A quick, calm intro — then you choose when to climb.
Probability measures chance — how likely a result is, from 0 (never) to 1 (always). It runs on one fraction and two moves.
P = good ÷ all — every chance starts as a fraction — count the outcomes you want, divide by every possible outcome
AND → multiply — this AND that both happen — independent events multiply their chances
OR → add — either this or that happens — add the chances when the events do not overlap (they cannot both happen)
Set notation
The three symbols that carry every probability problem.
sample space — every possible outcome (the 12 tickets)
event — the outcomes we want (the 3 winners)
good ÷ all — lucky dip: 3 ÷ 12 = 1/4
n(S) = 12 · n(A) = 3 →
Every step explained — why we do it, and what happens.
Why: Single event: 3 winning tickets out of 12 — the good outcomes over every outcome: n(A) over n(S).
What happens: P = 1/4 — the fraction of chance.
Why: A percent is the fraction × 100: 1/4 = 0.25 → 25%.
What happens: 25% — the same chance written “out of 100”.
Why: Independent AND: two coins both landing heads — two independent events, and “both” is AND, so multiply the separate chances.
What happens: 25% — rarer than either coin alone, because both must cooperate.
Why: The trap: adding the chances. Adding is for OR — this OR that, when the events do not overlap. “Both” is AND, and AND multiplies.
What happens: 100% would be a guarantee — two coin flips can never promise double heads.
Rule summary: AND → multiply (independent events) · OR → add (events that do not overlap).
Counting (Optional Toolbox)
Fast ways to count without listing every outcome. Not needed for the basics — come back when the questions get big.
Factorial
Multiply the countdown: — five books on a shelf, spot by spot.
Permutations (order matters)
Arrangements: who is first changes the answer. Five books on a shelf → orderings.
Combinations (order does not)
Selections: the team is the team whoever you pick first. A team of 3 from 5 → .
Shelf = order matters → permutation · team = order does not → combination. The factorial is the building block of both.
The school fair has a lucky dip: a jar holds 12 tickets and 3 of them win prizes. A second jar holds 5 tickets with 1 winner. What is the chance of grabbing a winner from the first jar — and of winning BOTH jars?
Follow the win → win path: both jars is one path, and one path multiplies.
Why: 3 winning tickets out of 12 in the jar — n(A) over n(S): good outcomes over all outcomes.
What happens: P₁ = 3/12.
Why: Simplify 3/12 to 1/4; × 100 gives the percentage.
What happens: 25% on the first jar.
Why: The trap: adding the chances. The tree shows both jars as ONE path — win, then win again — and one path multiplies.
What happens: 45% would be “first OR second” — not “both”.
Why: Both jars: multiply. The second jar has 1 winner in 5, so 1/4 × 1/5.
What happens: 5% — one chance in twenty for the double win.
Why: The check: two wins must be rarer than either win alone — a product of fractions shrinks, a sum would grow.
What happens: 5% < 25% and 5% < 20% ✓ — multiplication was right.
Two classic glitches:
1.AND vs OR — adding independent chances
Wrong:P(both) = P(A) + P(B) — two chances, so add them
Right:“Both” is AND → multiply. Addition is for OR — either one — and only when the events do not overlap.
2.Turning a fraction into a percent
Wrong:3/12 = 3% — just swap the fraction for a percent
Right:Percent = fraction × 100: 3/12 = 1/4 = 25%. “Per cent” means “out of 100”.
You've got the concept! Let's lock it in with practice.
Learning is optional — the ladder is always open.