SSSP4
Probability
Apply addition and multiplication rules; solve problems involving mutually exclusive events and experiments with/without replacement.
Define and use the language of probability — experiment, trial, outcome, sample space (S, n(S)), and event (E, n(E)) — and place and classify events on the 0-to-1 probability scale as impossible, unlikely, equally likely, likely, or certain.
State and apply the theoretical-probability formula P(E) = n(E)/n(S) using a five-step procedure, and find probabilities for dice, integer-range, letter/word, and bag experiments — including the inclusive-range count n(S) = upper − lower + 1.
Use the Multiplication Principle to find n(S) for combined experiments, construct and read a systematic 6 × 6 outcome grid for two dice, and calculate probabilities of events defined by sums, equal faces, comparisons, and 'at least one' conditions.
Construct tree diagrams for one-, two-, and three-stage coin experiments, use the 2^n pattern to find n(S) for any number of tosses, and calculate probabilities for 'exactly k', 'at least k', and 'at most k' events directly from the tree.
Define and identify the complement E' of any event, state and apply the Complement Rule P(E') = 1 - P(E), and recognise 'not', 'neither...nor', and 'at least one' problems as complement problems and solve them efficiently.
Describe the structure of a standard 52-card deck and use it as a sample space, apply P(E) = n(E)/n(S) and the Complement Rule to single-draw card events, and calculate probabilities by suit, colour, value, and combined conditions across cards, balls, and people.
Define mutually exclusive events and identify them using P(A ∩ B) = 0, apply the Addition Rule P(A ∪ B) = P(A) + P(B) for mutually exclusive events, and recognise the 'or' / 'either...or' signal.
Identify overlapping (non-mutually-exclusive) events where A ∩ B ≠ ∅, state and apply the General Addition Rule P(A ∪ B) = P(A) + P(B) − P(A ∩ B), and use it in both directions to find P(A ∪ B) or P(A ∩ B).
Define independent events and state P(A ∩ B) = P(A) × P(B), recognise 'and / both' language and apply the multiplication rule (including three or more events), and explain why drawing 'with replacement' guarantees independence.
Define dependent events and explain why drawing without replacement creates dependence, apply P(A then B) = P(A) × P(B from the updated sample space), and solve 'same colour', 'different colour', and reverse-engineering problems using the complete decision framework.
Unit code SSSP4
SSSP4
Apply addition and multiplication rules; solve problems involving mutually exclusive events and experiments with/without replacement.