally marks can help, and a frequency table gathers the final counts.
The frequency of an outcome is how many times it happens. Its relative frequency compares that count with the number of trials:
Used to estimate a probability, this is also called experimental probability.
Work from a table
In a recorded experiment, a thumbtack landed point up 32 times and point down 18 times in 50 drops. If you carry out a sharp-object experiment, have an adult supervise and keep hands clear of the landing area.
| Result | Frequency | Relative frequency |
|---|---|---|
| Point up | 32 | 32/50 = 0.64 |
| Point down | 18 | 18/50 = 0.36 |
| Total | 50 | 1 |
The estimated probability of point up is 0.64, or 64%. Dividing by 18 would compare the two outcome counts; the required denominator is all 50 trials.
The frequencies total 50, and the relative frequencies total 1. These totals help you spot a missed or repeated record. Another run of 50 drops could give a different count, such as 30 or 35 point-up results, so 0.64 is an estimate.
Use records from everyday events
If 47 of 60 seeds sprout, their relative frequency is . This estimates the chance that a seed of this kind sprouts under similar conditions.
A bus that was late on 9 of the last 40 school days has relative frequency , about 23%. Those records are useful for estimating future lateness while the route and timetable stay much the same. A new route could change the chance.
Simulate a situation
A simulation uses another chance process to imitate a situation. Suppose a player makes 70% of free throws. Generate equally likely random digits from 0 through 9, and assign them before starting:
- Digits 0 through 6: a make.
- Digits 7 through 9: a miss.
Seven of the ten digits mean “make,” matching the probability 0.7. Each generated digit represents one throw. A calculator or computer can generate many digits quickly. Count the simulated makes and divide by the total throws to find the simulated relative frequency.
Key Takeaways
- Frequency is the event count; relative frequency is that count divided by all trials.
- Keep the object and method the same across repeated trials.
- Relative frequencies for all outcomes total 1.
- Experimental probability is an estimate based on observed results.
- A simulation assigns chances that match the situation it represents.
3.2 Understand what more trials change
A fair coin can produce seven heads in ten flips. Another person may get four heads in ten. Short experiments vary a lot, even when the coin and method are the same.
Watch the proportion settle
One run of fair-coin flips gave these running totals:
| Total flips | Heads | Relative frequency |
|---|---|---|
| 10 | 7 | 0.7 |
| 100 | 54 | 0.54 |
| 500 | 251 | 0.502 |
The proportion moved toward the theoretical probability of 0.5. This long-run tendency is called the Law of Large Numbers: as trials increase, relative frequency tends to get closer to the probability.
It can move away for a while. A further head after the first ten flips would make the fraction , farther from 0.5 than 0.7 is. The law describes the pattern over many trials, not a rule for each new point.
Read a running graph
Put the number of trials on the horizontal axis and relative frequency on the vertical axis. After each trial, plot the updated fraction. Early points can jump sharply. Later points tend to vary less and settle near one value.
For a fair coin, that value is near 0.5. For another object, the value where the line settles gives an estimate of its probability. An estimate of 0.52 from 200 careful flips is more reliable than 0.7 from ten comparable flips because it uses many more results.
Combine counts, not group averages
Suppose group A records 8 successes in 20 trials. Group B records 40 successes in 80 trials. To combine the results, add both counts and both totals:
The two group proportions are 0.4 and 0.5. Averaging them gives 0.45, which gives the small group the same weight as the large one. Pooling counts gives each individual trial the same weight. That is the right comparison when the groups repeated the same experiment.
A streak does not change the next chance
After five heads in a row, a fair coin still has probability of heads on the next flip. The coin has no memory, and tails is not “due.” The same idea holds for fresh rolls of a die.
Later trials help the proportion settle because early results become a smaller share of the growing total. The coin does not need to produce a matching streak of tails to correct the earlier heads.
Key Takeaways
- More comparable trials give a more reliable probability estimate.
- Relative frequency can move away from the probability between nearby trials.
- On a running graph, later proportions tend to vary less.
- Combine experiments by adding event counts and trial totals.
- A streak leaves the next fair coin flip’s chance at 1/2.
3.3 Check whether results fit a model
A model predicts chances. An experiment gives observed proportions. Comparing the two helps you decide whether the model fits the object and the way it is used.
Compare the same event
For a fair die, the theoretical probability of a 6 is . Suppose a die shows 6 on 80 of 300 rolls. Its relative frequency is . A fair die would be expected to give about 50 sixes in 300 rolls.
The gap is large for that many trials. It is strong evidence that the die favors 6. If the count were 53 instead, the relative frequency would be . That small gap is ordinary chance variation and gives no reason to suspect bias.
Read the gap and the trial count together
Four sixes in twelve rolls gives about 0.33. This is farther from 0.167, but twelve rolls are few. Short runs can be uneven by chance, so this is only weak evidence of bias.
A large gap that remains after many careful trials is stronger evidence against a model. Experimental evidence supports a judgment about fairness; even a large experiment leaves some uncertainty.
Check possible causes of a mismatch:
- Natural chance variation, especially with few trials.
- A biased object.
- A method that favors some results.
- A missed result or another recording error.
For example, always dropping a coin the same way from a very small height may stop it behaving like an ordinary coin flip. Repeating a poor method more times keeps that problem in the data.
Build a model from data
For an unfamiliar object, you may have no known theoretical model. A tossed paper cup lands on its side 62 times, open end down 30 times, and open end up 8 times in 100 trials. Divide each count by 100:
| Outcome | Estimated probability |
|---|---|
| Side | 0.62 |
| Open end down | 0.30 |
| Open end up | 0.08 |
These values total 1. The model is not uniform: three possible outcomes have very different estimated chances.
Data can also test a familiar guess. A penny spun on a table lands heads up 31 times in 100 spins. Its relative frequency, 0.31, is far from 0.5 for 100 trials. Heads and tails do not appear equally likely for this spinning method.
A known theoretical model can have equal or unequal probabilities. Use it to calculate chances; use many careful trials to check its fit. When no known model gives the chances, use relative frequencies to estimate them.
Key Takeaways
- Compare the model and data for the same event.
- Judge a gap together with the number of trials.
- Check the method and records before blaming the object.
- Relative frequencies can supply a model when theoretical chances are unknown.
- A theoretical model may assign equal or unequal chances.
4Predict counts and make choices
A probability describes a chance for one trial. Multiply it by a number of trials to predict how often the event will happen. These expected counts help explain why some game rules favor one player and how guessing affects a score. Probability also helps compare unwanted events. Decisions need one more piece of information: what the outcome would mean if it happened. A small chance can matter when its consequences are serious.
4.1 Predict how often an event will happen
If an event has probability 0.4, you expect it in about four tenths of many repeated trials. The expected frequency turns that proportion into a predicted count.
Multiply probability by trials
A fair die is rolled 600 times. The event “3 or 6” has two favorable faces out of six, so . The expected frequency is:
This predicts about 200 rolls showing a 3 or a 6. The actual count will vary. The remaining faces have an expected total of rolls. Expected frequencies for all outcomes add to the number of trials.
A decimal probability works the same way. If red has probability 0.35 on a spinner, the expected count in 40 spins is .
You can also use a probability estimated from data. With the thumbtack estimate of 0.64 for point up, the predicted count in 200 drops is . The prediction depends on that experimental estimate and on repeating the same kind of drop.
Interpret a fractional count
In 50 fair-die rolls, the expected number of sixes is:
A real experiment has a whole-number count. The value 8.3 describes the average count over many repeats of the entire 50-roll experiment. For a rough prediction of one run, say “about 8 sixes.”
Expected frequency is a count, so it can exceed 1. A probability cannot. Multiplying a small chance by many trials can produce a large expected count.
Work backward
You can find a missing number of trials from an expected count. If an outcome has probability 0.15 and is expected 45 times:
To find a probability, divide the expected count by the trials. An expected frequency of 30 in 120 trials gives .
Leave room for chance variation
For 100 flips of a fair coin, the expected number of heads is 50. Counts such as 46 and 55 are ordinary results. Exactly 50 heads occurs in only about 8% of such 100-flip experiments.
Key Takeaways
- Expected frequency equals probability multiplied by the number of trials.
- An expected count predicts an average; actual counts vary.
- Expected frequencies can be fractional and can exceed 1.
- Divide expected count by probability to find the number of trials.
- Divide expected count by trials to find probability.
- Expected frequencies for all outcomes total the number of trials.
4.2 Judge games, guesses, and risks
Probability helps you judge whether game rules are fair and compare choices with uncertain results. It also helps you separate a small chance from an impossible event.
Check the rules of a game
A fair chance game gives every player the same probability of winning. A fair die alone does not make the game fair.
Suppose A wins on 1 or 2, while B wins on 3, 4, 5, or 6. Their chances are and . In 60 rounds, their expected wins are 20 and 40. A might lead after a few rounds, but B still has the larger winning chance.
Giving A the faces 1, 2, and 3 and B the faces 4, 5, and 6 makes both chances . Now the rules are fair.
Find the chance of a guess
A question with four options and one correct answer gives a random guess probability of being correct. Guessing on 20 such questions gives an expected score of correct answers.
Ruling out one wrong answer leaves three possibilities. Choosing at random among them gives probability of being correct. You have improved the chance, but an individual guess can still be wrong.
Compare unwanted events
A risk is the chance of an unwanted event. A risk of “1 in 200” means:
It is equal to 5 in 1000. Among 600 people facing this risk, the expected number affected is .
To compare “1 in 200” with “3 in 500,” use the same form. Their decimals are 0.005 and 0.006, so 3 in 500 is the larger risk. The larger denominator alone does not decide the comparison.
Consider the consequences
Two events can have the same chance but very different effects. A 1% chance of a scratch and a 1% chance of a serious injury call for different decisions. The severity of an injury can make protection worthwhile even when the chance is small.
A weather forecast also describes a chance. A 30% rain forecast gives a 30% chance of measurable rain at your location during the stated period. Across many comparable forecasts that match the true chances well, rain occurs about three times in ten. It does not mean rain lasts for 30% of the day. A dry day is possible under that forecast.
Holding 5 of 400 raffle tickets gives a winning probability of . You are unlikely to win, yet a person holding just one ticket can win. Probability guides a decision without telling you which result the next trial will produce.
Key Takeaways
- Fair game rules give each player the same winning probability.
- A random guess among equally likely choices has chance 1 divided by the number of choices.
- Convert risks to a common form before comparing them.
- Consider the effects of an outcome as well as its chance.
- A forecast gives a chance for a place and period, not a fraction of time spent raining.
Probability examples
1Read and compare chances
10 steps
- 1IntroductionGive chance a number
A weather app, a game, and a random draw all describe things that might happen. A probability lets you compare their chances, even when you cannot predict one result.
Start by naming the event. Then place its chance on the scale and read the number carefully. A value close to 1 makes an event likely, while still allowing it to fail.
- 2ExplanationOne attempt, one result
A spinner turn is an experiment. Each turn is a trial, and a possible result is an outcome.
Suppose its numbered sections run from 1 to 6. The event “a number below 3” includes 1 and 2. Landing on 2 gives the outcome 2 and makes that event happen. The event names a group; the trial gives one result from that group.
- 3ExplanationRead the endpoints and middle
The probability scale runs from 0, impossible, to 1, certain. Its midpoint, 0.5, is an even chance: the event and its failure are equally likely.
A probability of 0.2 belongs near 0, and 0.85 belongs near 1. An unlikely event can happen; a likely event can fail. Values such as −0.1 and 1.3 lie outside the probability scale.
- 4ChallengeSort the chance words
A game event has probability 0.92. Is it impossible, unlikely, likely, or certain? Explain your choice.
---reveal---
It is likely because 0.92 is close to 1. It is not certain because the probability is below 1: the event can still fail. A high probability describes a strong chance, not a guaranteed result on the next trial.
- 5Key InsightEqual parts and equal chances
A fair die gives each face the same chance. A fair spinner gives each equal-sized section the same chance.
The color groups may still differ. If blue covers several equal sections and orange covers only one, blue is more likely. A biased device favors some results beyond the fair model’s chances. In a random draw, each individual object has an equal chance.
- 6ExampleChange a fraction into a percent
Suppose a result has probability . Divide the numerator by the denominator:
Now multiply the decimal by 100 to get a percent:
The fraction, decimal, and percent all describe the same chance. On a probability line, all three forms belong at the same point, a little right of an even chance.
- 7ExampleCompare the values
Compare a chance of 0.57 with the chance from the previous slide. Use decimals for both:
Since 0.57 is greater than 0.55, the 0.57 event is more likely. The difference is 0.02, or two percentage points. Counting the digits in a fraction, or comparing only its numerator, would not tell you its size.
- 8TipKeep the repeating part
For a chance such as , keep the fraction while calculating. A short decimal such as 0.11 is only an approximation.
Round a final answer when a decimal or percent is needed. Rounding early can hide a small difference between two chances, making unequal values look equal on the probability line.
- 9ChallengeCompare and describe
An event has probability . Another has probability 78%. Which is more likely, and is the larger chance certain?
---reveal---
, so the first event is more likely. Its probability is still below 1, so it is likely rather than certain. Converting both values to percents makes their order clear.
- 10RecapRead the chance in any form
Name the outcomes and the event before interpreting a chance. Use the scale from 0 to 1: impossible, even chance, and certain give fixed reference points.
Equivalent fractions, decimals, and percents share a point on that scale. To compare different forms, convert them to one form. Keep an exact fraction until final rounding, and remember that even a high chance leaves room for a different result.
2Build a complete probability model
17 steps
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- 1IntroductionStart with what can happen
- 2ExampleList individual charms
- 3ExplanationSelect the event
- 4ChallengeCheck an event list
- 5ExampleChoose the denominator
- 6ExampleSimplify and interpret
- 7ChallengeRecount a changed bag
- 8ConnectionUse a model with unequal chances
- 9ExampleFind the missing share
- 10Key InsightAdd without overlap
- 11ChallengeSpot a shared outcome
- 12ExplanationInclude every result outside A
- 13ExampleSubtract from the whole
- 14ChallengeKeep the boundary value
- 15ExampleFind a letter in a model
- 16ChallengeConnect the model and complement
- 17RecapChoose a method that fits
3Learn from repeated trials
14 steps
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- 1IntroductionLet results supply an estimate
- 2ExampleRecord the two outcomes
- 3ExampleDivide by all trials
- 4ChallengeCheck a simulation assignment
- 5ExampleRead simulated results
- 6ExplanationFollow a growing record
- 7ExampleCombine unequal-sized groups
- 8ChallengeWhat changes after a streak?
- 9TipAllow small moves away
- 10ExampleCompare a model with data
- 11ExplanationCheck how the data were made
- 12ChallengeJudge the amount of evidence
- 13ChallengeBuild and use an estimated model
- 14RecapConnect data with a claim
4Use chances to predict and decide
11 steps
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- 1IntroductionFrom one chance to many trials
- 2ExampleFind the expected count
- 3Key InsightMake sense of a fractional prediction
- 4ExampleFind the missing trial count
- 5ChallengePredict the opposite event
- 6ExampleCheck a game’s rules
- 7ConnectionUse what you know before guessing
- 8ExampleCompare risks in one form
- 9TipInterpret a rain forecast
- 10ChallengeConnect fairness with prediction
- 11RecapUse the prediction carefully
Probability practice questions
Set 1: Read chances and calculate single events10 Practice Questions
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Set 2: Use models and experimental records10 Practice Questions
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Set 3: Test estimates and compare decisions10 Practice Questions
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Set 4: Find missing information and assess evidence10 Practice Questions
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Set 5: Connect models, data, and predictions10 Practice Questions
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Stuck on your own question? Homework Help
Key Terms
B
Biased device
C
Chance variation
Complement
Complement rule
Consequence
E
Equally likely outcomes
Equivalent probabilities
Even chance
Event
Evidence of bias
Exhaustive outcomes
Expected frequency
Experimental model
F
Fair chance game
Fair device
Favorable count
Favorable outcome
Frequency
Frequency table
L
Law of Large Numbers
Long-run average count
M
Model fit
Mutually exclusive events
N
Number of trials
O
Outcome
P
Percent
Pooled relative frequency
Probability
Probability experiment
Probability fraction
Probability model
Probability scale
R
Random guess
Random selection
Random-digit model
Relative frequency
Repeating decimal
Risk
Running relative frequency
S
Sample space
Simulation
T
Theoretical probability
Total outcome count
Trial
U
Uniform model
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