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MICS Unit 3 and 4 Study Guide

Total questions: 20

Worksheet time: 10mins

Name
Class
Date
1.

Programmers create ______ to hold the value of the information that may change.

a)

Boxes

b)

Code Boxes

c)

Variables

d)

Constants

2.

Constants and variables can be:

a)

Numbers only

b)

Text only

c)

Neither numbers nor text

d)

Can be numbers and/or text

3.

Information that is input, stored, and used in a compute program that does NOT change is called:

a)

Constant

b)

Variable

c)

Chageable

d)

Remaining

4.

Pieces of information that change as the program runs are called:

a)

Constant

b)

Variable

c)

Changeable

d)

Remaining

5.

A boolean variable has only 2 values:

a)

true/false

b)

happy/sad

c)

day/week

d)

month/year

6.

The first time you use a variable, its type is assigned to whatever it is holding. From that point forward, you can only change the value of that variable to another value of the ______.

a)

Same number

b)

Different type

c)

Same text

d)

Same type

7.

A sprite is a special variable that represents a single dot on the screen and holds 2 values for the ______.

a)

Row and colmn

b)

Size and color

c)

Height and width

d)

None of these

8.

In a game of Rock, Paper, Scissors the names of the players are:

a)

Constants

b)

Variables

c)

Either constants or variables depending on who is winning

d)

Neither of these

9.

In a game of Rock, Paper, Scissors he number of wins would be a:

a)

Constant

b)

Variable

c)

Either constant or variable depending on who is winning

d)

Neither of these

10.

In most examples, a counting variable like score-keeping will start with ______ for all players.

a)

0

b)

1

c)

10

d)

Any number over 20

11.

The micro:bit can keep score for players with the

a)

A button

b)

B button

c)

A+B buttons together

d)

All of the above

12.

In a project like the design of a game, one of the first steps is:

a)

Setting up rules

b)

Designing the game board

c)

Brainstorming

d)

Programming the micro:bit to keep score

13.

Reflection is a very important part in the design of a program beause this step allows the programmer to:

a)

Look at similar projects

b)

Accept feedback and make changes to improve the design

c)

Completely start over in the design

d)

Refuse to make changes in the design

14.

A computer program tells the computer how to ______ input and deliver output.

a)

Change

b)

Re-write

c)

Time

d)

Process

15.

In a computer program, a conditional tells ______ to perform a certain task.

a)

When

b)

How

c)

Why

d)

Where

16.

For a ______ to work, a certain condition or rule must be met.

a)

Program

b)

Sprite

c)

Variable

d)

Conditional

17.

______ can be used to make programs more interesting and entertaining.

a)

Conditionals and variables

b)

Conditionals

c)

Variables

d)

Neither of tese

18.

A nested If Statement equals ______ reqirements that must be met for the outcome to happen.

a)

Larger

b)

Smaller

c)

Added

d)

Fewer

19.

_____ follow the rule of IF this, THEN that will occur.

a)

Variables

b)

Constants

c)

Conditionals

d)

Sprites

20.

The ______ portion of a conditional will apply if the "then" part does not apply and without this part you might not get the correct outcome.

a)

Else

b)

Similar

c)

Opposite

d)

Added