[PDF] [PDF] Computer Science Answers Chapter 1 – Problem Solving - Edexcel

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[PDF] Computer Science Answers Chapter 1 – Problem Solving - Edexcel

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© Pearson Education Ltd 2016. Copying permitted for purchasing institution only. This material is not copyright free. 1

Edexcel GCSE (9-1)

Computer Science Answers

Chapter 1

- Problem Solving

1.1 Algorithms

Understanding algorithms

Activity 1

There is no single correct solution to this activity, since every student's walk to school will be unique. It is

intended to highlight the need for instructions to be specific, precise and in a logical order. Encourage them to

identify instances of repetition and selection, e.g. 'Keep walking until you get to the end of the street. Next cross

the road, providing no cars are coming.'

Activity 2

Encourage students to use all the symbols shown in Figure 1.1 in their flowchart.

Activity 3

This flowchart incorporates selection and iteration. Students may simply identify a sequence of processes in their

solution. Start

Add bubble bath

Temperature

OK? YES YES

Turn on taps

Put in plug

Turn down hot tap

NO

Too hot?

Enough

water? NO

Turn down cold tap

Turn off taps

YES NO End

Get in bath

Problem Solving: Algorithms

© Pearson Education Ltd 2016. Copying permitted for purchasing institution only. This material is not copyright free. 2

Activity 4

Students must be familiar with Edexcel pseudo-code, which will be used to frame some of the exam questions on

Paper 2, but they don't have to use it themselves. They can use any pseudo-code, providing it is unambiguous

and easy to follow.

Activity 5

SEND ÔEnter first number.Õ TO DISPLAY

RECEIVE firstNumb FROM KEYBOARD

SEND ÔEnter second number.Õ TO DISPLAY

RECEIVE secondNumb FROM KEYBOARD

SET thirdNumb TO firstNumb * secondNumb

SEND thirdNumb TO DISPLAY

Activity 6

Ask the user to enter their username. Repeat until an existing username is entered. Next ask the user to enter

their password. Repeat until the correct password is entered.

Checkpoint S1

The specifics of this algorithm should reflect the procedure for borrowing books at the student's own local library

or school library.

Checkpoint S2

The table on page 5 describes the function of each of the arithmetic operators.

Checkpoint S3 and S4

Variables and constants are explained on pages 5 & 6.

Checkpoint C1

Start

Place cheese on one slice of

bread (butter side up)

Pickle?

YES

Slice cheese

Butter two slices of white bread

Spread pickle on top of cheese

Put second slice of bread on top

(buttered side down) End

Cut sandwich in half diagonally

to make triangles Brown bread?

Butter two slices of brown bread

YES NO NO

Problem Solving: Algorithms

© Pearson Education Ltd 2016. Copying permitted for purchasing institution only. This material is not copyright free. 3 Ch eckpoint C2

SEND ÔEnter first number.Õ TO DISPLAY

RECEIVE firstNumb FROM KEYBOARD

SEND ÔEnter second number.Õ TO DISPLAY

RECEIVE secondNumb FROM KEYBOARD

SEND ÔEnter third number.Õ TO DISPLAY

RECEIVE thirdNumb FROM KEYBOARD

SET average TO (firstNumb + secondNumb + thirdNumb)/3

SEND average TO DISPLAY

Problem Solving: Algorithms

© Pearson Education Ltd 2016. Copying permitted for purchasing institution only. This material is not copyright free. 4

Creating algorithms

Activity 7

score highScore OUTPUT

5 10 You haven't beaten your high score.

20

10 You've exceeded your high score!

15

15 You haven't beaten your high score.

Activity 8

SEND ÔPlease enter your age.Õ TO DISPLAY

RECEIVE age FROM KEYBOARD

IF age <

= 18 THEN

SET numbLessons TO

20 ELSE

SET numbLessons TO

20 + (age - 18) * 2

END IF

SEND ÔYou needÕ → numbLessons → Ôdriving lessons.Õ TO DISPLAY ...Here the '→' symbol is used to join data together. This will be explain ed on page 18 of the Student Book.

Activity 9

Here's the algorithm expressed as a flowchart.

Start guess > 10? YES mystNumb = 3 NO guess = mystNumb? NO End

Input guess

Output ÔToo high!

Your guess must be

between 1 and 10.Õ YES

Output ÔWell done!

You guessed

correctly.Õ

Output ÔBad luck!

The correct number

isÕ + mystNumb

Problem Solving: Algorithms

© Pearson Education Ltd 2016. Copying permitted for purchasing institution only. This material is not copyright free. 5 Here's the same algorithm expressed as pseudo-code.

SET mystNumb TO 3

SEND 'Please enter a number between 1 and 10.' TO DISPLAY

RECEIVE guess FROM KEYBOARD

IF guess > 10 THEN

SEND 'Too high! Your guess must be between 1 and 10.' TO DISPLAY ELSE

IF guess = mystNumb THEN

SEND 'Well done! You have guessed correctly.' TO DISPLAY ELSE SEND 'Bad luck! The correct number is' & mystNumb TO DISPLAY

END IF

END IF

Activity 10

score OUTPUT 91
A 56
D 78
B Ac tivity 11

Using a WHILE loop

SEND 'Please enter a number between 1 and 6.' TO DISPLAY RECEIVE numb FROM KEYBOARD #User enters their first guess WHILE numb <> diceRoll DO #Loop repeats until user enters the correct number SEND 'Please enter a number between 1 and 6.' TO DISPLAY

RECEIVE numb FROM KEYBOARD

END WHILE

#Loop terminator SEND 'Well done, you've guessed correctly.' TO DISPLAY

Using a REPEAT loop

REPEAT

#Start of loop SEND 'Please enter a number between 1 and 6.' TO DISPLAY

RECEIVE numb FROM KEYBOARD

UNTIL numb = diceRoll #Loop is repeated until user enters the correct number SEND 'Well done, you've guessed correctly.' TO DISPLAY

Activity 12

SEND 'Enter a start number.' TO DISPLAY

Problem Solving: Algorithms

© Pearson Education Ltd 2016. Copying permitted for purchasing institution only. This material is not copyright free. 6

RECEIVE startNumb

FROM KEYBOARD

SEND 'Enter a

n end number.' TO DISPLAY

RECEIVE endNumb

FROM KEYBOARD

SET total TO 0

FOR index FROM startNumb TO endNumb DO

SET total TO total + index

END FOR

SEND total TO DISPLAY

Activity 13

SET mysteryNumb TO RANDOM(19) + 1

#Generates a random number between 1 and 20

SET failedAttempt

s TO 0 #Keeps track of number of wrong guesses

REPEAT

SEND 'Please enter a number between 1 and 20

.' TO DISPLAY

RECEIVE guess FROM KEYBOARD

IF guess = mysteryNumb THEN

SEND 'Congratulations. You've guessed correctly.' TO DISPLAY ELSE

SET failedAttempt

s TO failedAttempts + 1quotesdbs_dbs20.pdfusesText_26