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  • Python Editor | CSNewbs

    A simple Python editor using the Skulpt and Code Mirror libraries. Learn how to create simple programs in Python. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. Simple Python Editor You can use this simple Python editor below to complete most of the tasks in the CSNewbs Python sections (except colorama and text files ). It includes basic libraries such as random and time . When you're ready, click 'Run Code ' to see the result in the output below . Python Homepage

  • 6.2 - Communication Skills | F160 | Cambridge Advanced National in Computing AAQ

    Learn about how communication skills contribute to software application development, including verbal, written and questioning techniques. Based on Unit F160 (Fundamentals of Application Development) for the OCR Cambridge Advanced National in Computing (H029 / H129) (AAQ - Alternative Academic Qualification). Qualification: Cambridge Advanced National in Computing (AAQ) Unit: F160: Fundamentals of Application Development Certificate: Computing: Application Development (H029 / H129) 6.2 - Communication Skills Watch on YouTube : Communication skills Developers working to create applications must be able to effectively communicate with team members , clients and users in a range of different ways . There are five communication skills you need to know: appropriate language , verbal , non-verbal , questioning techniques and written communication . You need to be aware of how each communication skill contributes to software application development and when they would be used appropriately by various job roles and in different stages of application development . Communication Skills Forms of Communication Appropriate language must be used to meet the needs of the audience by tailoring vocabulary , tone and technical detail to suit the client . Non-verbal communication includes body language , facial expressions , gestures , posture , eye contact and appearance . Question techniques have different goals , such as probing questions being used to explore detail and clarifying questions to check understanding . Verbal communication relates to spoken words and includes articulation , tone and pace , but also listening skills . Written communication is through emails , reports , documentation , messages and comments . It requires clarity , accuracy and professionalism . Q uesto's Q uestions 6.2 - Communication Skills: 1. Give examples of when written communication would be used in application development and by which job roles . [3 ] 2. Describe four different types of questions , with an example of each that relates to application development . [4 ] 3. Explain why effective non-verbal communication is important in application development . [ 3 ] Studies estimate that adults ask about 30 questions a day , whereas 4-year-olds ask on average 300 questions a day . D id Y ou K now? 6.1 - Job Roles Topic List

  • OCR CTech IT | Unit 1 | 1.6 - Hardware Troubleshooting | CSNewbs

    Learn about troubleshooting tests and information to record when a hardware error occurs. Based on the 2016 OCR Cambridge Technicals Level 3 IT specification. 1.6 - Hardware Troubleshooting Exam Board: OCR Specification: 2016 - Unit 1 What is troubleshooting? Troubleshooting means to analyse and solve a problem with a computer system. Hardware troubleshooting refers to fixing an issue with the physical parts of the computer or any connected devices. Hardware issues might occur as a result of damage (intentional or accidental), power surges or malware . Steps to Take When an Error Occurs Try to identify the problem by looking for the simplest explanation first (e.g. checking the power supply) and ask the user questions about the issue. Create a theory about what the cause of the problem could be and prepare to test the theory using a series of troubleshooting tests . Create a troubleshooting plan and record the steps that are taken before moving on to the next test. Check the system works after each stage of the plan. Create a findings document that explains if and how the problem was fixed, for future reference if the problem occurs again. Documentation Technicians and help desk (see 3.5 ) staff should document , on a fault sheet , the following information regarding the issue: The fault itself (such as 'system not turning on'). The system in question. The user logged in at the time. Exact date & time the problem occurred. Symptoms of the issue (such as 'slow load times' or 'beeping'). Problem history - checking if it has happened to this system before. Back up documentation - Whether the data been backed up recently. Troubleshooting Tools The following tools can be used to identify an error so a technician has a greater understanding of the problem. Event Viewer Event Viewer is a type of utility software that lists detailed information about an error when one occurs. It can be used to work out how to fix the issue and will display both minor and major faults. Power On Self Test (POST) On start-up, a power on self test (POST) checks memory, power, hardware and cooling systems are all working properly. Beep codes signal if an error has been detected; 1 beep will sound for no error but if multiple beeps are heard then an error has been discovered. Ping Test This is a connectivity test between two computers. A message is sent to the destination computer and waits for a return message named the echo reply . This procedure can be repeated with other systems until the source of the problem is identified from a computer that does not reply . Q uesto's Q uestions 1.6 - Hardware Troubleshooting: 1. Summarise the 'Steps to Take when an Error Occurs ' section into your own top three tips for what to do when a hardware error happens . [3 ] 2. List 6 pieces of information that an IT technician should record when a hardware error has occurred . [6 ] 3. Briefly explain the purpose of three troubleshooting tools . [6 ] 1.5 - Communication Hardware 1.7 - Units of Measurement Topic List

  • Algorithms | CSNewbs

    Learn how pseudocode and flowcharts are written as part of algorithms. This content is based on the 2016 Eduqas / WJEC GCSE Computer Science specification. Algorithms Pseudocode Pseudocode Pseudocode is not a specific programming language but a more general method of describing instructions . It should be unambiguous, and it should not resemble any particular kind of programming language (e.g. Python or Java), so it can theoretically be turned into real code in any language. Generally, pseudocode can be written in any way that is readable and clearly shows its purpose. However, the Eduqas exam board advises that pseudocode for the programming exam should follow the conventions below : Annotation { Write your comment in curly brackets} Define data type price is integer firstname is string Declare a variable's value set price = 100 set firstname = "Marcella" Input / output output "Please enter your first name" input firstname Selection (must have indentation) if firstname = "Steven" then output "Hello" + firstname elif firstname = "Steve" then output "Please use full name" else output "Who are you?" end if Iteration (while loop) while firstname ! = "Steven" output "Guess my name." input firstname repeat Iteration (for loop) for i in range 10 input item next i Define a subroutine Declare Sub1 [Subroutine content indented] End Sub1 Call a subroutine call Sub1 Flowcharts flowchart A flowchart can be used to visually represent an algorithm. The flowchart symbols are: Algorithm Example example Pseudocode {This is a program to see how many items you can buy in a supermarket before you spend over £100} total is integer, itemsentered is integer, itemprice is integer set total = 0 set itemsentered = 0 while total < 100 output "enter the price of the next item" input itemprice total = total + itemprice itemsentered = itemsentered + 1 repeat if itemsentered >= 20 then output "You are on your way to saving money." elif itemsentered => 30 then output "You're a real money saver." else output "Look for better deals next time." end if Stop Flowchart

  • 4.5 - Character Sets & Data Types - GCSE (2020 Spec) | CSNewbs

    Learn about the main character sets - ASCII (American Standard Code for Information Interchange) and Unicode. Also, discover the five data types - character, string, integer, real and Boolean. Based on the 2020 Eduqas (WJEC) GCSE specification. 4.5: Character Sets & Data Types Exam Board: Eduqas / WJEC Specification: 2020 + What is a Character Set? A character set is a table that matches together a character and a binary value . Character sets are necessary as they allow computers to exchange data . Two common character sets are ASCII and Unicode . ASCII Unicode ( American Standard Code for Information Interchange ) 0100 0001 0100 0010 0100 0011 Uses Binary 128 Tiny Set of Characters Less Memory Required Per Character U+0042 U+0055 U+004E Uses Hexadecimal 137,000+ Large Set of Characters More Memory Required per Character What are the different data types? When programming, variables should be given appropriate data types . Character String Integer A single character , such as a letter, number or punctuation symbol. Examples: A sequence of characters , including letters, numbers and punctuation. Examples: A whole number . Examples: T 8 ? Harry Waters 14:50pm Ice Age 4 475 -8432 56732 Real Boolean Telephone numbers are always stored as a string , not an integer. True / False Yes / No 0 / 1 An answer that only has two possible values . Examples: A decimal number . Examples: 65.3 -321.1234 909.135 Be careful with punctuation. 32.10 is a real but £32.10 is a string. Q uesto's Q uestions 4.5 - Character Sets & Data Types: 1. What is a character set and why are they needed ? [ 2 ] 2. Describe 3 differences between ASCII and Unicode . [6 ] 3. State the 5 different data types . [ 5 ] 4. State which data type is most suitable for the following variables: a. Age [ 1 ] b. Surname [ 1 ] c. Height (in metres) [ 1 ] d. First Initial [ 1 ] e. Phone number [ 1 ] f. Right-Handed? [ 1 ] 4.4 Arithmetic Shift Theory Topics 4.6 - Graphical Representation

  • 1.3 - Access & Devices | Unit 2 | OCR Cambridge Technicals | CSNewbs

    Learn about different categories of computer systems that can be used to access information including handheld, fixed and shared devices. Based on the 2016 OCR Cambridge Technicals Level 3 IT specification for Unit 2 (Global Information). 1.3 - Access & Storage Devices Exam Board: OCR Specification: 2016 - Unit 2 Handheld Devices Examples of handheld devices: Handheld devices are small, light and possibly can be worn on the human body. These devices are very portable and easy to transport but their small size restricts the space for a powerful processor or high memory capacity. Handheld devices are becoming more powerful over time with extra features, storage options and network connectivity. Advantages: Light and portable so they can be easily carried on a person or in a pocket . Runs on battery power so do not need to be plugged into a power source (unless to charge) allowing for freedom of movement . Disadvantages: Low processing power due to small size and no cooling system . Relies on battery power which may not last for long. More likely to be lost, damaged or stolen . Generally small memory / storage capacity and low versatility . Smartphone Small Tablet eReader Smartwatch Portable Devices Examples of portable devices: Portable devices are larger and more powerful than handheld devices and can be carried easily in a bag. Laptops and larger tablets are the main examples of portable devices. Advantages: Light and portable so they can be easily transported in a laptop bag or small rucksack. Runs on battery power so they can work without a power outlet , such as to complete work on a train or in a library. More powerful and versatile than handheld devices. Disadvantages: Lower processing power and smaller memory / storage capacity than fixed devices like desktops. Reliant on their battery power which may only be a few hours. Laptop Large Tablet Fixed Devices Examples of fixed devices: Fixed devices are bulky devices that require a constant power connection . The most common example of a fixed device is a desktop computer which has a higher processing power and storage capacity than handheld and portable devices. Advantages: Desktop computers have the highest processing power of commercially available home / work computers and contain sufficient cooling systems to maintain temperature. Desktops and games consoles have large storage capacities and can be upgraded / expanded to even larger sizes. Desktop computers are very versatile and are powerful enough to be used for thousands of different purposes, from basic word processing and web browsing to server roles and data mining. Disadvantages: Reliant on a power outlet and cannot be transported whilst on. Heavy and difficult to move . May require additional components like a monitor. Typically more expensive than handheld and portable devices. Desktop Games Console Smart TV Shared Devices A shared device allows multiple users to access data at the same time . Cloud storage is the most common example of a shared device and is used by individuals, schools and businesses around the world through services such as Google Drive, Apple's iCloud and Microsoft's One Drive. A data centre is a dedicated building that contains computer systems - Facebook uses data centres across the globe so that their social media service can be available to users every second of the day. Database servers were explained in Unit 1 section 3.1 . Advantages: A ccessible by multiple users at the same time . For example, the database server can be accessed by employees of a bank simultaneously. Data centres allow online services to run all hours of the day and year . For example, Google uses data centres across the world to ensure their services can be accessed all of the time. Cloud storage frees up physical space for users as the storage is located (usually) on third-party servers. Cloud storage devices allow authorised users such as clients or staff members to access information or work remotely (outside of the office). Disadvantages: Shared devices are reliant on stable network connections . If a connection is lost, access to the device will be affected . Setting up shared devices within an organisation requires technical knowledge , especially for companies establishing their own cloud storage or data centre. Examples of shared devices: Cloud Storage Data Centre Database Server Q uesto's Q uestions 1.3 - Access & Storage Devices: 1. Identify the type of device that the following devices fit into: a. Laptop b. Cloud storage c. Desktop computer d. Smartphone [4 ] 2. Describe the advantages and disadvantages of using each of the 4 types of storage devices. a. Handheld devices [6 ] b. Portable devices [6 ] c. Fixed devices [6 ] d. Shared devices [6 ] 3. For the following scenarios explain which specific device (not type) which would be suitable. You must also justify your choice . a. Working on a spreadsheet on a train before work. [4 ] b. Taking a video of a penalty in a football match to upload to Twitter. [4 ] c. Working on a file with team members located across the country. [4 ] d. Playing Civilization VI on highest settings whilst listening to rock climbing podcasts in a separate tab. [4 ] 1.2 - Storage Media Topic List 1.4 - Internet Connections

  • 6.1 - Legal Considerations | F161 | Cambridge Advanced National in Computing | AAQ

    Learn about legislation and regulations related to application development, including the Data Protection Act, Computer Misuse Act and Freedom of Information Act. Resources based on Unit F161 (Developing Application Software) for the OCR Cambridge Advanced Nationals in Computing (H029 / H129) AAQ (Alternative Academic Qualification). Qualification: Cambridge Advanced Nationals in Computing (AAQ) Certificate: Computing: Application Development (H029 / H129) Unit: F161: Developing Application Software 6.1 - Legal Considerations Watch on YouTube : Computer Misuse Act Data Protection Act UK General Data Protection Regulation Freedom of Information Act Privacy and Electronic Communications Regulations Independent bodies UK Information Commissioner's Office You need to know the latest version and main purpose of each act /regulation , as well as actions taken to comply with the act and the impacts of not complying with it. You must also understand how Privacy and Electronic Communications Regulations (PECR ) relate to the Data Protection Act and UK General Data Protection Regulation (UK GDPR ), and the role of the Information Commissioner's Office (ICO ) in the UK. What You Need to Know Computer Misuse Act ? YouTube video uploading soon Data Protection Act ? YouTube video uploading soon UK GDPR ? YouTube video uploading soon Freedom of Information Act ? YouTube video uploading soon PECR ? YouTube video uploading soon ICO & Independent Bodies ? YouTube video uploading soon Q uesto's Q uestions 6.1 - Legal Considerations: 1. What? [2 ] 2. What? [1 ] 3. What? [1 ] 4. What? [1 ] ? D id Y ou K now? 5.3 - Policies Topic List

  • 5.2 - Utility Software - OCR GCSE (J277 Spec) | CSNewbs

    Learn about different types of utility software including anti-virus, firewall and defragmentation. Based on the J277 OCR GCSE Computer Science specification (first taught from 2020 onwards). 5.2: Utility Software Exam Board: OCR Specification: J277 Watch on YouTube : Utility Software What is utility software? Utility software are dedicated programs used for the maintenance and organisation of a computer system (this is known an 'housekeeping '). Utilities are required to run additional tasks not performed by the operating system . Anti-malware (such as an anti-virus or anti-spyware ), firewall and encryption software are examples of utilities and have been explained in section 4.2 . Data Compression is another utility that has been explained in section 2.5 . Other utility software include backup software , disk checkers , disk formatters and auto-updaters . Defragmentation What is fragmentation and how does it happen? Over time files stored on a hard disk drive may become fragmented - this is when the file is split into parts that are saved in different storage locations . Fragmentation occurs when there is limited contiguous space in which to store a file . This may happen as data is stored and then later deleted on the hard drive . New files are created which may be bigger than the spaces left by the deleted files . The new files are then split up . Fragmentation increases access time - files that are fragmented take longer to load and read because of the distance between the fragments of the file. How does defragmentation work? Empty spaces are collected together on the hard disk drive and file fragments are moved to be stored together. This means that fewer disc accesses are needed (requiring less physical movement ) as file fragments can be read consecutively . What are the effects of defragmentation? A defragmented file takes less time to read and access because the data is stored contiguously . The read/write head of the hard drive does not need to move as far to read the next piece of data because it is in the adjacent memory location , saving time . It also quicker to save new files because there is more free space together so it does not need to split the file and can store the data contiguously . Q uesto's Q uestions 5.2 - Utility Software: 1. Explain what fragmentation is and how a file may become fragmented . [ 3 ] 2. Describe the process of defragmentation . [ 3 ] 3. Explain the effects of defragmenting a hard disk drive. [ 3 ] 5.1 - Operating Systems Theory Topics 6.1a - Impacts of Technology

  • 2.2 - Applications Generation | OCR A-Level | CSNewbs

    Learn about applications, utility software, open source and closed source, translators including interpreters, compilers and assemblers, stages of compilation (lexical analysis, syntax analysis, code generation and optimisation) and linkers, loaders and libraries. Based on the OCR H446 Computer Science A-Level specification. Exam Board: OCR A-Level 2.2 - Applications Generation Specification: Computer Science H446 Watch on YouTube : Application software Utilities Open & closed source High & low level language Translators Stages of compilation Linkers, loaders & libraries This topic explores key types of software and how they support computer systems and users . It explains different kinds of applications , utilities , translators and compares open and closed source software . Another important concept is compilation , with knowledge required of its different stages , as well as linkers , loaders and software libraries . Applications Software Applications software allows users to carry out productive or creative activities such as document editing , data analysis , communication or media creation . Common examples include word processors (e.g. Microsoft Word or Google Docs ), spreadsheets (e.g. Excel or Sheets ), database management systems (e.g. Access ), web browsers (e.g. Chrome or Safari ) and graphics editors (e.g. Photoshop ). Applications can be general-purpose , serving many uses , or special-purpose , created for a specific function like payroll or medical record management . Utilities Utility software is system software designed to maintain , optimise and manage a computer’s performance , often running in the background to support the operating system . Examples include security tools like an antivirus , backup , compressors , disk management utilities and defragmenters . Defragmentation is the process of reorganising files on a hard drive so that parts of each file are stored together in contiguous blocks , improving access speed . Open Source & Closed Source Open source software has its source code (the actual code written by its developers ) made publicly available , allowing users to view , modify and share it freely . An open source licence encourages collaboration , transparency and community-driven improvement . However, it may lack official technical support or guaranteed updates . Closed source software has its source code private , restricting modification and redistribution . It is usually sold commercially with paid licences , regular updates and dedicated technical support . Bug fixes and quality assurance are out of the user's control , being managed by the developer . Support may end without warning . High & Low Level Languages Programming languages can be split into high-level and low-level , based on how close they are to the computer’s hardware . High-level languages are easier to read and write , while low-level languages give direct control over hardware but are harder to use . High-level languages like Python or Java are similar to natural human language, making them easy to write , understand, and debug . Low-level languages include machine code (binary ) and assembly language but are written for specific processor architecture . Translators Translators are programs that convert source code written in one programming language into another form that the computer's CPU can understand - typically machine code (binary ). An assembler translates assembly language into machine code that the CPU can execute directly . An interpreter translates and executes high-level code in a line-by-line method, stopping when an error occurs . A compiler translates the entire high-level program into machine code before execution , producing an executable file . Stages of Compilation Compilation is a complicated process to convert high-level program code into machine code . It consists of four key stages : Lexical analysis breaks the source code into tokens , such as keywords , identifiers and operators . Spaces and comments are removed and a symbol table of identifiers is created. Syntax analysis checks that the token sequence follows the grammatical rules of the programming language , building an abstract syntax tree . Code generation converts the abstract syntax tree into object code (unfinished machine code ) the CPU can understand . Code optimisation improves the efficiency of the generated code , for example by reducing redundant instructions or improving execution speed . Libraries, Linkers & Loaders Compilation also requires additional programs, such as a linker and loader and the use of libraries . A library is a collection of pre-written code created by other programmers that contains useful routines and functions which can be reused in a program. A linker combines object code and libraries , resolving references so that a final executable file can be created . A loader copies an executable file from secondary storage into RAM , ready for execution by the processor . Q uesto's K ey T erms Applications: database, word processor, web browser, graphics manipulation, spreadsheet software, presentation software Utilities: defragmentation, system cleanup, file manager, device driver, security tools Open & Closed Source: source code, open source, closed source Translators: assembler, interpreter, compiler, machine code Stages of Compilation: lexical analysis, token, syntax analysis, abstract syntax tree, code generation, code optimisation, library, linker, static linking, dynamic linking, loader D id Y ou K now? Grace Hopper , a US Navy rear admiral , is credited with creating one of the first compilers in 1952 and coining the term ' compiler '. She also helped develop the languages FLOW-MATIC and later COBOL , which is still used today . 2.1 - Systems Software A-Level Topics 2.3 Software Development

  • CTech 2.4 - Information Management | CSNewbs

    https://www.csnewbs.com/eduqas2020-8-2-understandalgorithms 2.4 - Information Management Exam Board: OCR Specification: 2016 - Unit 2 Management Information System (MIS) An MIS is used to collect, store, analyse and present data for an organisation. The system processes a large amount of data and organises it (such as in databases) so that it can be used for decision making and general data analysis . An efficient MIS can be used to display the financial status of an organisation, highlight areas of improvement and generate sales forecasts based on current data. Specifically, a bank could use an MIS for: Looking at the number of customers that visit each branch. Forecasting takings based on historical data. Profiling customers. Identifying customers who haven’t saved recently to target them for email. Benefits of an MIS: Integrated system: A Management Information System shares a large amount of data from multiple departments within an organisation to produce accurate reports. For example, financial data can be used to generate accurate pay slips. Decision Making: An MIS can be used to inform an organisation's decision making by highlighting areas that need improvement within the company. Powerful analysis: An MIS will use large data sets to provide accurate data analysis that can be used in many different ways by an organisation. Trends and patterns can be identified easily. Backup capabilities: Data can be stored centrally and backed up easily if a disaster occurs. Limitations of an MIS: Cost and installation: An MIS is an expensive tool that needs to be professionally set up and requires technical knowledge to maintain. Requires accurate data: If any data is incorrect or out of date then the analysis will consequently be inaccurate . Potentially disastrous decisions could be made as a result of incorrect data. Training: Employees will need to be trained to use the software accurately for maximum efficiency. Managing Information Data Collection Information can be collected in different ways e.g. paper forms, surveys, stock taking and data capture forms in databases. Example: A tennis club can create a form on their website that allows users to apply for membership and fill in key data such as their name, address and telephone number. Storage Collected data must be stored in a secure and easily-retrievable medium . This could be paper, magnetic, optical and cloud storage. Data is most conveniently stored in a database so that information can be added, removed or updated when necessary. Data must be stored securely to ensure it is protected against loss, accidental or via hacking / corruption. Sensitive data should be encrypted so that others cannot view / alter it without authorised access. Information should also be backed up in case the data is lost. Example: The tennis club can store data in a database using cloud storage as soon as a new member enters their information. Using cloud storage allows the tennis club to access that information from multiple access points and they will only pay for the amount of storage that they need and use. Retrieval Using a database to store information allows users to easily access data so that it can be updated or removed. Searches and queries can be easily performed on all tables in a database to show specific values using certain criteria. Example: The tennis club can submit a query in their member database to display all members whose membership will expire in the next month. They can then use that information to email a reminder to those members. Manipulating & Processing After collection and storage, data must be processed so that it is ready for the final stage: analysis. Data can be exported to other software , such as from a database and into a spreadsheet so that it can be manipulated , sorted and visualised . Graphs and charts can be created on data in a spreadsheet so that patterns and trends are easier to identify . Example: Member information in the tennis club can be exported to spreadsheet software that then allows for graph / chart creation using specific values, such as membership expiry date or membership type. Analysis To analyse the data is to see what can be learned from it, so important decisions can be made. Example: Analysing the charts made in the processing stage will allow the tennis club to identify key patterns. For example, they could see when most members sign up during the year and where the members travel in from. Using these patterns the club can then inform future practice. For example, if not many members sign up in August, a sale on membership can be created at this time to entice new members. Or if most members travel in from a certain area of town a bus system might be set up to help those members travel in more often. Q uesto's Q uestions 2.4 - Information Management: 1a. What is the purpose of an MIS ? [2 ] 1b. Describe 3 ways a bank could use an MIS . [3 ] 1c. Describe the benefits and limitations of an MIS . [10 ] 2. A charity for endangered birds (Bird Rescue UK) is creating a survey to send to scientists to find out which birds need protection status and are endangered in the UK. Describe how Bird Rescue UK can use each stage of data management : Data Collection Storage Retrieval Manipulation & Processing Analysis [3 each ] 2.3 - Quality of Information 3.1 - Data vs. Information Topic List

  • Python | Extended Task 6 | CSNewbs

    Test your ability to create a more complex program in Python based on a given scenario. Perfect for students learning GCSE Computer Science in UK schools. Extended Task 6 'Guess the Word' Game Create a Python program similar to the hit New York Times puzzle game Wordle . Allow the user to make guesses to match the randomly chosen hidden word , stopping when they get it correct. You can download a list of 5-letter words on this page. You will need to read in each line of the list and randomly select one - don’t forget to import the random library . Check if each letter of the user’s inputted word is in the randomly selected word . If you are using an IDE like Replit you can use the colorama library and the Fore command to turn the text: Green if the letter is in the correct position . Red if the letter is not in the selected word . Yellow if the letter is in the selected word but not in the correct position . Add your own flair and additional features to your program as an extension, including limiting the number of guesses and recording how many attempts it took to get the correct answer. Download a file of 534 5-letter words: For this task, you will need to create a document and include the following sections (with screenshots where appropriate): An introduction to explain the Purpose of your program . A List of Requirements for a successful program. Screenshots of your code (with comments in your code to show understanding). Testing – Create a plan to show how you will test your program and then explanations of any errors that you found and how they were fixed . An Evaluation of what worked, what didn’t, and how you met each of your requirements from your original list. Also, discuss further improvements that you could have made to improve your program. Reminders for this task: You will need a while loop to repeatedly allows the user to enter words until they match the correct word. Section 10 will help you to open, write and r ead from files . Download the file of 5-letter words from the link above. You will need to randomly select a word from the file. The choice command will help. Selection will be necessary to check if each letter in the inputted word matches the letter in the same position in the correct word. String handling is needed to select specific letters in a string. You will need to use .rstrip() on the selected line (word) that you have randomly chosen from the file. This removes any hidden characters that may interfere with checking if it is equal to the inputted word. There are multiple ways to approach this program, and your solution might look different from the example. Break the problem down and focus on one part at a time. Example solution: The word the user enters should be checked , letter by letter , against the letters in the same position in the randomly chosen correct word . Remember that the first letter in a word has the position 0 , not 1. Below is an example of some incomplete code you may wish to use in your solution. ⬅ Extended Task 5 (Colour Collection) Extended Task 7 (Number Game) ➡

  • Scratch Maze Game | CSNewbs

    This walkthrough will show you how to create a maze game in Scratch . It is split into the following sections: Creating the First Level Choosing the Main Character Animating & Moving the Main Character Back to the Start Adding Score & Time Making Enemies Adding More Levels Extensions Use the links to move between sections easily! 1. Creating the First Level The very first thing to do is to create the level in which our character will move around in! We are going to draw a background from scratch which our hero will run around in to get to the end. Important parts of the pictures are highlighted in yellow ! 1. Select the blank Stage button in the button left to edit the background. Drawing the Background Challenge Task Anchor 1 2. Press on the Backdrops tab. This will show Scratch’s own paint editor on the right. 3. Use the line tool to create straight maze lines on the background. Use the slider at the bottom to increase the width of the line. Remember this is only the first level so don’t make it too difficult. 4. Create a start zone and an end zone with the rectangle tool and then fill them in with the fill bucket tool . You can also change the main background colour using the fill bucket tool. Remember to choose an appropriate level name in the text box at the top. Level Name Rectangle Tool Fill Bucket Tool Make your game more exciting by creating themed levels , like this park background. Other ideas might include a classroom, library or car park. Try switching up the start and end zones by using the circle tool or the line tool and the fill bucket . Come back to this challenge when you are ready to make more levels! 2. Choosing the Main Character Now that you have your first level designed we can make our hero character who is going to navigate the maze and try to get to the end. Picking the main character Anchor 2 1. A character is called a sprite . We will choose a sprite from Scratch’s sprite library . Click on the fairy icon to open the sprite menu. 2. I have selected the Animals category on the left menu. I have chosen the Penguin sprite but choose whichever character you want. 3. Press the Costumes tab and check that your chosen sprite has at least two costumes . We will use these to create animation in the next section to make it look like the sprite is moving. 4. Now that we don’t need the cat anymore we can delete him by right-clicking on his icon and selecting delete . Shrink the Main Character down to size Shrink Tool 5. The sprite is too big for the level background and you will need to shrink them down . Click on the shrink button at the top of the program and then click on the sprite in the paint area to shrink them down. Remember how many times you clicked the sprite to shrink it. You will need to shrink both costumes the same number of times . Here I have shrunk my penguin by 17 clicks when I selected the shrink tool. You can compare the size of your costumes by looking at the image size beneath the icon (e.g. 40 x 53). Picture Size 6. You need to make sure that your sprite is in the centre of the grid otherwise it might cause trouble later when you try to move them. Click on the costume centre button in the top right (it looks like a crosshair ) and drag your sprite into the middle if it is not. Make sure that both costumes are in the centre . Also, give your costumes appropriate names , I have named mine Mr. Penguin 1 and Mr. Penguin 2. Costume Name Costume Centre 3. Animate & Move the Main Character Adding Animation Anchor 3 1. Click on your sprite icon in the bottom left and then on the Scripts tab in the top centre. We will begin using the script blocks and we need to start in the Events category with: ...so drag it over to the script area. This script will run all the blocks that we place beneath it, when the flag is pressed to start the game. 1. 2. You can only add animation if the sprite you chose has at least two different costumes! 2. The second block we need is: ...in the Control category. Every block that we put inside the forever loop block will repeat again and again . We want our character to switch between their costumes infinitely to make it look like they are always walking, which is why we use the forever loop. 3. Click on the Looks category and drag two... ...inside of your forever loop . Use the drop down list (small black triangle on the costume block ) to make one block switch to your first costume and the other block switch to your second costume. 4. In the Control category, drag over two blocks and place one after each of your ‘switch costume to ‘ blocks. 1 second is too long to wait so click on the 1 and change both to 0.5 instead (this is half a second). If you’ve got the code correct so far, when you press the green flag your character should be animated! Moving the Main Character 1. In the Events category drag a into the script area. Change the button from space to ‘up arrow ’ (or any key you like) It is also popular for computer games to use the w key to move up. 2. Click on the Motion category and move over two blocks: and Change the angle of direction from 90 (which is a right turn) to 0 (which is an upwards turn). Now you have just created code to make your character move upwards by ten steps when you press the up arrow! Once you have dragged the blocks when the up arrow is pressed, you can work out how to make your character move down, left and right ALL BY YOURSELF. Add this code in now, before you move on . Rotate the Main Character If you press the green arrow and move your character around you might notice that it doesn't rotate when it moves. Click on the i in the top left of your sprite icon in the bottom left. There are three types of rotation to choose from. Select your preferred style by clicking on one of the three symbols. Full Rotation will turn your sprite up, down, left and right. Horizontal Rotation will only turn your sprite left and right. No Rotation will not turn your sprite at all. it will always appear in the same direction. Anchor 4 4. Back to the Start Starting in the right place We always want the main sprite to start in the green zone when the green flag is pressed to start the game. First drag your sprite to the green zone . Then go to the Motion category and drag over: ...and connect it directly underneath the block you dragged over earlier. Once you’ve added that line of code, click the green flag to make sure that the sprite starts where you want it to . If it doesn’t, then you can change the x (horizontal) and y (vertical) co-ordinates by clicking on the white boxes and changing the values. Back to the start if touching the walls 1. Drag over and connect together the two blocks below: 2. Drag over the two blocks below, put the blue one inside the other and then put them both inside the forever loop : 3. Change the co-ordinates in the blue block you just added so that it matches the same co-ordinates as the block to make the sprite start at the green zone . 4. Now to add the wall detection code! In the Sensing section, drag this block over... ...and put it inside the top of the ‘if then‘ block . Make sure that you put it between the 'if' and 'then' and not underneath. 5. Click once on the box in the ‘touching colour ‘ block and then click the wall or obstacle you want the player to avoid, Now is a good idea to play your game and make sure you can get to the end without being teleported back to the start. If your game is impossible you will need to edit the background – click on the stage icon in the bottom left then the Backdrops tab and edit the walls. Anchor 5 5. Adding Time & Score Recording the Time 1. Click on the Stage icon in the bottom left, we will create new code in the Scripts tab of the stage. DO NOT click the character sprite! Click on the Data category and choose Make a Variable . A variable is something that can change . Call your new variable Time . Adding a Score - The Number of Restarts 2. From the Events category drag: ...then look in the Data category and connect this underneath: ...but it should say Time instead of 'variable'. This code makes the time start at 0 when the game begins. 3. Now we need a loop that increases our variable called Time by 1 every second. First drag over a forever loop : Then place inside of it two blocks: Make sure it says Time instead of variable. Now press the green flag to see the timer go up. 1. In the Data section click on Make a Variable and give it an appropriate name like Restarts . This variable will count how many times we have touched a wall and had to start again. 2. Firstly, go back to the Scripts area for your character – click on the sprite of your main character in the bottom left then the Scripts tab. You need to add two blocks from the Data category: Change variable to Restarts and place it directly underneath the flag. Change variable to Restarts again and place this code directly after the 'go to ' block inside the loop. Now whenever you touch the wall you restart and it records it in the variable called Restarts. 6. Making Enemies Anchor 6 1. Select the fairy icon in the New sprite section to open the Scratch sprite library. 2. From the sprite library choose your enemy . I have selected the polar bear because it fits with my penguin. 3. Select the shrink tool at the top of the program and click on the enemy . Then drag them to where you want them to start . 4. Click on the sprite icon of your enemy then select the Scripts tab. Drag and connect two blocks: 5. From the Control category grab a: ...and place it after the ‘go to ‘ block. Now we will make our enemy glide from his start position to somewhere on our level again and again. Move the enemy to where you want it to go to then add: ...inside the forever loop. Drag another ‘glide ‘ block and place it underneath but change those co-ordinates to the same as the one underneath the the ‘when green flag clicked‘ block. This code makes the enemy move backwards and forwards forever. 6. Make your main character return to the start if they touch the enemy. Click on your main character sprite in the bottom left and then the Scripts tab. You need to copy the exact same code you made earlier to see if the main character is touching the wall , but this time you need to use: ...instead of the touching colour block. Click on the box in the block and select your Main Character . 7. New Levels Anchor 7 Coming Soon To be added soon. This concludes the walkthrough for a Scratch maze game! Try a combination of the suggestions below to add complexity to your game: Using ‘say ‘ or ‘think ‘ blocks in the Looks category to make your sprites say things at certain points (like at the start of a new level). Making your game harder by speeding up enemies in later levels (you could change the number of seconds it takes to glide ) Adding more enemies that only appear in harder levels. Setting a time limit – instead of having your time begin at 0 and increasing by 1 every second, have it start at 30 and decrease by 1 every second. Extensions Anchor 8

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