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Computer Science Unit 1-4

Total questions: 59

Worksheet time: 30mins

Name
Class
Date
1.
A precise sequence of instructions for processes that can be executed by a computer
a)
loop
b)
algorithm
c)
nested loop
d)
variable
2.
 A device or component that allows information to be given to a computer
a)
input
b)
output
c)
store
d)
process
3.
Any device or component that receives information from a computer
a)
input
b)
output
c)
store
d)
process
4.
Step 1 in the problem solving process
a)
define
b)
prepare
c)
try
d)
reflect
5.
Step 2 in the problem solving process
a)
define
b)
prepare
c)
try
d)
reflect
6.
Step 3 in the problem solving process
a)
define
b)
prepare
c)
try
d)
reflect
7.
Step 4 in the problem solving process
a)
define
b)
prepare
c)
try
d)
reflect
8.
The process of putting data in a safe spot  to use later
a)
input
b)
output
c)
store
d)
process
9.
an instance of a computer program that is being executed (thinking)
a)
input
b)
output
c)
store
d)
process
10.
Program
a)
Attributes that describe an object's characteristics
b)
A graphic character on the screen with properties that describe its location, movement, and look.
c)
An algorithm that has been coded into something that can be run by a machine.
d)
A placeholder for a piece of information that can change.
11.
Parameter
a)
An extra piece of information that you pass to the function to customize it for a specific need.
b)
The common programming structure that implements "conditional statements".
c)
the rate at which frames in an animation are shown, typically measured in frames per second
d)
Pulling out specific differences to make one solution work for multiple problems.
12.
Function
a)
A placeholder for a piece of information that can change.
b)
a series of images that create the illusion of motion by being shown rapidly one after the other
c)
A piece of code that you can easily call over and over again.
d)
Attributes that describe an object's characteristics
13.
Sprite
a)
A graphic character on the screen with properties that describe its location, movement, and look.
b)
 A placeholder for a piece of information that can change.
c)
Attributes that describe an object's characteristics
d)
An algorithm that has been coded into something that can be run by a machine.
14.
Property
a)
Attributes that describe an object's characteristics
b)
An algorithm that has been coded into something that can be run by a machine.
c)
Pulling out specific differences to make one solution work for multiple problems.
d)
An algorithm that has been coded into something that can be run by a machine.
15.
Animation 
a)
The common programming structure that implements "conditional statements".
b)
 a series of images that create the illusion of motion by being shown rapidly one after the other
c)
A graphic character on the screen with properties that describe its location, movement, and look.
d)
Pulling out specific differences to make one solution work for multiple problems
16.
Frame Rate
a)
the rate at which frames in an animation are shown, typically measured in frames per second
b)
Pulling out specific differences to make one solution work for multiple problems.
c)
A graphic character on the screen with properties that describe its location, movement, and look.
d)
A placeholder for a piece of information that can change.
17.
Frame
a)
a single image within an animation
b)
Finding and fixing problems in your algorithm or program.
c)
the rate at which frames in an animation are shown, typically measured in frames per second
d)
in programming, an expression that evaluates to True or False.
18.
Variable
a)
An extra piece of information that you pass to the function to customize it for a specific need.
b)
The common programming structure that implements "conditional statements".
c)
 Attributes that describe an object's characteristics
d)
 A placeholder for a piece of information that can change.
19.
Abstraction
a)
the rate at which frames in an animation are shown, typically measured in frames per second
b)
A graphic character on the screen with properties that describe its location, movement, and look.
c)
Pulling out specific differences to make one solution work for multiple problems.
d)
in programming, an expression that evaluates to True or False.
20.
Boolean
a)
A single value of either TRUE or FALSE
b)
Any valid unit of code that resolves to a value.
c)
Part of a program that does not work correctly.
21.
If-Statement
a)
 The common programming structure that implements "conditional statements".
b)
 Attributes that describe an object's characteristics
c)
An algorithm that has been coded into something that can be run by a machine.
d)
Part of a program that does not work correctly.
22.
Conditionals
a)
Any valid unit of code that resolves to a value.
b)
a single image within an animation
c)
Statements that only run under certain conditions.
d)
Any valid unit of code that resolves to a value.
23.
Bug
a)
Part of a program that does not work correctly.
b)
the rate at which frames in an animation are shown, typically measured in frames per second
c)
An algorithm that has been coded into something that can be run by a machine.
d)
A graphic character on the screen with properties that describe its location, movement, and look.
24.
Boolean Expression
a)
a single image within an animation
b)
A single value of either TRUE or FALSE
c)
A piece of code that you can easily call over and over again.
d)
Finding and fixing problems in your algorithm or program.
25.
Debugging
a)
Finding and fixing problems in your algorithm or program.
b)
Statements that only run under certain conditions.
c)
Any valid unit of code that resolves to a value.
d)
Part of a program that does not work correctly.
26.

You use this code block to create a rectangle.

a)
b)
c)
d)
e)
27.

You use this code block to create a circle.

a)
b)
c)
d)
e)
28.

You use this code block to give color to the whole scene.

a)
b)
c)
d)
e)
29.

You use this code block to create a variable.

a)
b)
c)
d)
e)
30.

You use this code block to create a sprite.

a)
b)
c)
d)
e)
31.

You use this code block to make a sprite appear on the screen.

a)
b)
c)
d)
e)
32.

You use this code block to create a random number for x,y, or, size.

a)
b)
c)
d)
e)
33.

You use this code block to change the size of the sprite.

a)
b)
c)
d)
e)
34.

You use this code block to add text.

a)
b)
c)
d)
e)
35.

What is the first step in the design process?

a)

Empathize

b)

Define

c)

Ideate

d)

Prototype

e)

Test

36.

In which step do you find out if your design has solved the problem?

a)

Empathize

b)

Define

c)

Ideate

d)

Prototype

e)

Test

37.

In which step do you design a proposed solution to the problem?

a)

Empathize

b)

Define

c)

Ideate

d)

Prototype

e)

Test

38.

A small group of people start sharing ideas. Some ideas may seem silly, but all suggestions are written down for further consideration. This activity is part of which step of the Design Process.

a)

Empathize

b)

Define

c)

Ideate

d)

Prototype

e)

Test

39.

If, during the test phase, you find out that your design does not fully solve the problem and needs refining, which step of the design process do you go back to?

a)

Empathize

b)

Define

c)

Ideate

d)

Prototype

e)

Test

40.

During which step do you create something physical, for example a sketch, a storyboard, an object, an activity

a)

Empathize

b)

Define

c)

Ideate

d)

Prototype

e)

Test

41.

During which step do you observe and engage with users to better understand their feelings and needs?

a)

Empathize

b)

Define

c)

Ideate

d)

Prototype

e)

Test

42.

During which two stages might you interview the user?

a)

Empathize

b)

Define

c)

Ideate

d)

Prototype

e)

Test

43.

During which step do you form the needs and insights of your user into a problem statement?

a)

Empathize

b)

Define

c)

Ideate

d)

Prototype

e)

Test

44.

During which step might your write this kind of statement: "Kate needs a new way to transport her cello because she has hurt her back and is unable to carry it"

a)

Empathize

b)

Define

c)

Ideate

d)

Prototype

e)

Test

45.

Continuously Moves the Sprite Left or Right

a)
b)
c)
d)
46.

Continuously Moves the Sprite Up or Down

a)
b)
c)
d)
47.

Continuously move Left

a)
b)
c)
d)
48.

Continuously move Down

a)
b)
c)
d)
49.

Continuously move Right

a)
b)
c)
d)
50.

Continuously move Up

a)
b)
c)
d)
51.

If you press the space something will happen.

a)
b)
c)
d)
52.

If you sprite touches the target something will happen.

a)
b)
c)
d)
53.

If the x value is greater than ____ the sprite will change.

a)
b)
c)
d)
54.

If the x value is less than ____ the sprite will change.

a)
b)
c)
d)
55.

If the monkey's y value reaches ___ or less it will move down.

a)
b)
c)
56.

If the monkey's y value reaches ___ or more it will stop moving.

a)
b)
c)
57.

If the ___ button is pressed the monkey will move up.

a)
b)
c)
58.

Which code makes the sprite move up unless the button is pressed in which case it will move down?

a)
b)
59.

Which code makes the sprite move left unless the button is pressed in which case it will move right?

a)
b)