Scratch: Chapter 3 Quiz

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Scratch: Chapter 3 Quiz - Quiz

This is a quiz to assess comprehension from the Chapter 3 Readings for the Scratch Unit in Mr. Hamlin's Programming class.


Questions and Answers
  • 1. 

    Code blocks with a notch at the top or a bump at the bottom are known as:

    • A.

      Reporter Blocks

    • B.

      Stack Blocks

    • C.

      Hat Blocks

    Correct Answer
    B. Stack Blocks
    Explanation
    The notch on the top indicates that the code block can be attached to the underside of another code block. The bump at the bottom of the code block allows other code blocks to attach to its underside.
    The majority of code blocks provided by Scratch are stack blocks.

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  • 2. 

    A code block with a rounded or curved top and a bump at the bottom is known as:

    • A.

      Reporter Blocks

    • B.

      Stack Blocks

    • C.

      Hat Blocks

    Correct Answer
    C. Hat Blocks
    Explanation
    Hat blocks provide the ability to create event-driven scripts. An event-driven script is one that automatically executes when a specified event occurs.

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  • 3. 

    A small block that displays the value currently assigned to the code block is known as a:

    • A.

      Reporter

    • B.

      Display

    • C.

      Monitor

    Correct Answer
    C. Monitor
    Explanation
    A small block that displays the value currently assigned to the code block is known as a "monitor". A monitor is a tool used in programming to track and display the values of variables or expressions during program execution. It provides real-time information about the state of the program and helps in debugging and understanding the flow of code.

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  • 4. 

    A code block that has either rounded or angled sides and is specifically designed as a mechanism for providing input for other code blocks to process is known as:

    • A.

      Reporter Blocks

    • B.

      Stack Blocks

    • C.

      Hat Blocks

    Correct Answer
    A. Reporter Blocks
    Explanation
    Hat blocks provide the ability to create event-driven scripts. An event-driven script is one that automatically executes when a specified event occurs.

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  • 5. 

    A code block that controls sprite placement, direction, rotation, and movement is known as a ____________ block.

    • A.

      Sensing

    • B.

      Motion

    • C.

      Looks

    • D.

      Control

    Correct Answer
    B. Motion
    Explanation
    A code block that controls sprite placement, direction, rotation, and movement is known as a motion block. This block allows the programmer to manipulate the sprite's position, orientation, and motion in the program. It is used to make the sprite move in different directions, change its position on the screen, rotate, and control its speed and trajectory. By using the motion block, the programmer can create animations, simulate movement, and control the sprite's behavior in the program.

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  • 6. 

    Blocks that can be used to determine the location of the mouse-pointer, its distance from other sprites, and whether a sprite is touching another sprite are known as ______________ blocks.

    • A.

      Sensing

    • B.

      Motion

    • C.

      Looks

    • D.

      Control

    Correct Answer
    A. Sensing
    Explanation
    The blocks that can be used to determine the location of the mouse-pointer, its distance from other sprites, and whether a sprite is touching another sprite are known as "Sensing" blocks. These blocks provide information about the environment and allow the programmer to create interactions and conditions based on the sensed data.

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  • 7. 

    Code blocks that trigger script execution based on predefined events, repeatedly execute programming logic using loops, and perform conditional logic are known as ____________ blocks.

    • A.

      Sensing

    • B.

      Motion

    • C.

      Control

    • D.

      Looks

    Correct Answer
    C. Control
    Explanation
    The given question asks for the term used to describe code blocks that trigger script execution based on predefined events, repeatedly execute programming logic using loops, and perform conditional logic. The term that fits this description is "Control" blocks. These blocks allow the programmer to control the flow and behavior of the program based on certain conditions and events.

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  • 8. 

    This is an example of a _____________ block.

    • A.

      Control

    • B.

      Sensing

    • C.

      Motion

    • D.

      Looks

    Correct Answer
    C. Motion
    Explanation
    This question is asking for the type of block that is being described. The correct answer is "Motion" because the other options ("Control," "Sensing," and "Looks") do not accurately describe the type of block being referred to.

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  • 9. 

    This is an example of a _____________ block.

    • A.

      Control

    • B.

      Sensing

    • C.

      Motion

    • D.

      Looks

    Correct Answer
    D. Looks
    Explanation
    This question is asking for the type of block that is being described. The word "Looks" suggests that the block is related to visual appearance or perception. Therefore, the correct answer is "Looks."

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  • 10. 

    These blocks are coloured pink.

    • A.

      Looks

    • B.

      Sensing

    • C.

      Sound

    • D.

      Control

    Correct Answer
    C. Sound
  • 11. 

    These blocks are colored mint green and allow you to draw any combination of shapes and lines.

    • A.

      Looks

    • B.

      Control

    • C.

      Pen

    • D.

      Motion

    Correct Answer
    C. Pen
    Explanation
    The given statement suggests that the blocks colored mint green allow the user to draw any combination of shapes and lines. This implies that the "Pen" block is the correct answer because it is the block that enables the user to draw on the screen. The other options, "Looks," "Control," and "Motion," do not have the functionality to draw or create shapes.

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  • 12. 

    This is an example of a _______________ block.

    • A.

      Control

    • B.

      Motion

    • C.

      Sensing

    • D.

      Pen

    Correct Answer
    A. Control
    Explanation
    This question is asking for the type of block being described. The options provided are "Control," "Motion," "Sensing," and "Pen." Based on the given options, "Control" is the most appropriate answer as it is a term commonly used to describe a block that controls or regulates something. The other options do not accurately describe the type of block being referred to.

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  • 13. 

    __________ blocks perform arithmetic operations, generate random numbers, and compare numeric values to determine their relationship to one another.

    • A.

      Control

    • B.

      Pen

    • C.

      Number

    • D.

      Motion

    Correct Answer
    C. Number
    Explanation
    Number blocks are used to perform arithmetic operations, generate random numbers, and compare numeric values. These blocks are specifically designed to work with numerical data and can be used to manipulate and analyze numbers in various ways. They are essential in programming and computational tasks that involve mathematical calculations and comparisons.

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  • 14. 

    This is an example of a ___________ block.

    • A.

      Control

    • B.

      Motion

    • C.

      Sensing

    • D.

      Number

    Correct Answer
    C. Sensing
    Explanation
    This question is asking for the type of block that is being described. The word "sensing" is the correct answer because it matches with the given options and makes sense in the context of control and motion. A sensing block is likely used to detect or measure something in order to control or respond to it.

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  • 15. 

    If you create a game that challenges the player to try and guess a randomly generated number, you will need to use a ___________ to store and refer back to this number.

    • A.

      Control block

    • B.

      Variable

    • C.

      USB drive

    Correct Answer
    B. Variable
    Explanation
    In order to store and refer back to the randomly generated number in the game, a variable needs to be used. A variable is a named storage location in a computer's memory that can hold a value, and it can be accessed and modified throughout the program. By using a variable, the game can keep track of the randomly generated number and compare it with the player's guesses.

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  • 16. 

    This is an example of a _____________ block.

    • A.

      Motion

    • B.

      Number

    • C.

      Pen

    • D.

      Control

    Correct Answer
    B. Number
    Explanation
    This question is asking for the type of block that is being described. The options given are "Motion," "Number," "Pen," and "Control." From the given options, "Number" is the only one that fits the description of a block. Therefore, the correct answer is "Number."

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  • 17. 

    This is an example of a _____________ block.

    • A.

      Pen

    • B.

      Number

    • C.

      Variable

    • D.

      Control

    Correct Answer
    C. Variable
    Explanation
    This is an example of a variable block. A variable is a named storage location in a computer's memory that can hold a value. In programming, variables are used to store and manipulate data. They can be assigned different values throughout the program, making them flexible and dynamic. In this context, the given block is likely referring to a programming construct that represents a variable.

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  • 18. 

    You can view help information for any Scratch code block by _____________ the code block in the blocks palette.

    • A.

      Double Clicking

    • B.

      Right Clicking

    • C.

      Single Clicking

    • D.

      Left Clicking

    Correct Answer
    B. Right Clicking
    Explanation
    To view help information for any Scratch code block, you need to right click on the code block in the blocks palette. Right clicking typically brings up a context menu with options related to the code block, and one of those options is usually "Help" or "View Help". By selecting this option, you can access the help information for the specific code block, which provides guidance and explanations on how to use it effectively.

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  • 19. 

    An ___________ ____________ script is one that automatically executes when a specified event occurs.

    • A.

      Event-driven

    • B.

      User-driven

    • C.

      Player-driven

    Correct Answer
    A. Event-driven
    Explanation
    An example of an event that can automatically trigger script execution is when the user clicks on the green flag button.

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  • 20. 

    The Scratch software package is a free download.

    • A.

      True

    • B.

      False

    Correct Answer
    A. True
    Explanation
    You can download it for free from the Scratch homepage.

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Our quizzes are rigorously reviewed, monitored and continuously updated by our expert board to maintain accuracy, relevance, and timeliness.

  • Current Version
  • Mar 22, 2023
    Quiz Edited by
    ProProfs Editorial Team
  • Feb 16, 2014
    Quiz Created by
    Jonhamlin
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