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Grade 5 computing

Total questions: 67

Worksheet time: 34mins

Name
Class
Date
1.

Section A: Multiple Choice Questions (MCQ) Answer the following questions. [10 Marks] What is an algorithm?

a)

A computer part

b)

A set of step-by-step instructions

c)

A picture

d)

A game level

2.

Section A: Multiple Choice Questions (MCQ) Answer the following questions. [10 Marks] When two objects interact in a program, it means:

a)

They work or react to each other

b)

They stay still

c)

They change colour randomly

d)

They disappear for no reason

3.

Section A: Multiple Choice Questions (MCQ) Answer the following questions. [10 Marks] Who is responsible for planning the whole project and making sure the team finishes on time?

a)

Programmer

b)

Tester

c)

Project Manager

d)

Designer

4.

Section A: Multiple Choice Questions (MCQ) Answer the following questions. [10 Marks] Who creates the layout, colours, characters, and overall look of the program?

a)

Project Manager

b)

Designer

c)

Tester

d)

Technician

5.

Section A: Multiple Choice Questions (MCQ) Answer the following questions. [10 Marks] Which team member decides what tasks each person should do?

a)

Programmer

b)

Project Manager

c)

Designer

d)

Music Maker

6.

Section A: Multiple Choice Questions (MCQ) Answer the following questions. [10 Marks] A programmer’s main job is to:

a)

Write code to make the program work

b)

Choose music for the game

c)

Check the program for errors

d)

Tell the team what to do

7.

Section A: Multiple Choice Questions (MCQ) Answer the following questions. [10 Marks] When a ball bounces off a wall in a game, this is an example of:

a)

Sound effect

b)

Object interaction

c)

Background design

d)

Music loop

8.

Section A: Multiple Choice Questions (MCQ) Answer the following questions. [10 Marks] A tester needs to:

a)

Draw characters

b)

Plan meetings

c)

Find bugs and report errors

d)

Write long stories

9.

Section A: Multiple Choice Questions (MCQ) Answer the following questions. [10 Marks] Why is a project manager important in a programming team?

a)

They test the program

b)

They make sure everyone works together and follows the plan

c)

They design characters

d)

They choose game music

10.

Section A: Multiple Choice Questions (MCQ) Answer the following questions. [10 Marks] A designer and programmer need to work together because:

a)

The designer decides the look, and the programmer makes it work

b)

Only the programmer can draw

c)

Only the designer can test

d)

They do the same job

11.

Section B: True / False Answer the following True/False questions. [5 Marks] Algorithms must always be written using a computer.

a)

True

b)

False

12.

Section B: True / False Answer the following True/False questions. [5 Marks] Two objects interacting means one object responds to the action of another.

a)

True

b)

False

13.

Section B: True / False Answer the following True/False questions. [5 Marks] A designer writes the code for the program.

a)

True

b)

False

14.

Section B: True / False Answer the following True/False questions. [5 Marks] A programmer needs problem-solving skills.

a)

True

b)

False

15.

Section B: True / False Answer the following True/False questions. [5 Marks] In a story-based game, characters do not need to follow algorithms.

a)

True

b)

False

16.

Section C: Fill in the Blanks [5 Marks] A step-by-step set of instructions is called an ___________.

a)

algorithm

b)

variable

c)

sprite

d)

music loop

17.

Section C: Fill in the Blanks [5 Marks] A person who writes the code in a program is called a ___________.

a)

programmer

b)

designer

c)

tester

d)

project manager

18.

Section C: Fill in the Blanks [5 Marks] When two objects work together or react to each other, it is called ___________.

a)

object interaction

b)

background design

c)

sound effect

d)

storyboard

19.

Section C: Fill in the Blanks [5 Marks] A tester checks the program for ___________.

a)

errors

b)

music

c)

colours

d)

meetings

20.

Section C: Fill in the Blanks [5 Marks] A __________ designs how the game or program will look.

a)

designer

b)

programmer

c)

tester

d)

technician

21.

Section D: Scenario Questions [9 Marks] You are designing a game where a ball bounces off a wall. Explain how the interaction happens between the ball and the wall.

a)

When the ball sprite collides with the wall, the program reverses the ball’s direction to simulate a bounce

b)

The ball changes colour randomly whenever the wall is near

c)

The wall disappears and the ball stops moving

d)

The ball plays a sound but continues straight through the wall

22.

Section D: Scenario Questions [9 Marks] In a quiz program, the answer button changes colour when clicked. Explain what algorithm could make this happen.

a)

On button click, change the button’s colour property to a new value

b)

On program start, set the button colour and never change it

c)

When the mouse moves, play a sound effect

d)

If the timer ends, close the program

23.

Section D: Scenario Questions [9 Marks] A Rabbit character chases a Bone. When the Rabbit touches the bone, the star disappears. Describe the interaction and the steps needed for this to happen.

a)

Detect collision between Rabbit and Bone; on collision, hide the star and update any score

b)

Change the Bone’s colour randomly; the star stays visible

c)

Move the Rabbit away from the Bone automatically; show the star twice

d)

Play background music when the Rabbit is near the Bone; no change to the star

24.

Section E: Short Answer Questions [14 Marks] Name two skills needed by a good programmer. (2 marks)

a)

Problem-solving

b)

Debugging

c)

Musical composition

d)

Colouring characters

25.

Section E: Short Answer Questions [14 Marks] Give one example of two objects interacting in a digital story or game. (2 marks)

a)

A ball hits a wall and bounces

b)

A menu opens without user input

c)

Background music loops during play

d)

A character changes outfit in the settings screen

26.

Section E: Short Answer Questions [14 Marks] Why is a designer important in a programming team? (2 marks)

a)

They create the layout, colours, characters, and overall look

b)

They manage meetings and task assignments

c)

They primarily write code for algorithms

d)

They test for bugs and report errors

27.

Section E: Short Answer Questions [14 Marks] Correct these sequences of algorithms. (5 Marks) Instructions (scrambled order): 1. Spread butter or sauce on the bread slices. 2. Place your fillings (cheese, chicken, vegetables). 3. Take two slices of bread. 4. Press the slices together gently. 5. Serve the sandwich on a plate. Which option shows the correct algorithm order from first to last?

a)

3, 1, 2, 4, 5

b)

1, 3, 2, 4, 5

c)

3, 2, 1, 4, 5

d)

2, 3, 1, 4, 5

28.

Complete the interaction/conversation of the algorithm with two objects shown in the two tables. For the second object’s table, which instruction should be placed at Step 1 so the first object can execute “When I receive broadcast red_light”?

a)

Broadcast red_light

b)

Receive red_light

c)

Say Stopping now. Red light! for 2 seconds

d)

Wait 2 seconds

29.

Using the same two tables, which instruction best fits Step 2 of the second object to allow the first object to finish its 2-second message before both programs stop at Step 4?

a)

Wait 2 seconds

b)

Broadcast green_light

c)

Repeat forever

d)

Stop program

30.

A variable is used to:

a)

Decorate the computer

b)

Store changing information

c)

Draw pictures

d)

Make sound

31.

Which of the following is a good variable name?

a)

x1

b)

number

c)

heroName

d)

abcd

32.

Which variable name is BEST for storing a game player’s score?

a)

banana

b)

scorePlayer

c)

number123

d)

A

33.

A variable value can:

a)

Never change

b)

Change anytime in a program

c)

Only change once

d)

Only change during shutdown

34.

Which of the following is an example of using a variable?

a)

heroScore = 10

b)

Pressing the space bar

c)

Clicking the mouse

d)

Drawing a circle

35.

Why do we give variables clear names?

a)

To confuse others

b)

To make programs easier to understand

c)

To make it longer

d)

So the computer can guess the meaning

36.

A program that stores the number of lives in a game is an example of:

a)

Using colours

b)

Using variables

c)

Making sound effects

d)

Creating files

37.

Which of the following is a string variable?

a)

playerLives = 3

b)

treasureFound = True

c)

playerName = "Mira"

d)

score = 100

38.

A program outline helps the programmer to:

a)

Skip planning

b)

Organize ideas before coding

c)

Make the code messy

d)

Avoid writing variables

39.

Which step comes FIRST when developing a game or story program?

a)

Testing the program

b)

Planning

c)

Adding music

d)

Changing the background

40.

Choose the best definition of a variable and a correct example used in a story or simple game.

a)

A shape drawn on screen; example: circleSize

b)

A named storage that holds values that can change; example: playerScore

c)

A fixed label that never changes; example: gameTitle

d)

A sound file used in the program; example: backgroundMusic

41.

Why is it important for programmers to give variables clear and meaningful names?

a)

So programs take longer to write

b)

So the computer can guess the meaning

c)

It makes programs easier to understand

d)

To hide the purpose from other users

42.

Which set lists two valid game variables and correctly states what each stores?

a)

speed and score; speed stores character color, score stores background image

b)

playerLives and score; playerLives stores the number of lives, score stores points earned

c)

jumpKey and soundFile; jumpKey stores the player’s name, soundFile stores number of coins

d)

levelArt and healthBar; levelArt stores the music track, healthBar stores the character sprite

43.

How can variables help make a game interactive?

a)

They permanently lock all values

b)

They allow values like speed or score to change during play

c)

They remove controls from the player

d)

They only store the title of the game

44.

What is a program outline and how does it help when planning a story program or a small game?

a)

A collection of images; it decorates the screen

b)

A list of variable values; it replaces testing

c)

A plan that organizes ideas before coding; it guides development

d)

A set of sound effects; it controls player input

45.

For a game where a character collects coins, which variable name is most suitable for counting coins?

a)

coinsColor

b)

heroJump

c)

coinCount

d)

levelMusic

46.

In the coin-collecting game, how does the coin-count variable’s value change during play?

a)

It increases by 1 each time a coin is collected

b)

It decreases whenever the space bar is pressed

c)

It is set to a random number every minute

d)

It stays constant from start to finish

47.

In the coin-collecting game, why is the coin-count variable important for the game outcome?

a)

It changes the character’s color

b)

It sets the background image

c)

It tracks score or progress

d)

It plays background music

48.

In a story-based adventure where the user chooses a character, which variable name is suitable for the character’s choice?

a)

jumpHeight

b)

backgroundSound

c)

coinsLeft

d)

characterChoice

49.

For the character-choice variable, which example value is appropriate?

a)

Wizard

b)

42

c)

True

d)

3.14

50.

How will the program use the character-choice variable in the storyline or gameplay?

a)

To decide which character appears and what abilities they have

b)

To determine the window size

c)

To control the keyboard layout

d)

To set the file save location

51.

Which set of three variables is suitable for a simple game and correctly explains what each stores and how it affects gameplay?

a)

levelImage, themeSong, skyColor; they store visuals and audio but do not affect gameplay

b)

playerLives, score, speed; playerLives counts remaining tries, score counts points, speed controls movement rate

c)

menuText, creditsPage, helpLink; they store instructions and have no effect on play

d)

mouseIcon, wallpaper, fontType; they change appearance only

52.

In the program outline section, which item should be included first in the algorithm outline?

a)

Final score variable

b)

Background music file

c)

Character sprite image

d)

Title of your story or game

53.

List of at least three variables you will use (3 marks). Select all options that correctly list at least three variables relevant to a simple storytelling program.

a)

title, protagonist, setting

b)

title, pageCount

c)

title, protagonist, setting, plotPoint

d)

setting

e)

title, protagonist, setting, narrator

54.

Step-by-step algorithm showing how the variables are used (3 marks). Which option shows a correct, simple algorithm that uses the variables to build a story output?

a)

Set title, protagonist, and setting; combine them into a story sentence; display the sentence.

b)

Set title only; display title; ignore protagonist and setting.

c)

Display a story sentence first; later set title, protagonist, and setting.

d)

Ask for protagonist; set narrator; end without using title or setting.

55.

Clear explanation of what each variable stores (3 marks). Which explanation correctly states what each variable stores in a simple storytelling program?

a)

title stores the story’s name; protagonist stores the main character; setting stores where/when the story happens.

b)

title stores the main character; protagonist stores the place; setting stores the author’s name.

c)

title stores the number of pages; protagonist stores the narrator’s tone; setting stores the plot twist.

d)

title stores a random number; protagonist stores a list of chapters; setting stores the file name.

56.

Choose the correct answer. A selection in programming happens when the computer:

a)

Chooses between two or more options

b)

Always repeats the same action

c)

Draws a picture

d)

Stops the program

57.

Choose the correct answer. Which block shows a selection decision?

a)

Move 10 steps

b)

If...then...

c)

Repeat 5 times

d)

Show animation

58.

Choose the correct answer. In an animation, selection is useful because it:

a)

Makes the characters sleep

b)

Allows characters to behave differently based on conditions

c)

Deletes the program

d)

Makes sound effects louder

59.

Choose the correct answer. Which is an example of a condition?

a)

"Jump 3 times"

b)

"If score > 5"

c)

"Play animation"

d)

"Show sprite"

60.

Predict what happens. If button A is pressed - Show happy face; If button A is NOT pressed - Show sad face. When no button is pressed, the animation will show:

a)

Happy face

b)

Sad face

c)

Both

d)

Nothing

61.

Choose the correct answer. In an animator program, the instruction "If touching edge - turn around" means the object will:

a)

Stop moving

b)

Bounce back

c)

Change colour

d)

Become smaller

62.

Choose the correct answer. The best instruction to animate a character walking is:

a)

Wait forever

b)

Show a series of images that change quickly

c)

Delete variable

d)

If x = 100 then end program

63.

Choose the correct answer. Which of the following uses selection correctly?

a)

IF score = 10 - Play sound

b)

Repeat until 5

c)

Move Left

d)

Change background

64.

Choose the correct answer. A step-by-step instruction in animation is also called a:

a)

Flowchart

b)

Timeline

c)

Algorithm

d)

Sprite

65.

Choose the correct answer. The purpose of a selection algorithm is to:

a)

Clean up code

b)

Make choices based on conditions

c)

Stop all scripts

d)

Add decorations

66.

Choose the correct answer. What is a selection algorithm? Choose the option that correctly defines it and includes an example using "if...then...".

a)

An algorithm that repeats actions a fixed number of times; example: repeat 10 steps

b)

An algorithm that makes a decision based on a condition; example: if temperature > 30 then turn on fan

c)

An algorithm that draws shapes; example: if circle then draw square

d)

An algorithm that stores data; example: if score then set variable

67.

Select all that apply. Which of the following are simple examples of a selection algorithm using an if statement?

a)

If button A is pressed then show happy face

b)

Repeat 5 times move 10 steps

c)

If score > 5 then play sound

d)

Draw background