France Première Mathematics within Scientific Education
Chapters: 4
1. Automatic skills
Numeric and algebraic calculation · Functions and graphs · Statistics · Probability
- Mental Maths: Fast Everyday Calculation Skills – Mental maths means doing routine calculations quickly and correctly in your head or with a few lines. Compare two numbers by difference or by ratio. Write a percent change as a factor: +20% is × 1.2, −20% is × 0.8. Successive changes multiply their factors, so +20% then −20% gives × 0.96, not × 1. To undo +p% use the reciprocal factor. Know powers of ten and unit conversions, the special products (a + b)² = a² + 2ab + b² and (a + b)(a − b) = a² − b², how to make one letter the subject of a formula, and that a product is zero only if a factor is zero.
- Functions: Input, Rule, Output – A function is a rule that gives exactly one output for each input. We write it as f(x). The output f(a) is called the image of a; an input that gives a certain output is a preimage. A function can be shown as words, a table, a formula or a graph. Its graph can go up (increasing), go down (decreasing) and have a highest point (maximum) or lowest point (minimum).
- Statistics: Mean, Median and Mode of Grouped Data – When data is put into classes (like marks 20–30), we cannot see each value. We use the middle of each class to find the mean, the running total to find the median, and the tallest bar to find the mode. All three tell us the 'centre' of the data in different ways.
- Probability: Chances of a Single Event – Probability tells how likely something is, as a number from 0 to 1. When all outcomes are equally likely, P(event) = number of favourable outcomes ÷ total number of outcomes. An impossible event has probability 0 and a sure event has probability 1.
2. Analysing numerical information
Proportions, percentages, changes, statistical indicators
- Percentages – Per cent means "out of 100", so x% = x/100. To find x% of an amount, multiply by x/100. Percentage change = (change ÷ original) × 100. To increase by r%, multiply by (1 + r/100); to decrease by r%, multiply by (1 − r/100). Successive changes multiply their multipliers. For reverse percentage, divide the new value by the multiplier.
3. Random phenomena
Repeated random trials and simulation
- Probability: Chances of a Single Event – Probability tells how likely something is, as a number from 0 to 1. When all outcomes are equally likely, P(event) = number of favourable outcomes ÷ total number of outcomes. An impossible event has probability 0 and a sure event has probability 1.
4. Modelling change with functions
Linear change: affine functions · Quadratic models · Exponential change
- Linear Functions – A linear function adds the same amount to y every time x goes up by 1. Its rule is y = mx + c (also written f(x) = mx + b). m is the slope: rise ÷ run, the change in y for each 1 step in x. c is the y-intercept: the value of y when x = 0. Its graph is always a straight line.
- Quadratic Equations – A quadratic equation has x² as its highest power: ax² + bx + c = 0 with a ≠ 0. It has at most two roots. Find them by factorising (split the middle term, then set each bracket to zero) or by the formula x = (−b ± √(b² − 4ac)) / 2a. The discriminant D = b² − 4ac tells the nature of roots: D > 0 two different real roots, D = 0 two equal roots, D < 0 no real roots.
- Exponential Functions – An exponential function has the form y = a·bˣ, where a ≠ 0 is the starting value and b > 0, b ≠ 1 is the growth factor. If b > 1 it grows; if 0 < b < 1 it decays. Each step of 1 in x multiplies y by b (a constant ratio), unlike a linear function which adds a constant. The graph of y = bˣ passes through (0, 1), has domain all real numbers, range y > 0, and the x-axis as a horizontal asymptote. The general form y = a·b^(k(x − d)) + c stretches, reflects and shifts it.