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Gaming Essentials (ICT) Vocabulary Quiz

Total questions: 45

Worksheet time: 11hrs 15mins

Name
Class
Date
1.

game in which luck or possibility plays a role in determining the outcome of the game (examples – dice & cards)

a)

constraints

b)

chance

c)

skill

d)

storyboard

2.

issues or roadblocks a development team faces that limits their ability to meet the goals it sets out for a game

a)

deconstructing

b)

constraints

c)

expression

d)

function

3.

the characteristics of the game that will lead to a successful solution (examples – number of players, what is required to win the game)

a)

debugging

b)

executing

c)

criteria

d)

runtime error

4.

taking apart an existing game to learn how the audience, elements, and characters work together

a)

pseudocode

b)

flowchart

c)

event

d)

deconstructing

5.

when people get together to come up with ideas

a)

brainstorming

b)

algorithm

c)

logic statement

d)

skill

6.

suggestions and ideas for improving or refining a game or issues with playing a game

a)

feedback

b)

programmer

c)

logic statement

d)

selection

7.

the first functional example of a game; often referred to as a first draft of a game

a)

object

b)

operator

c)

prototype

d)

event

8.

when people assume roles of characters and act out or base decisions on their roles (example – Dungeons & Dragons)

a)

role-playing

b)

algorithm

c)

skill

d)

syntax

9.

game in which the player’s skill determines the outcome of the game

a)

chance

b)

skill

c)

role-playing

d)

debugging

10.

a graphic organizer that uses illustrations or images arranged in the order of the story or game; helps plan the sequence of events & steps in a game’s animation

a)

instance

b)

class

c)

expression

d)

storyboard

11.

set of step-by-step instructions that must be executed in order to solve a problem or perform a task

a)

algorithm

b)

logic error

c)

logic statement

d)

pseudocode

12.

any machine that can be programmed to perform a specific task or number of tasks

a)

syntax

b)

object

c)

computer

d)

variable

13.

the study of computers and how they work

a)

computer science

b)

algorithm

c)

programmer

d)

flowchart

14.

finding and fixing programming errors; AKA troubleshooting

a)

constraints

b)

criteria

c)

logic error

d)

debugging

15.

when a computer is performing the instructions & commands in a program

a)

executing

b)

argument

c)

class

d)

instance

16.

graphical diagrams that show the steps or decision process contained in an algorithm and includes different symbols to represent the purpose or process of a particular step

a)

class

b)

Boolean

c)

flowchart

d)

object

17.

error that causes the program to produce unexpected results

a)

logic error

b)

runtime error

c)

selection

d)

syntax

18.

controls the flow of a program; written in the form of IF, THEN, ELSE statements

a)

expression

b)

logic statement

c)

logic error

d)

selection

19.

person that writes instructions as a series of statements using the code and syntax for a particular programming language

a)

programmer

b)

operator

c)

variable

d)

property

20.

a way of writing the details of algorithm steps in plain text using short phrases to describe the project outline

a)

pseudocode

b)

instance

c)

debugging

d)

event handler

21.

a programming structure that instructs the computer to repeat of set of instructions, called a loop, until some condition is met

a)

repetition, iteration, loop

b)

selection

c)

syntax

d)

logic statement

22.

error that occurs when the program is running

a)

runtime error

b)

logic error

c)

pseudocode

d)

syntax

23.

a programming structure that allows the computer to make a selection between alternative conditions (example – if/else statement)

a)

syntax

b)

object

c)

selection

d)

event

24.

a programming structure that contains a sequence of instructions that the computer follows in order, one by one, from top to bottom

a)

selection

b)

sequential

c)

syntax error

d)

task training

25.

the words and symbols used in programming languages

a)

event

b)

syntax

c)

pseudocode

d)

Boolean

26.

error that occurs when the computer does not understand or recognize the code as typed; examples include misspelled words or missing code

a)

syntax error

b)

runtime error

c)

logic error

d)

debugging

27.

using game technology to provide employees with skills needed to perform a job (example – flight simulators)

a)

event handler

b)

expression

c)

argument

d)

task training

28.

the value that is passed to a method when it’s called so that it knows what to do (examples – rotate 90 degrees)

a)

argument

b)

class

c)

event

d)

function

29.

refers to the equal sign (=) used in most programming languages

a)

expression

b)

function

c)

assignment operator

d)

parameter

30.

true/false; contains a condition and is often used in repetition and selection structures

a)

Boolean

b)

method

c)

object

d)

expression

31.

component that is associated with a certain object

a)

event

b)

function

c)

instance

d)

class

32.

type of Boolean that compares values

a)

comparative Boolean

b)

event

c)

conditional Boolean

d)

object

33.

type of Boolean that checks for a specific condition

a)

comparative Boolean

b)

conditional Boolean

c)

method

d)

assignment operator

34.

an action that takes place while a program is running, such as a mouse click or the pressing of a key

a)

object

b)

class

c)

event

d)

variable

35.

the code that is called when an event occurs

a)

class

b)

instance

c)

method

d)

event handler

36.

a combination of variables, values, functions, and operators, which are evaluated and produce another value (example – 10 + 2 – 4)

a)

expression

b)

variable

c)

method

d)

object

37.

actions that a class can do, but are not part of the class description; called upon or executed by a descriptive name, such as “move forward” or “jump”

a)

function

b)

property

c)

parameter

d)

object

38.

the specific realization of an object in OOP

a)

function

b)

instance

c)

variable

d)

method

39.

an action that an object can perform and is a part of the object’s description (such as move, rotate, or jump)

a)

variable

b)

parameter

c)

method

d)

property

40.

item used in a game that that the player can see and/or interact with (examples – walls, weapons)

a)

function

b)

object

c)

variable

d)

property

41.

programming language organized around objects rather than actions and data rather than logic

a)

object-oriented programming

b)

argument

c)

syntax

d)

pseudocode

42.

a mathematical symbol used in programming (examples - +, -, *, /, ++)

a)

operator

b)

variable

c)

algorithm

d)

flowchart

43.

the variable that holds the argument data (value) needed by the method (example – degrees=90)

a)

property

b)

variable

c)

parameter

d)

object

44.

characteristics of an object, such as size, color, and type

a)

property

b)

syntax

c)

feedback

d)

constraints

45.

used to store information in the computer’s memory or a database that can be used in a program when executing a program; like storage containers

a)

feedback

b)

computer science

c)

prototype

d)

variable