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Critical Thinking
                         Quest                                                         Information Literacy


                       Multiply two variables named n1 and n2 and store the result in a third variable named
                       result in MakeCode Arcade. Display values of all the variables using splash block.










                           You can test your games on physical devices like the Adafruit PyBadge, PyGamer,
                           and even on the BBC micro.








                                                        EXERCISE




                  A.  Tick ( ) the correct option.
                      1.   What  are  the  fundamental  blocks  used  to  implement  a  decision-making  capability  in  a  MakeCode
                         Arcade project?

                          (i)  Math blocks                                    (ii)  Logic blocks
                        (iii)  Game blocks                                   (iv)  Loops blocks

                      2.  Which of the following blocks reverses the result of a condition?
                          (i)  or                                             (ii)  if-then

                        (iii)  and                                           (iv)  not
                      3.  If all the conditions used with the OR block are false, what will be the overall result?

                          (i)  True                                           (ii)  False

                        (iii)  No result will be generated                   (iv)  None of these
                      4.  Which of the following TRUE about variables?

                          (i)  A variable has a name                          (ii)  A variable has a type
                        (iii)  A variable has a value                        (iv)  All of these

                  B.  Fill in the blanks using the words given below.

                                                 initialisation   variable   letter   Game

                      1.  A                   is a name given to a location in the computer’s memory to store values or data.

                      2.  Variable names must begin with a                  or an underscore.




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