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1) ANGLES
Angle facts
An angle is formed where two straight lines meet. We measure them in degrees and
there are 360 degrees in a full circle.
We can use the following facts to work out angles we don't know:
1. Angles around a single point add up to 3600.
2. Angles on a straight line add up to 1800. So the missing angle below must be 400.
3. Vertically opposite angles are equal. (This is when two straightlines cross!).
Parallel lines
When a straight line crosses two parallel lines there are more angle
factswe can look for and use!
1. Corresponding angles
are equal - these are angles in a letter 'F'.
X
2. Alternate angles
3. Supplementary angles
add up to 1800 - these are angles in a letter 'U' or 'C' (when the 'U' and the 'C'
are made of three straight sides, of course).
X
X
When you've learnt all the above facts, the difficult thing is spotting them in the first
place! You need to try out your knowledge by practising questions and ignoring any
lines that are 'in the way'! Geometry problems will now be a doddle!
2) BEARINGS
Bearings are simply a way of giving directions (a bit more accurately than just
relying on North, South, East and West!).
If they are given with a distance as well then you have an exact position.
Note:
1. Bearings are always measured from North, which is 0000 (or 3600). Always draw
a North line at each pointto give a guide for your protractor.
2. They are always measured clockwise and must have three figures. So East is
0900, South is 1800 and West is 2700.
Finding a position
If you are given the bearing and position of something from a point and asked to
mark it in (after which you may be asked to measure something else) then here's
what you do:
1. Draw a North line at the point you are measuring from.
2. Put your protractor on this point and line up 00 with the North line. Always lean
right over the paper when you're doing this even though you might think you look a
bit stupid!
3. Read round the protractor clockwise until you reach the angle you want and
mark it with a pencil.
4. Draw a pencil line from the point you are measuring from right through your angle
point.
5. Check your scale (if there is one) and measure the distance you need along this
line. Put a cross to show your position.
Don't rub any of your pencil lines out. These help to show what you've done.
Here's the kind of diagram you might have for a ship which is 8 km away from a
lighthouse on a bearing of 1250using a scale of 1 cm = 1 km.
Measuring bearings
To measure the bearing of something, call it B, from something else, call it A, here's
what you do:
1. Draw a North line at A (because that's where you're measuring from).
2. Draw a pencil line connecting A to B. This acts as a guide for your protractor!
3. Place your protractor on A and line up 00 with the North line.
4. Read round clockwise until you reach the line going to B. There's your Bearing!
Don't forget to write it with three figures (if the angle is only two digits put a zero
in front!).
ROUNDING
Decimal Places
Often you are asked to write an answer to a given number of decimal places (be
careful to read the question properly!).
What you need to do:
1. Count the number of decimal places you need.
2. Look at the next digit. If it's 4 or below just write down the answer with the right
amount of decimal places. If it's 5 or above write down the number but put your last
decimal place up by one.
For example: 2.3635 to two decimal places
Significant Figures
These involve all digits, not just decimal places. Zeros are only "significant" if they
separate two other non-zero digits!
What you need to do:
1. Start counting at the first non-zero digit until you have the number of digits that
you need.
2. Look at the next digit. If it's a 4 or below just write the number down leaving the
last digit the same. If it's a 5 or above put the last digit up by one.
3. If you are rounding whole numbers (i.e. to the left of the decimal point) put
zeros in all the other columns after your last digit until you reach the decimal point.
e.g. 12 736 to three significant figures is 12 700
e.g. 6530 to one significant figure is 7000
e.g. 0.576 to two significant figures is 0.58
ESTIMATING
Arithmetic Operations
You should always do a quick estimate in your head when doing arithmetic so you
can see if your answer is reasonable.
Sometimes an exam question will test your ability to do this!
Generally, you should round each number involved to one significant figure
(see Rounding Learn-it) and then it's easy to estimate by using the single digits and
moving the point around.
Let's have a look at one:
936 x 27 - this is difficult to do in your head but if we round both numbers to one
significant figure it becomes900 x 30.
Now this is easy to do in your head by doing 9 x 3 = 27 then moving the point 3
times (putting three noughts on!) giving the answer 27 000 which is a good
estimate of the real answer 25 272.
Here's some more!
45 x 72 becomes 50 x 70 which is 3500
317 x 23 becomes 300 x 20 which is 6000
Check these are reasonable estimates of the real answers!
Error
It is important to remember that most measurement is approximate.
If you say your garden is 8 metres long you are rounding to the nearest metre and it
could be anything from 7.5 to 8.5 metres long.
Upper and Lower Bounds
The real value can be as much as half the rounded unit above or below the value
given.
So, if you are given 5.4cm the upper bound is 5.45cm and the lower bound is
5.35cm.
For 6.0kg you need to go 0.05kg either way so the upper bound is 6.05kg and
the lower bound is 5.95kg.
Maximum and Minimum Values
For calculations you must use the upper or lower bounds of each measurement
depending on what calculation you are doing.
Addition - For the maximum use the upper bound of each measurement, for the
minimum use the lower bound of each measurement.
For example:
If a piece of wood measuring 15cm is joined to another piece measuring 12cm you
can see the maximum and minimum values of the addition by clicking below.
Subtraction - For the maximum you need the biggest difference between the two
measurements i.e. the upper bound of the first number and the lower bound of the
second and for the minimum it's the other way round.
For example:
David and Steven were given seeds to plant in Biology and decided to see whose
would grow the highest. After two weeks they measured them to the nearest
centimetre and David's had grown to 11cm whereas Steven's had grown to
15cm. What are the maximum and minimum values of Steven's victory?
Multiplication - Same as for Addition
Division - Same as for Subtraction
Tip!
If it is a complicated calculation e.g. (32.3 x 42.6) - 12.7 then remember the rules for
each separate operation. For a maximum this would be (32.35 x 42.65) - 12.65
(Notice the lower bound was used for 12.7 as it was a subtraction).
Height (cm)
Base (cm)
Area (cm2)
10
90
10
11
110
Now we know the height must be between 9 and 10 so we move on to the first
decimal place. We can start with 9.5 if we want!
Height (cm)
Base (cm)
Area (cm2)
9.5
10.5
9.6
10.6
Now we know the height is between 9.5 and 9.6 so we can move to the second
decimal place.
Height (cm)
Base (cm)
Area (cm2)
9.55
10.55
9.54
10.54
9.53
10.53
9.52
10.52
9.51
10.51
Now we know it's between 9.51 and 9.52. We only want two decimal places so the
answer has to be one of these!
We try the middle i.e. 9.515. The answer is too high so we now know it is nearer
to 9.51
To two decimal places the height is 9.51cm.
Try to guess Tom's height:
Tom's is somwhere between 100cm and 200cm tall. Enter your guess in the
box and click on the 'GO' button.
After each guess you can see if it is too low or too high, use this to narrow
down your guesses.
See how many tries it takes you.
CALCULATOR
It is vital that you get to know exactly how your calculator works so you don't waste
unnecessary time in the exam. Don't rely on borrowing one as you may not be
familiar with it (and you might annoy your maths teacher!).
Your calculator must be a scientific one and you should have an instruction booklet
with it.
Below is diagram of a calculator. Roll over each button to see what it does:
For the rest of this section it might be handy if you have your calculator and
instruction booklet close at hand.
Now, you want everything on the top to be divided by 4.1 so you must press'=' after
you have typed in the top of the fraction.
You can either work out the bracket first then add 5.8 or use the brackets on your
calculator and type it straight in! You should get 8.7 for the top. Now divide it by 4.1
to get 2.12195122
Try it!
Now try:
You should get 3.564 (to 3 decimal places). If you didn't, try it again using the
information above.
As you can see from the example above, to do 26, type in 2, press your power button,
type in 6 and press '='.
You should get 64.
To do the 4th root of 81, type in 81, press your root button, type in 4 and press ?=?.
You should get 3.
If you can't get the answers above, consult your instruction book on how to do it on
your machine as it might be different!
Standard Form
You can find out more about Standard Form in the section on 'Indices'.
Your calculator Standard Form buttons will probably say EXP or EE. If you can't find
this, have a look at your instruction book.
Now, as you should know, Standard Form is a number between 1 and 10 multiplied
by 10 to a power. Your calculator may not indicate the 'x 10' bit. If it doesn't it will
show the number then the power of 10 smaller and to the right.
Don't mistake this as meaning the power is for the number on the screen. It isn't. It's
a power of 10!
The button EXP or EE means 'x 10?' so to do 3.5 x 108 you type 3.5, press EXP then
type 8.
You can now do arithmetic using Standard Form:
For example: try (4.5 x 107) x (3.1 x 109)
You should get 1.395 x 1017
Fractions
As you probably know, fractions are divisions and you can do them on your calculator
by using the divide button.
However, your calculator will then work in decimals which are sometimes not as
accurate and, anyway, we might need to write the answer as a fraction.
Most calculators will have their own fraction buttons. They may look like this:
They are incredibly useful for doing fraction work and may even change top-heavy
fractions into mixed numbers and vice versa.
Learn how to use them and what the fractions look like on your screen.
You can check you are OK by using the following examples if you wish -just
type in the number you get in the space with a question mark:
Rules of Indices
Rule 1: When you multiply indices of the same number you add the powers.
For example: 54x 53= 54+3= 57
Rule 2: When you divide indices of the same number you subtract the powers.
For example:
Rule 5: When the power is a fraction the top of the fraction (numerator) is a power
and the bottom of the fraction is a root.
For example:
Rule 6: Anything to a power of 1 is just itself and we normally don't bother putting
the 1 there.
For example: 51 is just 5.
Anything to a power of 0 is equal to 1, it doesn't matter what number it is!
For example: 100 = 1, 20 = 1, x0 = 1, etc.
Angle Formulae
Rule 1: Angles around a single point add up to 360.
Rule 2: Angles on a straight line add up to 180.
Rule 3: Vertically opposite angles are equal. (This is when two straight lines cross!).
Rule 4: Angles in a triangle add up to 180.
Rule 5: Angles in a quadrilateral add up to 360.
Parallel Lines
When a straight line crosses two parallel lines there are more angle facts we can look
for and use!
Rule 1: Corresponding angles are equal - these are angles in a letter 'F'.
Rule 2: Alternate angles are equal - these are angles in a letter 'Z'.
Rule 3: Supplementary angles add up to 180 - these are angles in a letter 'U' or 'C'
(when the 'U' and the 'C' are made of three straight sides, of course).
Pythagoras
Rule:
The square on the hypotenuse is equal to the sum of the squares on the
other two sides
or, a2 + b2 = c2
Area
Square: Area = Length2
Rectangle: Area = Length x Width
Right-angled Triangle: Area = x Base x Height
Other Triangle: Area = x Base x Perpendicular Height
Circle: Area = r2
Trapezium: Area = Average of Parallel sides x Distance between them
Surface Area
Curved Surface of a Cylinder: Area = 2 rh
Surface of a Sphere: Area = 4 r2
Curved Surface of a Cone: Area = rl
Volume
Cube: Volume = Length3
Cuboid: Volume = Length x Width x Height
Circles
Circumference = 2 r or, Circumference = d
Area = r2
Similarity
Graphs
The equation of a straight line is y = mx + c
The gradient, m:
Probability
If we call a particular event 'A' then the probability of A happening is:
Algebraic Graphs
Obviously, to plot co-ordinates on a graph you need x-values and y-values so, unlike
when you are solving equations, we will be using y = .... to give us our co-ordinates.
This means that they are called functions rather than equations.
Key points
1. Always make a table of values before plotting a graph.
2. Always do everything in sharp pencil - sharp for accuracy (very important to
examiners!) and pencil because if you mess it up on an exam paper you must be
able to rub the whole thing out as there won't be another space for you to try again!
3. Make sure your axes are sensibly labelled with appropriate scales.
4. If the points are in a straight line, you must draw a straight line through them to
fill the whole of your graph. Don't just start at the first point plotted and end at the
last.
5. If the points are not in a straight line, draw a smooth curve through them. If
you're not very good at this you must practise to get your technique sorted out!
6. Always label your graph fully - the axes and the line or curve (with it's equation).
7. If there is a rogue point that doesn't look like it follows the line or curve then
you've probably worked it out wrong and need to check it!
Linear graphs
Linear functions can be written in the form
y = mx + c
where y and x are variables, m and c are constants (numbers).
If you write them like this then m is the gradient and c is the y-intercept (point
where it crosses the y-axis). The graphs of Linear Functions are straight lines.
-3 -2 0 2 4
-7 -5 -1 3 7
Now simply decide on your axes, plot the points and draw a straight line
right through them:
Quadratic graphs
Quadratic functions can be written in the form:
y = ax2 + bx + c
where a, b and c are constants and 'a' doesn't equal zero.
b and c, so you may need to try a few values of x out until you have an idea of where
it is.
Below we've done a table for the function y = x2 - 4x - 5 taking values of x from -8
to 8:
-8
-6
-4
-2
91
55
27
-5
-9
-5
27
and it looks like this. It never touches the axes but gets closer and closer.The axes
are known as asymptotes.
To plot them, do the same thing as for cubics (remembering the different shapes of
cubics and reciprocals).
Table - Axes - Plot - Draw - Label
Try and think of an easy way to remember this!
The solutions of a cubic are where it crosses the x-axis and it can have up to 3 like
the one shown below that has the solutions x = -4, x = 2and x = 5.
As all simultaneous equations you come across at GCSE are linear (can both be
written in the form y = mx + c) their graphs will be straight lines.
The solution (x-value and y-value) is where the straight lines intersect (cross each
other).
So instead of solving them using Algebra you can read their solution straight from
the graph!
So, for the simultaneous equations: x + y = 10
x + y = 10
y - 2x = 1
1. Choose any point on the graph but not on the line as a test point (the origin is
usually a good one unless it is on the line).
2. Put the x and y values of the point into the inequality. If the inequality works (is
true - for example 2 > 7 would not be true) then that's the side of the line you want.
If not then you want the other side.
Here's an example using the inequality
2x + y > 7.
First, make a table of values to draw the line
2x + y = 7.
Remember: you only need 4 or 5 values of x.
When x = -4, y = 15
When x = -2, y = 11
When x = 0, y = 7
When x = 2, y = 3
When x = 4, y = -1
-4
-2
15
11
-1
Now plot the points and draw the line - make it dotted as the inequality is
'greater than' and not 'greater than or equal to'.
Choose a test point. We are going to choose (0, 0).
Put the x = 0 and y = 0 values into the inequality 2x + y > 7 to give 0 > 7 which is
clearly not true so we want the other side of the line (see below):
Real-life Graphs
Travel graphs
The two types of graphs you will meet are distance/time and speed/time.
Time is almost always plotted on the x-axis!
Distance/time
If you show a graph of a journey showing distance travelled (on the y-axis)
against time (on the x-axis):
1. The gradient (or slope) of the graph represents the speed.
2. A horizontal section indicates that you have stopped.
3. A section sloping up means you are going away.
4. A section sloping down means you are coming back.
5. The steeper the line, the faster you are going.
Speed/time
1. The gradient (or slope) of the graph represents the acceleration.
2. The area under the graph (for any section) is the distance travelled (in that
section).
Line graphs
Frequency polygons
Scatter diagrams
These are all covered in the section Representing Data.
Indices
Powers and Roots
A power tells you to multiply a number by itself.
For example, 53 means 5 x 5 x 5 which is 125.
24 means 2 x 2 x 2 x 2 which is 16.
It is a short way of writing out calculations.
For example, 33 x 42 = 3 x 3 x 3 x 4 x 4 = 432
A root is the opposite of a power.
For example:
The answer is 2.
- means 'what number do you cube (multiply by itself 3 times) to get 27?'
The answer is 3.
Rules of indices
There are several rules that you will need to know.
Rule 1
When you multiply indices of the same number you add the powers.
For example: 54 x 53 = 54 + 3 = 57
Rule 2
When you divide indices of the same number you subtract the powers.
Rule 3
Indices outside a bracket multiply.
For example: (32)
= 32 x 4 = 3 8
Rule 4
Negative indices mean reciprocal, i.e. 'one over...' or 'put on the bottom of
a fraction'.
Rule 5
When the power is a fraction the top of the fraction (numerator) is
a power and the bottom of the fraction is a root.
Rule 6
Anything to a power of 1 is just itself and we normally don't bother putting
the 1 there i.e. 51 is just 5.
Anything to a power of 0 is equal to 1, it doesn't matter what number it is!
i.e. 100 = 1, 20 = 1, x0 = 1, etc.
There you go! There's your rules. Now practice using them by doing some
questions!
Drag and drop the appropriate rule onto the formula you would use it to
solve:
Indices in Algebra
The rules of Indices also work in Algebra (after all the letters
or variables represent numbers anyway!).
So with algebraic fractions you can take the powers at the bottom from the
powers at the top and simplify the expression (a bit like cancelling the
powers on the top and bottom of the fraction).
What are we talking about? Good question! So here's an example.
Click the Play and Next buttons to see how it is done:
Standard Form
Introduction
Standard Form (or Standard Index Form to give it its proper title!) is a way of
writing very big or very small numbers in a nice short way by using powers of 10.
This is because when you multiply by 10, 100 (102) or 1000 (103) and so on the effect
is that the decimal point moves.
To be technical about it, every number can be written as a x 10n where a is a
number between 1 and 10 and n is an integer (whole number including negative
whole numbers)!
For example:
6 000 000 000 can be written as 6 x 109
0.32 can be written as 3.2 x 10-1 (Note the negative power of 10 because you want
the point to move to theleft and not to the right).
What you need to do:
1. Look at your number written in full and put the decimal point straight after the
first non-zero digit.
2. Count how many times it needs to move to get back to where it was. This gives
you your power of 10.
Take this example...
To write 5480000 in standard form, move the decimal point until it is after the 5,
counting how numbers it hopped over on the way. That number is then the number
you have to raise 10 to to give you the standard form. Click 'Play' below to see
this in action.
Now you can put numbers into your calculator that wouldn't even fit on the screen
before!
But the answer is not in Standard Form and the question may ask you to give
your answer in Standard Form. Don't worry! It's not a problem.
Move the point over the 5 to get 3.5 then increase the power of 10 by one to get it
back where it was before you moved it. This gives the answer 3.5 x 1019.
Dimensions
Some equations give you a length, for example circumference of a circle. Some give
you an area, for example the surface area of a sphere. And some give you a volume.
You cannot mix dimensions. For example, you cannot add a length to an area or an
area to a volume.
What you need to be able to do is recognise whether an equation is giving you
a length, an area, a volume or is actually total rubbish (because it is adding or
subtracting different measurements).
In equations, lengths are represented by letters (variables). However, letters can also
represent constants (which means that they are always the same number) and
constants have no dimensions. Also, numbers have no dimensions unless you are
told otherwise!
How to tell!
1. If the equation is a length then only one letter (variable) represents a length.
However, lengths can be added and subtracted from each other and still give a
length. For example, 10cm + 15cm is 25cm which is still a length.
2. If the equation is an area then it must be length x length. Again, it's still
an area if areas are added or subtracted from each other.
3. If the equation is a volume then it must be length x length x length.
4. Be careful if they use brackets. To be safe, multiply out the brackets before
making your decision.
5. Also be careful with fractions as the dimensions are allowed to cancel. So,
a volume over a length will give anarea, and an area over a length will give
a length.
Tip!
If the question on an exam paper asks you to tick boxes, only tick the ones you
are sure of - Do Not Guess!This is because a wrong tick will cancel out one of the
right ticks as well - sorry, that's just how they mark the papers!
If x, y, and z represent lengths and a, b and c are constants, here's some
examples:
x2y
This is a volume because it's length x length x length.
3ax2
This is an area because it's length x length and neither 3 nor a have any
dimensions.
4ax + 3y
Accuracy
The basic thing to remember is:
Measurement is always approximate.
Whatever the measurement has been rounded to it could be half a unit either way.
For example, if a sprinter is timed as doing 100 metres in 10.8 seconds his time has
been rounded to the nearest tenth of a second, which means it could have been
anywhere between 10.75 and 10.85 seconds.
Metric
Here are some basic facts that you should know:
Length
1cm = 10mm
1m = 100cm
1km = 1000m
Mass:
1kg = 1000g
1 tonne = 1000kg
Volume:
Note to remember:
1m = 100cm
1m2 = 10 000cm2
Imperial
Here are some more facts that you should know:
Length:
1 foot = 12 inches
1 yard = 3 feet
Length:
1 pound = 16 ounces
1 stone = 14 pounds
Volume:
1 gallon = 8 pints
Conversion
You need to know the approximate conversions between some of the metric and
imperial units. Here are the main ones:
Locus
A locus is simply a set of points that satisfy some sort of condition. Here are some
common loci that you need to be able to draw...
1. Get a pair of compasses and place the point where the two lines meet. Draw little
arcs that cross each of the lines.
2. Now, keeping the compasses set, put the point on each line where your arc has
crossed it and draw another little arc in-between the two lines. You should now have
another two little arcs in the middle.
3. Draw a straight line from the angle through the point where your little arcs cross
and you've done it!
Confused? Click 'Show Me' below and the diagram will show you each step:
Using Fractions
You need to be able to:
1. Cancel fractions down.
2. Change improper (top-heavy, e.g. 3/2) fractions into mixed numbers (e.g. 1 )
and vice-versa.
3. Multiply and divide fractions.
4. Add and subtract fractions.
5. Find fractions of quantities.
6. Use ratio.
Your calculator should have a fraction button which does all of the above easily
- learn how to use it properly!
However, now there is a non-calculator exam paper you also need to be able to do all
of the above by hand.
We will assume you can do 1 and 2. For the rest just follow these simple tips:
Important: Always change any mixed numbers into improper fractions
before you start then cancel the answer down to it's simplest terms and
change back to a mixed number if you need to!
Multiplying
Multiply the tops (numerators) together and multiply the bottoms (denominators)
together.
Dividing
Turn the second fraction upside-down and multiply as above.
Adding and subtracting
Find the lowest common denominator. This is the lowest number that the
denominators will both go into. Then multiply the top and bottom of each fraction by
the same number (the number used for each fraction may be different!).
Now simply add (or subtract) the tops keeping the denominator the same!
Here's an example:
Looking at the above example, the lowest common denominator of 6 and 8 is 24.
You need to multiply 6 by 4 to get 24. That's why you have to multiply the topand
bottom of the first fraction by 4.
You need to multiply 8 by 3 to get 24. That's why you have to multiply the top and
bottom of the second fraction by 3.
Using Decimals
Again your calculator will do this easily but you also need to be able to do it by hand!
To add and subtract numbers with decimal points in them, put them in columns with
the decimal points above each other and add or subtract as you would with whole
numbers.
To multiply, ignore the decimal points and multiply as you would with whole
numbers. When you have the answer count the number of digits after the decimal
points in the question and put the point in your answer so you have the same
amount of digits after the point.
To divide, move the point the same number of places in both numbers so the second
one is no longer a decimal then divide as normal!
Changing Between
Percentages are just fractions out of 100.
Decimals are just tenths, hundredths, thousandths etc.
The simple diagram below shows how to change between them!
Amounts as Percentages
To express an amount as a percentage, write it as a fraction of the total amount
and multiply it by 100. Here's an example!
There are 14 boys and 11 girls in a class.
What percentage of the class are boys?
Total in the class = 25 so the fraction of boys is 14/25.
Finding Percentages
To find a percentage of a quantity, turn the percentage into a decimal (divide by 100)
and multiply the quantity by this. Here's an example:
Find 55% of 230km.
Compound Interest
Let's say you have 10 in the bank at 10% interest per annum (that means per
year!).
So at the end of one year you will get 1 interest giving you a balance of 11.
At the end of the second year you now get 10% of 11 i.e. 1.10 so you are getting
interest on your interest (if you see what we mean!). This is called Compound
Interest.
So if you want to find out how a sum of money has grown due to interest added over
a number of years, here's what you do:
1. Add the interest rate on to 100% to get your new percentage.
2. Change it to a decimal. This is now the number you multiply by at the end of each
year.
Example:
A man has 50 in his bank account at the start of the year. The interest rate is 5.3%
per annum. If he leaves his money there, how much will the balance be at the end of
3 years?
Answer:
If you add 5.3% on you will have 105.3%.
As a decimal this is 1.053. So we simply multiply the 50 by this number 3 times as
there are 3 years. In other words we are multiplying by (1.053) 3.
50 x (1.053)3 = 58.37879385
Now remember money has two decimal places so the answer is 58.38.
Triangles
Triangles can be classified using their sides or their angles.
The angles in a triangle always add up to 1800.
Area
The area of a triangle is
However, you must use the perpendicular height. That means at 900 to the base.
Quadrilaterals
Quadrilaterals are 4-sided shapes and are probably the most interesting of all the
polygons as there are several ones with special properties and names.
Square:
4 lines of symmetry.
No lines of symmetry.
Trapezium:
No symmetry.
Kite:
No rotation symmetry.
Angles
There are two types of angle when dealing with Polygons - internal and external.
You need to be able to work them out for regular polygons (that's polygons which
have all sides equal and all angles equal).
The easiest thing to do is work out the external angle. The internal angle is then
just the difference between that and 1800.
The external angle is the angle that you must turn for each new side. When you have
drawn the whole shape you will be back where you started so you must have
travelled 3600. Therefore, the external angle is simply 3600divided by the number of
sides (or the number of "turns").
For a regular polygon with 'n' sides, External angle:
So to work out the internal angle we just subtract that from 180 0.
For example:
For a pentagon...
Polygon:
Number of sides:
External angles:
Internal angles:
Triangle
120
60
Square
90
90
Pentagon
72
108
Hexagon
60
120
Heptagon
51.4
128.6
Octagon
45
135
Nonagon
40
140
Decagon
10
36
144
Undecagon
11
32.7
147.3
Dodecagon
12
30
150
Circles
Circles are amazing shapes. Every single point on a circle is the same distance from
the centre. Also they are heavily involved with the irrational number which we call pi.
Pi has a never-ending decimal tail that never shows a pattern.
Circumference
The diameter fits around the outside 3 and a bit times ():
Area
Again, pi is involved in the area formula:
Simple probability
Probability is the 'chance' of something happening.
It is almost certain to come up in your exam! (Nothing is ever completely certain!)
Key points:
1. We call 'something happening' an event. For example, getting a 6 with the roll of
a dice.
2. Probability should always be written as a fraction, decimal or percentage never
'1 in 10' or '3 chances out of 5'.
3. The probability of something happening must be between 0 and 1 (unlessyou are
using percentage - 0 to 100).
4. The sum of the probabilities of every possible outcome is 1.
5. The probability of something not happening is 1 minus the probability of it
happening.
If we call a particular event 'A' then the probability of A happening is:
For example:
p (getting an even number when you roll a dice) =
Experimental probability
In practice, a coin will not always land 'Heads' exactly half the times you throw it
(although theoretically it should!).
If you do something a certain number of times and record the results you can write
down estimates for the probabilities of each outcome.
These estimates are also known as Relative Frequencies.
Here's an example:
A ball was drawn out of a bag containing coloured balls 200 times. Each time the ball
was replaced. The results are shown below...
Work out all the probabilities and write them in the boxes:
You don't need to bother cancelling the fraction down to its simplest terms in this
type of question. You will still get full marks.
Why take the risk?
Rules of Probability
The 'and' rule
When you want the probability of two or more things happening you multiply
their probabilities together.
For example:
For two events A and B,
p (A and B) = p (A) x p (B)
For example, the probability of rolling a 6 on a dice and getting Heads on the toss of
a coin is:
An important condition
The events must be independent.
This means that one of them happening must not change the probability of the
other one happening.
For example:
If you pick a card from a pack of 52, p(King)=
If you pick two cards one after the other and want to know the probability of two
kings but don't put the first card back, then you cannot use the 'and' rule because
there are only 51 cards the second time (the probability has changed).
Another example: Say you wanted to find the probability of it raining and finding
someone carrying an umbrella. These two events are said to be dependant i.e. if it
is raining it is more likely that you will find someone carrying an umbrella.
So the probability of finding an umbrella carrier changes. You could not use the
'and' rule in this example as the two events are not independant.
An important condition
The events must be mutually exclusive.
This means that they must not be able to happen at the same time as each other.
For example, the probability of drawing a King or a Club from a pack of 52 cards
cannot be done by adding their probabilities because a King can also be a Club so
you would have counted one of the Kings twice - they are notmutually exclusive.
Below is a quick test to check that you understand all the rules. Drag and
drop the four panels into the correct gaps and then mark your answer to
see how you got on:
Tree Diagrams
If you can master Tree Diagrams you've got probability sorted!
Here's a diagram to help you understand them:
Here's an example:
A bag contains 6 red marbles and 4 blue marbles. A marble is drawn at random and
not replaced. A second marble is then drawn.
Below is a tree diagram to show the probabilities, click on the question
marks to reveal them:
Gathering data
There are two types of number data: Discrete and Continuous.
Discrete data can only take specific values and not the values in-between. For
example, number of children in a class or shoe size.
Continuous data can take any value within your range of accuracy. For example,
height or weight.
When you have a load of numbers in front of you it is known as raw data. This topic
is about organising that raw data so it becomes easy to extract information from it.
The simplest way to collect data is to use a tally chart. If you are given a load of
numbers in an exam and asked to design a table to tally them this is the design of
table you should use:
Tally:
Frequency:
would be better.
2. They must be fair and not leading questions. For instance,
'Do you agree that the BBC has the best sports coverage?'
is a lot better.
Once you have gathered and organised your data you can begin analysing it.
Analysing data
The 4 main values used in analysing data for GCSE are Mean, Median,
Mode and Range.
Before you work anything out, however, you must remember this golden rule:
Mean is the total of all the items divided by the number of items.
Range is the difference between the smallest and the biggest value.
The mean gives you an idea of the average value but is not a good measure of
average if there are any extreme values (a lot bigger or smaller than the others).
The median can be used if there are any extreme values as it is not affected by
them. The value at the end could be anything as far as the median is concerned, the
middle value is still the same. The other benefit about the median is that you know
exactly half the values are above it and half are below.
Note: if there are an even number of items then there will be two middle values so
the median will be halfway between them.
The mode is only useful in certain circumstances. For example, voting for
something.
The range must be given as a single number and not written as '.... to ....'.
Check you've learnt this properly by dragging the correct type of value on
to the question marks in the panels below. Mark your answer to see how
you did:
Comparing two sets of data
When doing this, either compare their means and their ranges or their medians
and their ranges. Simply state the values. Do not make wild and waffly statements
about what you think is going on. It is best to deal in facts.
Grouped data
Grouped Data is slightly different because, as the data has been put into groups, you
don't know what the original individual values were.
Mean - assume all the items in a group take the mid-point of the group so for each
group you do mid-point x frequency. Add them all up and divide by the Total
Frequency.
Median - you cannot find the median, only the group that it is in. (You can, however,
get an estimate of the Median using a 'Cumulative Frequency' graph).
Modal group - the group with the highest frequency.