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Computer

This document is a revision worksheet for Grade III Computer Science at New World International School for the academic session 2022-2023. It includes fill-in-the-blank questions, definitions of key terms, programming commands, and true/false statements related to programming concepts. The worksheet aims to help students prepare for their second semester exam.

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Eman Abdulaziz
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0% found this document useful (0 votes)
8 views

Computer

This document is a revision worksheet for Grade III Computer Science at New World International School for the academic session 2022-2023. It includes fill-in-the-blank questions, definitions of key terms, programming commands, and true/false statements related to programming concepts. The worksheet aims to help students prepare for their second semester exam.

Uploaded by

Eman Abdulaziz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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NEW WORLD INTERNATIONAL SCHOOL

ACADEMIC SESSION 2022-2023


SECOND SEMESTER EXAM REVISION
COMPUTER SCIENCE
GRADE-III

NAME:_________________________ SECTION:______ DATE:__________

Q1. Fill in the blanks.

1. A ________________ is a set of commands.

a. book c. program

b. library d. none of the above

2. The person who make a program is called a _____________.

a. user c. program

b. programmer d. none of the above

3. The person who runs the program is called a _____________.

a. runner c. user

b. person d. none of the above

4. Every program has input and _____________.

a. input c. answers

b. output d. none of the above

5. The scratch screen is in _____________ parts.

a. ten c. three

b. four d. none of the above

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6. The ________________ is where the sprite moves.

a. script c. stage

b. blocks d. none of the above

7. The commands to create _____________ are called ‘looks’.

a. inputs c. program

b. visual outputs d. none of the above

8. The ___________option is used to bring the program back from storage.

a. open c. load

b. save d. none of the above

9. The input commands are the ____________ blocks.

a. sensing c. motion

b. control d. none of the above

10. To turn input into output we use the ___________ block.

a. question c. operator

b. answer d. none of the above

11. The join block is an example of an _____________.

a. loop c. operator

b. pen d. none of the above

12. The message that tells the user what to do is called the _____________.

a. question c. instructions

b. prompt d. none of the above


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13. To make a program repeat we can use ____________.

a. pens c. loops

b. force d. none of the above

14. A program ____________ sets out the main commands of the program.

a. plan c. sprite

b. script d. none of the above

15. The _____________ block will make the sprite draw on the stage.

a. pen up c. sprite

b. pen down d. none of the above

16. When the values are ______________ the numbers are not changed.

a. variable c. stage

b. fixed d. none of the above

17. ____________ are used to measure the size of an angle.

a. Sizes c. Degrees

b. Rulers d. none of the above

18. _____________ are mistakes.

a. Errors c. none of the above

b. Problems

19. Commands inside the ___________ are repeated many times.

a. motion c. loop

b. event d. none of the above


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20. This is the place where the sprite moves.

a. stage c. scratch

b. script d. none of the above

21. Event means ______________________________.

a. Click on ‘Red dot’

b. Click on ‘Green flag’

c. Click on ‘New sprite’

22. A ____________ is a control that makes a script repeat.

a. block c. loop

b. script d. none of the above

23. The result of a computer program is called the __________ of the

program.

a. input c. process

b. output d. none of the above

24. __________________ means the values that the user types while the

program is running.

a. User c. Output

b. User input d. none of the above

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Q2. Define the following terms/ keys:

a. Scratch:

_________________________________________________________

_________________________________________________________

b. Stage:

_________________________________________________________

_________________________________________________________

c. Program requirements:

_________________________________________________________

_________________________________________________________

_________________________________________________________

d. :

_________________________________________________________

_________________________________________________________

e. :

_________________________________________________________

_________________________________________________________

f. :

_________________________________________________________

_________________________________________________________

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g. :

_________________________________________________________

_________________________________________________________

h. Operator blocks:

_________________________________________________________

_________________________________________________________

_________________________________________________________

Q3. Answer the following questions.

1. How does a good plan help a programmer?

_________________________________________________________

_________________________________________________________

_________________________________________________________

_________________________________________________________

2. Write the program commands in the right order.

_________________________________________________________

_________________________________________________________

_________________________________________________________

3. Write two ways to find and fix errors.

_________________________________________________________

_________________________________________________________

_________________________________________________________

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Q4. State whether the statement is true or false.

1. One way to find error is to just look at the program. ___________

2. Commands inside forever loop repeat forever. ___________

3. The person who runs the program is called a runner. ___________

4. If a program has an error, it might not run. ___________

5. An angle is where two lines join to make a corner. ___________

6. A programmer doesn’t make a plan before they make a

program. ___________

7. One way to find error is to just look at the program. ___________

8. To make a program repeat, we can use loops. ___________

9. A program plan sets out the main commands of the program. ___________

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