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Adventure Game

Total questions: 31

Worksheet time: 15mins

Name
Class
Date
1.

A Variable is like a...

a)

Car

b)

Horse

c)

Container

d)

Hammer

2.

A String is a type of variable; What could it contain?

a)

String

b)

Selotape

c)

Only Numbers

d)

Letters and numbers

3.

One type of variable data that we studied was a string- What was the other data type that we looked at?

a)

Integer or Number

b)

Straw

c)

300

d)

x

4.

which of these is most typically a variable in a game?

a)

Sandwich

b)

Number of Lives

c)

Foot

d)

Input

5.

The word 'variable' is from the late Latin word variabilis.

What does it mean?

a)

Feret

b)

Stays the same

c)

Changeable

d)

unreliable

6.

Here is a calculation using a variable -

score = score + 10

What happens in this statement?

a)

The score takes off 10

b)

Whatever score is, 10 will be added.

c)

West Ham win

d)

score cannot equal score + 10

7.

Which of these calculations can be used to count down the number of questions that a quiz program has asked?

a)

questionsLeft = questionsLeft -1

b)

questionsLeft =0

c)

questionsLeft = questionsLeft +1

d)

questionsLeft = kettle

8.

Look at the diagram and state in which area variables are used...

a)

Output

b)

Processing

c)

Input

d)

Storage

9.

Look at the picture and state which code properly represents the variable...

a)

0 IS SCOREBOX

b)

Box of Zero Score

c)

SCORE = 0

d)

0 = SCORE

10.

Which operator shows that the variable called score is greater than or equal to 100

a)

score >= 100

b)

score <=100

c)

score = 100

d)

score = score

11.

Which operator means to multiply in programming?

a)

+

b)

*

c)

x

d)

/

12.

Which operator means to divide in programming?

a)

÷

b)

*

c)

x

d)

/

13.

What program also uses variables to make calculations or rules?

a)

Microsoft Excel

b)

Microsoft Word

c)

Adobe Photoshop

d)

Microsoft PowerPoint

14.

Loop

a)

Loops that have a predetermined beginning, end, and increment (step interval).

b)

The action of doing something over and over again.

c)

A description of the behavior of a command, function, library, API, etc.

d)

To repeat in order to achieve, or get closer to, a desired goal.

15.
What is programming?
a)
Creating a calendar of events.
b)
Writing instructions for a digital tool
c)
A list of activities like clubs and special events at a school.
16.
Order of events, commands carried by a computer exactly as they are written to run properly.
a)
Sequence
b)
Bugs
c)
Syntax
d)
Debugging
17.
Process of finding and fixing errors in the syntax so the computer program will run properly
a)
Bugs
b)
Sequence
c)
Debugging
d)
Command
18.

Specific instructions given to a computer.

a)

output

b)

list

c)

rules

d)

command

19.

What completes the following shape?

a)

Move forward by 100px, turn right by 120px, move forward by 100px

b)

Turn right by 120px, move forward by 100px, Move forward by 100px,

c)

Turn right by 120px, turn right by 120px, move forward by 100px

d)

Move forward by 100px, move forward by 100px, turn right by 120px, move forward by 100px

20.
The order of instructions in a computer program is not important.
a)
False
b)
True
21.
Sequential programs execute in the same way every time.
a)
True
b)
False
22.
What is the correct definition of an algorithm?
a)
An algorithm is a step by step instructions to solve a problem.
b)
An algorithm is a process of baking bread.
c)
An algorithm is a software used to compute numbers.
d)
An algorithm is the process of breaking problems.
23.
An identifier is the ‘name’ given to a variable. For example: 
distanceToSchool = 10
What is the value of the variable?
a)
10
b)
=
c)
distanceToSchool
24.
Which of the following assignment statements is assigning text.
a)
myName = "David"
b)
myAge = 21
25.
What is wrong with the following "code" for opening a bottle?
1. Grip cap with index finger and thumb
2. Remove cap
3. Twist counter-clock-wise until seal is broken
a)
to many steps
b)
not specific 
c)
function doesn't apply to every bottle 
d)
instructions are out of sequence
26.
Selection in a program is controlled by...
a)
IF statements
b)
WHILE loops
c)
REPEAT loops
d)
Arrays
27.
An IF statement is triggered by....
a)
Conditions
b)
Comments
c)
Loops
d)
Time
28.
Which of the following statements can be used to extend selection from a single IF statement?
a)
ELSE
b)
DO
c)
CHOICE
d)
ELK
29.
Selection in programs is useful to repeat blocks of code.
a)
False
b)
True
30.
Which of the following is an example of selection in pseudocode?
a)
IF x < 10 THEN
b)
WHEN x < 10
c)
(x < 10) IF TRUE THEN
d)
FOR x=0 TO 10
31.
Selection conditions have only two outcomes, TRUE or FALSE.
a)
True
b)
False