Probability: Outcomes, Experiments and Equally Likely Events

Learn how to measure chance with numbers. Place events on the probability scale from 0 to 1, write probabilities as fractions, decimals and percents, and calculate exact probabilities from equally likely outcomes. Use the fact that probabilities add to 1 to find the chance that something does not happen. Then run and simulate experiments, use relative frequency to estimate probabilities, and see why more trials give better estimates. Finish by predicting how often events will happen and using probability to judge games, guesses and risks.

Grade 7Lesson 6 of 6 in Math for Ages 12 to 13 Course

What you will learn

  1. 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 1
      Name 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 percents
      Write the same probability as a fraction, a decimal and a percent, and use these forms to compare and order how likely events are.
  2. 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 events
      Write the complete list of outcomes for one experiment, and describe an event by the outcomes that make it happen.
    • Calculate probabilities with equally likely outcomes
      Use 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 1
      Give 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 happen
      Identify the complement of an event and use the fact that an event and its complement have probabilities that add to 1.
  3. 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 frequencies
      Record 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 estimates
      Explain 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 probability
      Compare 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.
  4. 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 frequency
      Multiply 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 risks
      Decide 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.

Probability study guide

4 chapters

1

Put 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 P(event). Read P(even) as “the probability of rolling an even number.” Every probability lies from 0 to 1, including both ends.

ProbabilityMeaningExample on one roll of a fair die
0ImpossibleRoll a 7
Close to 0UnlikelyRoll a 6
0.5Even chanceRoll an even number
Close to 1LikelyRoll a number below 6
1CertainRoll 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 3/6=1/2. For a 6, only one face works, giving 1/6≈0.17. 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:

38=3÷8=0.375=37.5%.

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, 6/10=3/5=0.6=60%. 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, 1/3=0.333…. You might report this as about 0.33 or 33.3%. For one sixth, 1/6=0.1666…, 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 1/4. 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 3/10. The other 7 students are part of that total, so 3/7 uses the wrong whole.

The phrase “1 to 4” compares one favorable result with four unfavorable results. That makes five results altogether, giving 1/5. It is different from “1 out of 4.”

Put unlike forms in order

Suppose event A has probability 0.45, event B has probability 2/5, and event C has probability 42%. Change them to decimals:

  • A: 0.45.
  • B: 2÷5=0.40.
  • C: 42÷100=0.42.

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, 3/8=0.375 is smaller than 2/5=0.4. 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.
2

Work 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
P(event)=favorable outcomesall possible outcomes.

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:

P(greater than 4)=26=13.

The prime numbers are 2, 3, and 5, so their probability is 3/6=1/2. 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.

P(blue)=310=0.3=30%.

For “red or green,” either color works. There are 5+2=7 favorable counters, so the probability is 7/10. 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 1/28. The event “choose a girl” includes 15 students, so its probability is 15/28≈0.54.

For a position chosen from “MISSISSIPPI,” 4 of the 11 positions contain S, 2 contain P, and 1 contains M. Their probabilities are 4/11, 2/11, and 1/11. The only vowel is I, appearing four times, so the probability of a vowel is 4/11.

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:

P(blue)=512.

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 1/2 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 1/6 and 5/6.

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 1/6. A spinner with unequal color areas has a model that is not uniform. Its probabilities can come from the areas. A 90° section takes 90/360=1/4 of the circle, giving a probability of 1/4.

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:

ColorRedBlueGreenYellow
Probability0.350.20?0.15

Add the known values: 0.35+0.20+0.15=0.70. The missing part of the whole is 1−0.70=0.30, 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 2x, tie probability x, and loss probability 0.25. The three results cover every possibility:

2x+x+0.25=1.

Combine the unknown parts and subtract 0.25:

3x=0.75,x=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:

P(red or blue)=0.35+0.20=0.55.

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 4/6=2/3.

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 P(not A), P(A′), or P(Ac).

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:

P(A)+P(not A)=1.

Subtract the event’s probability to find its complement:

P(not A)=1−P(A).
Subtract from the whole

For a fraction, write 1 with the same denominator. If P(A)=2/9, then:

P(not A)=99−29=79.

With a decimal, subtract from 1. If P(A)=0.27, then P(not A)=0.73. 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 1−0.78=0.22. 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:

P(not green)=1−210=810=45.

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 1−0.35=0.65. 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.”
3

Use 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:

relative frequency=frequencynumber 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.

ResultFrequencyRelative frequency
Point up3232/50 = 0.64
Point down1818/50 = 0.36
Total501

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 47/60≈0.78. 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 9/40=0.225, 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 flipsHeadsRelative frequency
1070.7
100540.54
5002510.502

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 8/11, 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:

8+4020+80=48100=0.48.

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 1/2 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 1/6≈0.167. Suppose a die shows 6 on 80 of 300 rolls. Its relative frequency is 80/300≈0.267. 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 53/300≈0.177. 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:

OutcomeEstimated probability
Side0.62
Open end down0.30
Open end up0.08

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.
4

Predict 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
expected frequency=P(event)×number of trials.

A fair die is rolled 600 times. The event “3 or 6” has two favorable faces out of six, so P(3 or 6)=2/6=1/3. The expected frequency is:

13×600=200.

This predicts about 200 rolls showing a 3 or a 6. The actual count will vary. The remaining faces have an expected total of 600−200=400 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 0.35×40=14.

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 0.64×200=128. 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:

16×50=506≈8.3.

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:

number of trials=45÷0.15=300.

To find a probability, divide the expected count by the trials. An expected frequency of 30 in 120 trials gives 30/120=0.25.

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 2/6=1/3 and 4/6=2/3. 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 3/6=1/2. 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 1/4 of being correct. Guessing on 20 such questions gives an expected score of 20×1/4=5 correct answers.

Ruling out one wrong answer leaves three possibilities. Choosing at random among them gives probability 1/3 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:

1200=0.005=0.5%.

It is equal to 5 in 1000. Among 600 people facing this risk, the expected number affected is 600/200=3.

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 5/400=1/80. 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

4 Walkthroughs

1

Read and compare chances

10 steps
Connect chance words to the probability scale, then compare fractions, decimals, and percents.
  1. 1
    IntroductionGive 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.

  2. 2
    ExplanationOne 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.

  3. 3
    ExplanationRead 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.

  4. 4
    ChallengeSort 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.

  5. 5
    Key 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.

  6. 6
    ExampleChange a fraction into a percent

    Suppose a result has probability 11/20. Divide the numerator by the denominator:

    11÷20=0.55.

    Now multiply the decimal by 100 to get a percent:

    0.55×100=55%.

    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.

  7. 7
    ExampleCompare the values

    Compare a chance of 0.57 with the chance 11/20 from the previous slide. Use decimals for both:

    11/20=0.55.

    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.

  8. 8
    TipKeep the repeating part

    For a chance such as 1/9=0.111…, 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.

  9. 9
    ChallengeCompare and describe

    An event has probability 4/5. Another has probability 78%. Which is more likely, and is the larger chance certain?

    ---reveal---

    4/5=0.8=80%, 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.

  10. 10
    RecapRead 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.

2

Build a complete probability model

17 steps
List outcomes, calculate chances, check the whole model, and find complements without double counting.

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  1. 1
    IntroductionStart with what can happen
  2. 2
    ExampleList individual charms
  3. 3
    ExplanationSelect the event
  4. 4
    ChallengeCheck an event list
  5. 5
    ExampleChoose the denominator
  6. 6
    ExampleSimplify and interpret
  7. 7
    ChallengeRecount a changed bag
  8. 8
    ConnectionUse a model with unequal chances
  9. 9
    ExampleFind the missing share
  10. 10
    Key InsightAdd without overlap
  11. 11
    ChallengeSpot a shared outcome
  12. 12
    ExplanationInclude every result outside A
  13. 13
    ExampleSubtract from the whole
  14. 14
    ChallengeKeep the boundary value
  15. 15
    ExampleFind a letter in a model
  16. 16
    ChallengeConnect the model and complement
  17. 17
    RecapChoose a method that fits
3

Learn from repeated trials

14 steps
Record data, calculate relative frequency, simulate a chance, and judge how strongly the data support a model.

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  1. 1
    IntroductionLet results supply an estimate
  2. 2
    ExampleRecord the two outcomes
  3. 3
    ExampleDivide by all trials
  4. 4
    ChallengeCheck a simulation assignment
  5. 5
    ExampleRead simulated results
  6. 6
    ExplanationFollow a growing record
  7. 7
    ExampleCombine unequal-sized groups
  8. 8
    ChallengeWhat changes after a streak?
  9. 9
    TipAllow small moves away
  10. 10
    ExampleCompare a model with data
  11. 11
    ExplanationCheck how the data were made
  12. 12
    ChallengeJudge the amount of evidence
  13. 13
    ChallengeBuild and use an estimated model
  14. 14
    RecapConnect data with a claim
4

Use chances to predict and decide

11 steps
Turn probabilities into expected counts, work backward, and use the results to judge game rules and everyday risks.

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  1. 1
    IntroductionFrom one chance to many trials
  2. 2
    ExampleFind the expected count
  3. 3
    Key InsightMake sense of a fractional prediction
  4. 4
    ExampleFind the missing trial count
  5. 5
    ChallengePredict the opposite event
  6. 6
    ExampleCheck a game’s rules
  7. 7
    ConnectionUse what you know before guessing
  8. 8
    ExampleCompare risks in one form
  9. 9
    TipInterpret a rain forecast
  10. 10
    ChallengeConnect fairness with prediction
  11. 11
    RecapUse the prediction carefully

Probability practice questions

50 Practice Questions in 5 sets

Set 1: Read chances and calculate single events10 Practice Questions

Question 1 of 10

A machine selects an integer from 1 through 9. What is the probability that it selects 12?
  1. 1/9
  2. 1/2
  3. 0
  4. 1
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Answer: C
The number 12 is outside the possible results, so the event is impossible and has probability 0. A probability of 1/9 would apply to one possible number with an equal chance; 12 has no chance of selection.

Question 2 of 10

A game token has a 0.72 chance of landing face up. What is that probability as a percent?
  1. 7.2%
  2. 72%
  3. 0.72%
  4. 28%
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Answer: B
Multiply a decimal by 100 to write it as a percent: 0.72 is 72%. The value 7.2% equals 0.072, so it describes a chance ten times smaller. Changing the form keeps the original probability’s value.

Question 3 of 10

A wheel is numbered 0 through 4. What is its sample space?
  1. {0,1,2,3,4}
  2. {1,2,3,4}
  3. {0,1,2,3}
  4. {0,1,2,3,4,5}
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Answer: A
The wheel can land on 0, 1, 2, 3, or 4, so all five numbers belong in the sample space. Starting at 1 would leave out a possible outcome. The ending value 4 also belongs because “through 4” includes it.

Question 4 of 10

A jar contains 8 orange marbles and 6 white marbles. One is chosen at random. What is the probability of white?
  1. 3/4
  2. 1/2
  3. 4/7
  4. 3/7
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Answer: D
Six of the fourteen marbles are white, so the probability is 6/14=3/7. Using 6/8 would compare white with orange instead of with the whole jar. Both colors contribute marbles to the denominator.

Question 5 of 10

A bag holds 4 gold and 7 silver coins. Three gold coins are added. What is the probability that one random draw gives gold?
  1. 7/11
  2. 1/2
  3. 4/11
  4. 3/14
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Answer: B
After the addition, there are seven gold coins and fourteen coins altogether, giving 7/14=1/2. The fraction 7/11 updates the gold count but keeps the old total. New coins belong in both the favorable count and the total.

Question 6 of 10

A model has three outcomes with probabilities 0.23, 0.41, and an unknown value. What is the unknown probability?
  1. 0.64
  2. 0.18
  3. 0.59
  4. 0.36
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Answer: D
The known probabilities total 0.64, leaving 1−0.64=0.36 for the final outcome. The value 0.64 is the chance already assigned to the first two outcomes. Using it again would make the model’s total exceed 1.

Question 7 of 10

A fair spinner has equal sections numbered 1 through 12. What is the probability of not landing on a number greater than 8?
  1. 2/3
  2. 7/12
  3. 1/3
  4. 3/4
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Answer: A
The complement includes 1 through 8, so eight of the twelve sections work, giving 8/12=2/3. The fraction 7/12 leaves out 8. A result equal to 8 is not greater than 8, so it belongs in the complement.

Question 8 of 10

A toy top falls on its marked side 33 times in 55 trials. What experimental probability does this give for the marked side?
  1. 0.4
  2. 0.66
  3. 0.6
  4. 1.5
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Answer: C
Divide the marked-side count by all trials: 33/55 = 0.6. The remaining 22 trials give 0.4, which estimates the opposite event. Dividing by that remaining count would compare outcomes instead of finding a relative frequency.

Question 9 of 10

A fair coin has landed tails on its last six flips. What is the probability of heads on its next flip?
  1. 1/6
  2. 6/7
  3. 1/2
  4. 1
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Answer: C
The next fair flip still gives heads and tails equal chances, so the heads probability is 1/2. A heads result is not certain after a run of tails. Long-run proportions settle as more trials accumulate; the coin does not correct a streak on demand.

Question 10 of 10

A game event is expected 32 times in 80 rounds. How often is its complement expected in 150 rounds?
  1. 90
  2. 60
  3. 118
  4. 48
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Answer: A
The event probability is 32/80=0.4, so its complement has probability 0.6. Multiplying 0.6 by 150 gives 90 expected occurrences. The count 60 uses the original event’s probability and predicts the wrong event.
Set 2: Use models and experimental records10 Practice Questions

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Question 1 of 10

An event has probability 0.08. How should its chance be described?
  1. Impossible in a single trial.
  2. An even chance overall.
  3. Likely, but not certain.
  4. Unlikely, but possible.
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Question 2 of 10

A player reaches a target with probability 0.63. What is the probability of missing it?
  1. 0.37
  2. 0.63
  3. 0.27
  4. 0.47
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Question 3 of 10

Lena’s chance is 58%, Omar’s is 0.6, and Pia’s is 3/5. Who has the greatest chance?
  1. Lena’s chance is highest.
  2. Omar alone is greatest.
  3. Omar and Pia are tied.
  4. Only Pia is the greatest.
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Question 4 of 10

A random letter position is chosen from “BALLOON.” What is the probability that it contains O?
  1. 1/5
  2. 2/7
  3. 1/7
  4. 2/5
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Question 5 of 10

A fair die is rolled once. What is the probability of an odd number or a number greater than 4?
  1. 5/6
  2. 1/2
  3. 2/3
  4. 1/3
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Question 6 of 10

A simulation must represent a 20% chance of a delay. It uses equally likely digits 0 through 9. What assignment works?
  1. Delay on 8–9; on time on 0–7.
  2. Delay on 7–9; on time on 0–6.
  3. Delay on 0; on time on 1–9.
  4. Delay on 2–9; on time on 0–1.
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Question 7 of 10

A fair-coin model predicts equal chances. In 240 flips, heads appears 121 times. What do these results suggest?
  1. They strongly suggest a heads bias.
  2. They strongly suggest a tails bias.
  3. They show the coin is certainly fair.
  4. They fit the fair-coin model well.
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Question 8 of 10

Two groups test the same object. One gets 5 successes in 25 trials; the other gets 45 in 75 trials. What is the pooled experimental probability?
  1. 0.4
  2. 0.5
  3. 0.6
  4. 0.2
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Question 9 of 10

A machine has a 0.18 chance of producing a striped token. In a planned run, 41 plain tokens are expected; every token is striped or plain. How many tokens are planned?
  1. 50
  2. 228
  3. 59
  4. 32
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Question 10 of 10

A fair spinner has 12 equal sections. Ari wins on five sections and Bea wins on all the rest. How many of Bea’s sections must be reassigned to Ari to make the game fair?
  1. 2
  2. 3
  3. 5
  4. 1
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Set 3: Test estimates and compare decisions10 Practice Questions

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Question 1 of 10

A fair spinner has 15 equal sections numbered 1 through 15. What is the probability of landing on a multiple of 5?
  1. 1/3
  2. 1/5
  3. 1/15
  4. 2/15
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Question 2 of 10

A sticker is chosen at random from a bag containing only star stickers. How likely is the event “choose a star”?
  1. Even odds, with probability 0.5.
  2. Impossible, with probability 0.
  3. Unlikely, with probability 0.1.
  4. Certain, with probability 1.
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Question 3 of 10

A spinner has red probability 0.16, blue probability 0.29, and green probability 0.55. What is the probability of red or blue on one spin?
  1. 0.45
  2. 0.55
  3. 0.13
  4. 0.84
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Question 4 of 10

A delivery van was late on 14 of 70 trips along its old route. The route has now changed greatly. Why might 0.2 be a poor estimate of future lateness?
  1. The record needs only the late-trip count.
  2. The estimate must equal the next result.
  3. The changed route may change the chance.
  4. The estimate should use the 56 timely trips.
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Question 5 of 10

Two activities each have a 2% chance of an unwanted event. One event damages a pencil; the other causes a serious injury. Why might the choices differ?
  1. The outcomes have different consequences.
  2. The injury must have a higher probability.
  3. The pencil damage must be more likely.
  4. Equal probabilities require equal choices.
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Question 6 of 10

A fair six-sided die is rolled 25 times. What does the expected count 25/6 for sixes mean?
  1. Exactly 4 sixes in each complete run.
  2. Exactly 5 sixes in each complete run.
  3. A probability of about 4.17 on each roll.
  4. An average of about 4.17 over repeated runs.
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Question 7 of 10

A model lists probabilities 2x for red, 3x for blue, and 0.15 for yellow. What is the probability of blue?
  1. 0.17
  2. 0.34
  3. 0.51
  4. 0.85
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Question 8 of 10

One class records 12 successes in 40 trials; another records 56 in 80. Using the pooled record, how many successes are expected in 300 similar trials?
  1. 150
  2. 170
  3. 210
  4. 90
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Question 9 of 10

A bag has 9 red and 6 blue beads. Some red beads are removed, leaving a red probability of 1/2 on a random draw. How many red beads were removed?
  1. 1
  2. 3
  3. 6
  4. 5
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Question 10 of 10

An unwanted event has risk 1 in 400 for each person in a group of 800. A different event has risk 3 in 1000 for each person in a group of 500. Which group has the larger expected affected count?
  1. The second group: 3 versus 1.
  2. The second group: 2.4 versus 2.
  3. The first group: 400 versus 333.
  4. The first group: 2 versus 1.5.
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Set 4: Find missing information and assess evidence10 Practice Questions

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Question 1 of 10

A ticket has a 17% chance of winning a prize. What is its chance of winning no prize?
  1. 17%
  2. 73%
  3. 83%
  4. 93%
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Question 2 of 10

A fair wheel has 24 equal sections. An event covers 9 sections. Where does its probability lie relative to 0.35 and 40%?
  1. Between them: greater than 0.35 and less than 40%.
  2. Below both: less than 0.35 and less than 40%.
  3. Above both: greater than 0.35 and greater than 40%.
  4. At the upper value: greater than 0.35 and equal to 40%.
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Question 3 of 10

A fair spinner has four equal numbered sections. It lands on 1 in 390 of 800 spins. What does this suggest?
  1. Good agreement with the fair-spinner model.
  2. Weak evidence based on too few spinner trials.
  3. Certain proof that the spinner itself is weighted.
  4. Strong evidence against the fair-spinner model.
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Question 4 of 10

A fair coin’s running heads proportion changes from 0.50 after 100 flips to 51/101 after the next flip. How does this fit the Law of Large Numbers?
  1. It fails: each new step must move toward 0.5.
  2. It fits: individual steps can move away from 0.5.
  3. It fails: a proportion can never exceed 0.5.
  4. It fits only if the next flip gives tails.
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Question 5 of 10

A quiz has 18 questions, each with six options and one correct answer. A student guesses randomly on every question. What is the expected number correct?
  1. 6
  2. 9
  3. 12
  4. 3
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Question 6 of 10

A fair spinner has equal sections numbered 1 through 10. What is the probability of a multiple of 3 or a number less than 5?
  1. 7/10
  2. 1/2
  3. 3/5
  4. 2/5
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Question 7 of 10

A simulation uses random digits 0–9, with 0–3 meaning success. A student counts 15 successes in 40 trials. Would changing digit 4 to success make the simulation better match a target chance of 40%?
  1. No; the change would model a 50% chance.
  2. Yes; the change would model exactly 40%.
  3. Yes; observed 37.5% needs one more success digit.
  4. No; the change would model a 30% chance.
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Question 8 of 10

A wheel has red, blue, and yellow outcomes. Red is twice as likely as blue, and yellow has probability 0.28. How many reds are expected in 75 spins?
  1. 18
  2. 54
  3. 36
  4. 21
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Question 9 of 10

A pooled record has relative frequency 0.45 from 200 trials. One group supplied 14 successes in 40 trials. How many successes did the other group supply?
  1. 76
  2. 90
  3. 72
  4. 104
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Question 10 of 10

A game draws one counter from a bag of 5 red and 9 blue counters. Eli wins on red; Fran wins on blue. Red counters are added to make the game fair. Eli is then expected to win 38 rounds. How many rounds are planned?
  1. 38
  2. 76
  3. 106
  4. 19
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Set 5: Connect models, data, and predictions10 Practice Questions

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Question 1 of 10

A fair wheel is numbered 1 through 7. Which outcomes make the event “at most 3” happen?
  1. {1,2}
  2. {3,4,5,6,7}
  3. {4,5,6,7}
  4. {1,2,3}
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Question 2 of 10

A model gives probabilities 0.31 for orange, 0.24 for purple, and the rest for white. What is the probability of purple or white?
  1. 0.45
  2. 0.69
  3. 0.55
  4. 0.76
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Question 3 of 10

An unfamiliar block lands on its end 26 times and on its side 104 times. What estimated probability model does the record give?
  1. End 0.25; side 0.75.
  2. End 0.5; side 0.5.
  3. End 0.2; side 0.8.
  4. End 0.26; side 0.74.
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Question 4 of 10

One event has probability 13/25. Another has probability 51.5%. How do their chances compare?
  1. The first is 0.5 percentage points higher.
  2. The second is 0.5 percentage points higher.
  3. The first is 1.5 percentage points higher.
  4. The second is 1.5 percentage points higher.
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Question 5 of 10

A pouch contains 12 striped and 8 plain buttons. Four striped buttons are removed, then six plain buttons are added. What is the new probability of drawing striped at random?
  1. 4/11
  2. 2/5
  3. 6/11
  4. 1/2
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Question 6 of 10

Group A records 18 successes in 60 trials. Group B runs 140 trials. The combined relative frequency is 0.58. How many successes did group B record?
  1. 116
  2. 84
  3. 98
  4. 81
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Question 7 of 10

A spinner’s probabilities are x for green, 2x for pink, and 0.34 for gray. What is the probability of not pink?
  1. 0.44
  2. 0.56
  3. 0.22
  4. 0.66
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Question 8 of 10

A carnival event is expected 42 times in 140 rounds. How many rounds would give an expected 84 occurrences of its complement?
  1. 280
  2. 200
  3. 60
  4. 120
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Question 9 of 10

A quiz has 24 questions with five options each and one correct answer. A student rules out one wrong option on every question, then guesses randomly among those left. How many correct answers are expected?
  1. 4.8
  2. 8
  3. 6
  4. 12
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Question 10 of 10

A fair-coin model is tested by two groups. Group A gets 7 heads in 10 flips; group B gets 560 in 800 flips. Which record gives stronger evidence against the model, and why?
  1. A: each extra head changes its proportion more.
  2. B: the same large gap persists over more trials.
  3. Both: equal proportions give equal evidence.
  4. Neither: heads remains possible on every trial.
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Stuck on your own question? Homework Help

Key Terms

45 Key Terms, each with its definition

B

Biased device
A biased device favors some results, so its outcome chances differ from those predicted for the fair device.
A die that favors 4 can produce more fours over many rolls than a fair model predicts.

C

Chance variation
Chance variation is the natural difference between results of repeated experiments, even when the object and method stay the same.
Two fair-coin experiments can give different heads counts because of chance variation.
Complement
The complement of an event contains every possible outcome outside that event; exactly one of the two happens in each trial.
For a spinner numbered 1 through 6, the complement of “at least 5” contains 1, 2, 3, and 4.
Complement rule
The complement rule finds the chance that an event fails by subtracting its probability from 1, or its percent from 100%.
If a shot succeeds with probability 0.81, the complement rule gives a miss probability of 0.19.
Consequence
A consequence is an effect of an outcome; its seriousness matters alongside probability when making a decision about risk.
A small chance of serious damage can matter more to a decision than the same chance of a small loss.

E

Equally likely outcomes
Equally likely outcomes all have the same probability, such as the individual faces on a fair standard die.
Each bead is equally likely in a random draw, even when one color has more beads.
Equivalent probabilities
Equivalent probabilities are different ways of writing the same chance, using equal fractions, decimals, or percents.
The values 9/20, 0.45, and 45% are equivalent probabilities at one point on the scale.
Even chance
An even chance means an event is as likely to happen as not to happen, giving it probability 0.5, or 50%.
A fair coin gives heads an even chance because heads and tails have equal chances.
Event
An event is a group of outcomes of interest; it happens when a trial produces any outcome belonging to that group.
The event “a number below 4” happens when a die shows 1, 2, or 3.
Evidence of bias
Evidence of bias is a pattern of results suggesting that some outcomes are favored beyond what the fair model predicts.
A large gap that lasts through many careful trials gives stronger evidence of bias than a short streak.
Exhaustive outcomes
Exhaustive outcomes together cover every possibility in an experiment, so there is no possible result outside the list.
Win, tie, and loss are exhaustive outcomes for a completed game with those three possible results.
Expected frequency
An expected frequency is the event count predicted by multiplying its probability by the number of trials; actual counts may differ.
A chance of 0.16 over 250 trials gives an expected frequency of 40 occurrences.
Experimental model
An experimental model uses relative frequencies from observed results to assign estimated probabilities to all possible outcomes.
Counts of 80 flat and 20 upright landings give an experimental model with chances 0.8 and 0.2.

F

Fair chance game
A fair chance game gives all players the same probability of winning through its rules and the chance device it uses.
Sharing a fair die’s six faces three each makes a two-player win-or-lose game fair.
Fair device
A fair device gives its equal parts equal chances, such as the faces of a fair die or equal sections of a fair spinner.
A fair spinner with equal sections gives each section the same chance of being selected.
Favorable count
The favorable count is the number of equally likely outcomes that make an event happen, used above the total in a probability fraction.
If seven of nineteen tiles have a star, the favorable count for drawing a star is seven.
Favorable outcome
A favorable outcome is any outcome that makes the event being studied happen, whether or not that result is wanted.
For the event “roll more than 2,” the favorable outcomes are 3, 4, 5, and 6.
Frequency
A frequency is the number of times an outcome or event is observed in a set of trials, recorded as a count.
If a marker lands flat 37 times, the frequency of flat landings in that experiment is 37.
Frequency table
A frequency table lists possible results alongside their observed counts, helping keep a complete record of an experiment.
A coin-flip frequency table records heads and tails, with counts totaling all the flips.

L

Law of Large Numbers
The Law of Large Numbers says that relative frequency tends to approach the probability as the number of trials grows.
A long run of fair flips tends to give a heads proportion near 0.5, with small ups and downs.
Long-run average count
A long-run average count is the mean count predicted across many repeats of a whole experiment, which may be fractional.
An expected 2.5 successes describes an average across runs, even though each run has a whole count.

M

Model fit
Model fit describes how closely observed results agree with a probability model, judged using the gap, trial count, and method.
An observed heads proportion near 0.5 after many flips shows a good fit to a fair-coin model.
Mutually exclusive events
Mutually exclusive events cannot both happen in the same trial, so their probabilities can be added without counting a result twice.
On one coin flip, heads and tails are mutually exclusive because only one face shows.

N

Number of trials
The number of trials is the total attempts in an experiment, used to turn a probability into an expected event count.
At probability 0.3, doubling the number of trials doubles the predicted number of successes.

O

Outcome
An outcome is one possible result of an experiment; a trial produces one of the outcomes in its sample space.
For a roll of a standard die, 4 is an outcome and “even” describes an event.

P

Percent
A percent expresses a value out of 100; a probability written as a percent must lie from 0% to 100%.
A 15% chance is 0.15, which lies closer to impossible than to an even chance.
Pooled relative frequency
A pooled relative frequency combines groups by dividing their total event count by their total number of comparable trials.
Results of 10 in 20 and 30 in 60 give pooled relative frequency 40/80 = 0.5.
Probability
A probability is a number from 0 to 1 that measures how likely an event is; larger values mean larger chances.
A probability of 0.85 puts an event near the certain end of the chance scale.
Probability experiment
A probability experiment is an action with a result that depends on chance, such as a coin flip or a spinner turn.
Spinning a wheel once is a probability experiment because its result is uncertain.
Probability fraction
A probability fraction compares the favorable part with the whole, with all possible equal-chance outcomes in the denominator.
With 2 winning tickets among 25 total tickets, the probability fraction is 2/25.
Probability model
A probability model gives every possible outcome a probability, with each value from 0 to 1 and the whole list totaling 1.
A model may assign 0.6 to open and 0.4 to closed, giving a complete total of 1.
Probability scale
The probability scale runs from 0 for impossible events to 1 for certain events, with an even chance halfway along.
On the probability scale, 0.15 sits left of 0.5 and describes a smaller chance.

R

Random guess
A random guess chooses equally among the remaining answers; with one correct answer, its chance is one divided by the choice count.
After removing two wrong answers from six choices, a random guess succeeds with chance 1/4.
Random selection
A random selection gives every individual item in a group the same chance of being chosen, without a predictable result.
Choosing a name at random gives each student one equal chance, even in a class with unequal groups.
Random-digit model
A random-digit model assigns equally likely digits to events in proportions that match the chances being simulated.
In a random-digit model for 90% success, nine digits mean success and one means failure.
Relative frequency
A relative frequency is an event’s observed count divided by all trials; used to estimate a chance, it is experimental probability.
An event appearing 18 times in 45 trials has relative frequency 18/45 = 0.4.
Repeating decimal
A repeating decimal has a digit or group of digits that continues forever; an exact fraction can preserve its full value.
The probability 2/9 gives the repeating decimal 0.222…, so 0.22 is an approximation.
Risk
A risk is the probability of an unwanted event, often expressed as a percent or as a number affected out of a whole.
A risk of 2 in 800 equals 0.25%, so it is smaller than a risk of 1%.
Running relative frequency
A running relative frequency is the updated event count divided by the total trials so far, recalculated as results arrive.
After each spin, Owen plots the running relative frequency against the number of spins.

S

Sample space
A sample space is the complete set of possible outcomes of an experiment, often written as a list inside braces.
A spinner numbered 2 through 6 has sample space {2, 3, 4, 5, 6}.
Simulation
A simulation uses a chance device or random number generator to imitate another situation with matching probabilities.
A simulation can represent a 10% chance of a fault by assigning one of ten random digits to faults.

T

Theoretical probability
A theoretical probability is calculated from a known model of a situation, using the chances assigned to its outcomes.
A fair die model gives a theoretical probability of 1/6 for rolling any particular face.
Total outcome count
The total outcome count is the number of all possible equally likely outcomes, including both favorable and unfavorable ones.
Adding a tile changes the total outcome count even when its color is not the color wanted.
Trial
A trial is one attempt at a probability experiment, with one recorded result, such as a single roll of a die.
Maya makes 30 trials by rolling the same die 30 times and recording each result.

U

Uniform model
A uniform model assigns the same probability to every individual outcome, so none of those outcomes is favored.
A fair spinner with five numbered equal sections has a uniform model: 0.2 for each number.

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