# Tugas 1 Informatika Kelas 7

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Tugas 1 Informatika kelas 7 SMP Negeri 1 Magelang tanggal 16 Maret 2020 s. D. 21 Maret 2020

• 1.

### Salah satu dari lima ciri penting algoritma adalah….

• A.

Output

• B.

Proses

• C.

Program

• D.

Interpreter

A. Output
Explanation
One of the five important characteristics of an algorithm is "output". This means that an algorithm should produce a result or output after performing a series of steps or operations. Without an output, the algorithm would be considered incomplete as it does not provide any useful information or solve a problem. The output can be in the form of data, information, or a desired outcome. The other characteristics of an algorithm include input, definiteness, effectiveness, and finiteness.

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• 2.

### Salah satu aturan penulisan algoritma adalah harus benar yang artinya….

• A.

Algoritma memberikan keluaran yang benar (paling mendekati)

• B.

Setiap langkah harus didefinisikan secara tepat dan tidak berarti ganda

• C.

Harus mengetahui seberapa baik hasil yang dicapai oleh algoritma tersebut

• D.

Algoritma akan memberikan keluaran yang dikehendaki dari sejumlah masukan yang diberikan

D. Algoritma akan memberikan keluaran yang dikehendaki dari sejumlah masukan yang diberikan
Explanation
The correct answer states that an algorithm will provide the desired output from a given set of inputs. This means that the algorithm is designed to produce the expected results and fulfill the intended purpose. It implies that the algorithm is reliable and can be trusted to deliver the desired outcome consistently.

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• 3.

### Pada saat menuliskan program kita terikat dengan aturan … dalam bahasa pemrograman yang akan digunakan.

• A.

Semantik

• B.

Sintaksis

• C.

Instruksi

• D.

Compiler

B. Sintaksis
Explanation
When writing a program, we are bound by the rules of syntax in the programming language that will be used. Syntax refers to the correct arrangement and structure of the code, including the use of punctuation, keywords, and other elements that make up the language's grammar. Following the syntax rules is crucial for the program to be understood and executed correctly by the compiler or interpreter.

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• 4.

### Urutan langkah-langkah harus dimulai dengan kata mulai atau start dan diakhiri dengan kata selesai atau end disebut algoritma….

• A.

Deskriptif

• B.

Flowchart

• C.

Sequential

• D.

Pseudocode

A. Deskriptif
Explanation
The given correct answer is "deskriptif". In the context of the question, it is referring to the type of algorithm that requires the steps to be described in a descriptive manner, using words or sentences. This type of algorithm does not involve any specific programming language or syntax, but rather focuses on providing a clear and detailed explanation of the steps to be followed, starting with the word "mulai" or "start" and ending with the word "selesai" or "end".

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• 5.

### Algoritma harus berakhir setelah mengerjakan sejumlah langkah proses merupakan ciri algoritma….

• A.

Input

• B.

Finiteness

• C.

Definiteness

• D.

Effectiveness

B. Finiteness
Explanation
The correct answer is "finiteness". Finiteness is a characteristic of an algorithm that states that it must terminate after a certain number of steps or processes. This means that the algorithm has a clear endpoint and will not continue indefinitely. Finiteness is important in ensuring that an algorithm can be executed within a reasonable amount of time and resources.

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• 6.

### Pernyataan di bawah ini yang termasuk penerjemahan algoritma adalah….

• A.

• B.

Notasi algoritma dapat diterjemahkan ke dalam berbagai bahasa pemrograman

• C.

Pembuatan atau penulisan algoritma tidak tergantung pada bahasa pemrograman manapun

• D.

Apapun bahasa pemrogramannya, output yang akan dikeluarkan sama karena algoritmanya sama

Explanation
The correct answer is "pada saat menuliskan program kita terikat dengan aturan sintaksis". This statement explains that when writing a program, we are bound by syntax rules. This means that we must follow the specific syntax and structure of the programming language we are using in order for the program to be executed correctly.

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• 7.

### Tipe data dalam algoritma adalah….

• A.

Kata

• B.

Prima

• C.

String

• D.

Program

C. String
Explanation
The correct answer is "string" because in algorithm, data types are used to classify different types of data and determine how they can be stored and manipulated. "String" is a data type used to represent a sequence of characters, such as words or sentences.

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• 8.

### Perhatikan penulisan algoritma berikut! Mulai Tancapkan kabel ke stop kontak Nyalakan stabilizer Nyalakan CPU Nyalakan monitor Tunggu sampai proses booting selesai Selesai Algoritma di atas termasuk jenis penulisan….

• A.

Deskriptif

• B.

Flowchart

• C.

Bagan alir

• D.

Pseudocode

A. Deskriptif
Explanation
The given algorithm is written in a descriptive manner as it describes the steps to be taken in a sequential order. It does not use any specific symbols or notations like flowcharts, flowcharts, or pseudocode. Instead, it uses plain language to explain the actions to be performed.

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• 9.

### Perhatikan algoritma di bawah ini! 1. Start 2. Masukkan harga barang 3. Masukkan jumlah barang 4. Jika jumlah barang melebihi 50, pembelian =harga barang*jumlah barang 5. Diskon =pembelian*5% 6. Total pembelian =pembelian-diskon 7. End Pada algoritma tersebut yang menunjukkan kondisi bersyarat adalah nomor….

• A.

2

• B.

3

• C.

4

• D.

5

C. 4
Explanation
The condition in the algorithm that indicates a conditional statement is number 4. This is because it checks if the quantity of the item exceeds 50, and if it does, it calculates the purchase price based on the item price and quantity. This shows that there is a condition that needs to be met for this calculation to occur.

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• 10.

### Simbol dalam bagan alir yang digunakan untuk memberi nilai awal, nilai akhir, dan penambahan atau pengurangan bagi variabel counter disebut….

• A.

Proses

• B.

Terminator

• C.

Preparation

• D.

Predefined process/call

C. Preparation
Explanation
The symbol in the flowchart that is used to give initial value, final value, and addition or subtraction for the counter variable is called "preparation". This symbol is typically used to define the starting and ending values of a counter variable and to perform arithmetic operations on it. It helps in setting up the counter variable before it is used in the flowchart.

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• 11.

### Deskripsi dari algoritma pemrograman komputer yang menggunakan konvensi structural dari suatu Bahasa pemrograman disebut….

• A.

Sequence

• B.

Bagan alir

• C.

Deskriptif

• D.

Pseudocode

D. Pseudocode
Explanation
The description of a computer programming algorithm that uses the structural conventions of a programming language is called pseudocode. Pseudocode is a way of representing an algorithm using a combination of natural language and programming language-like syntax. It allows programmers to express their ideas and logic in a more informal and human-readable manner before actually implementing the algorithm in a specific programming language. Pseudocode is widely used in the software development process as a tool for planning and designing algorithms.

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• 12.

### Perhatikan gambar di bawah ini! Simbol tersebut digunakan untuk….

• A.

Menunjukkan suatu operasi yang rinciannya ditunjukkan di tempat lain

• B.

• C.

Memberi nilai awal, nilai akhir, penambahan, atau pengurangan bagi variable counter

• D.

Menunjukkan sanbungan dari flowchart yang terputus di halaman yang sama atau di halaman berikutnya

A. Menunjukkan suatu operasi yang rinciannya ditunjukkan di tempat lain
Explanation
The symbol is used to indicate an operation whose details are shown elsewhere.

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• 13.

### Perhatikan gambar di bawah ini! Simbol tersebut digunakan untuk….

• A.

Menunjukkan suatu operasi yang rinciannya ditunjukkan di tempat lain

• B.

• C.

Memberi nilai awal, nilai akhir, penambahan, atau pengurangan bagi variable counter

• D.

Menunjukkan sanbungan dari flowchart yang terputus di halaman yang sama atau di halaman berikutnya

Explanation
The symbol in the picture is used to connect parts of a flowchart that are on different pages.

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• 14.

### Pseudocode yang digunakan dalam penulisan algoritma dapat berupa bahasa….

• A.

Inggris

• B.

Indonesia

• C.

Pemrograman

• D.

Bebas terstruktur

C. Pemrograman
Explanation
The correct answer is "pemrograman". This is because the question is asking about the pseudocode used in writing algorithms, and "pemrograman" is the only option that is related to programming, which is commonly used in writing algorithms. The other options, "Inggris", "Indonesia", and "bebas terstruktur", are not directly related to the topic of pseudocode and algorithm writing.

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• 15.

### Symbol yang digunakan untuk kondisi yang akan menghasilkan beberapa kemungkinan adalah….

• A.

Option 1

• B.

Option 2

• C.

Option 3

• D.

Option 4

A. Option 1
Explanation
The symbol used for a condition that will result in multiple possibilities is Option 1.

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• 16.

### Menulis, menguji, memperbaiki (debug), dan memelihara kode program komputer disebut….

• A.

Program

• B.

Algoritma

• C.

Pemrograman

• D.

Bahasa pemrograman

C. Pemrograman
Explanation
Menulis, menguji, memperbaiki (debug), dan memelihara kode program komputer disebut pemrograman. Pemrograman adalah proses membuat, mengembangkan, dan menjalankan instruksi-instruksi yang diperlukan untuk menjalankan suatu program komputer. Dalam pemrograman, seseorang menulis kode program, menguji kode tersebut untuk memastikan bahwa program berjalan dengan baik, memperbaiki kesalahan (debug) jika ada, dan memelihara kode program agar tetap berfungsi dengan baik seiring waktu.

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• 17.

### Administrator, sistem analis, dan programmer termasuk dalam komponen….

• A.

Software

• B.

Hardware

• C.

Firmware

• D.

Brainware

D. Brainware
Explanation
Administrator, sistem analis, dan programmer termasuk dalam komponen brainware karena mereka adalah individu-individu yang menggunakan dan mengelola perangkat keras dan perangkat lunak dalam sistem komputer. Mereka adalah manusia yang bertanggung jawab untuk merancang, mengembangkan, dan mengelola sistem komputer, serta memahami bagaimana menggunakan perangkat keras dan perangkat lunak dengan efektif. Oleh karena itu, mereka termasuk dalam komponen brainware yang merupakan faktor manusia dalam penggunaan teknologi komputer.

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• 18.

### Kegunaan algoritma dalam membuat program adalah….

• A.

Memperbaiki program yang mengalami bug

• B.

Mengoreksi keberhasilan program yang telah selesai dibuat

• C.

Penentu program yang telah dibuat sudah sesuai atau belum

• D.

Membagi masalah menjadi sub-sub masalah agar mudah diselesaikan

C. Penentu program yang telah dibuat sudah sesuai atau belum
Explanation
Algoritma digunakan sebagai penentu untuk memeriksa apakah program yang telah dibuat sudah sesuai atau belum. Dengan menggunakan algoritma, kita dapat menguji program dengan berbagai skenario dan data input yang berbeda untuk memastikan bahwa program berfungsi dengan benar dan menghasilkan output yang diharapkan. Dengan demikian, algoritma membantu dalam memvalidasi dan memverifikasi kebenaran program yang telah dibuat.

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• 19.

### Eror pada kode program yang menyebabkan hasil keluaran tidak sesuai dengan yang telah direncanakan disebut….

• A.

Bug

• B.

Error

• C.

Interrupt

• D.

A. Bug
Explanation
A bug is an error or flaw in a computer program that causes the output to be different from what was intended or expected. It is a mistake in the code that leads to incorrect behavior or malfunctioning of the program. Bugs can occur due to various reasons such as coding mistakes, logic errors, or incorrect implementation of algorithms.

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• 20.

### Perintah     memiliki arti….

• A.

Lari

• B.

Lompat

• C.

Berjalan

• D.

Kembali / memantul

D. Kembali / memantul
Explanation
The correct answer is "kembali / memantul". This means "to bounce back" or "to rebound". This suggests that the command is related to an action or movement that involves returning or bouncing back from a previous position or state.

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• 21.

### Perintah  artinya….

• A.

• B.

Menyembunyikan variabel dari stage

• C.

Mengatur variabel ke jumlah tertentu

• D.

Mengubah variabel dengan jumlah tertentu

C. Mengatur variabel ke jumlah tertentu
Explanation
The correct answer is "mengatur variabel ke jumlah tertentu". This means that the command is used to set or adjust the value of a variable to a specific amount.

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• 22.

### Objek dalam program Scracth disebut….

• A.

Sprite

• B.

Stage

• C.

Script

• D.

Backdrop

A. Sprite
Explanation
In the Scratch programming language, objects are referred to as "sprites". Sprites are the characters or objects that can be programmed to move, interact, and respond to user input in a Scratch project. The term "sprite" is commonly used in game development to represent a movable object or character on the screen. Therefore, the correct answer is "sprite".

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• 23.

### Perhatikan kode block berikut! Hasil dari script di atas adalah….

• A.

Berdiam diri

• B.

Muncul bendera

• C.

Bergerak selama 3 detik

• D.

Muncul kata “Hello!”

D. Muncul kata “Hello!”
Explanation
The given script will display the text "Hello!" as the result. This can be inferred from the given options where it is mentioned that the text "Hello!" will appear.

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• 24.

### Perintah dalam Scratch yang berfungsi untuk memprogram sprite disebut balok palette….

• A.

Stage

• B.

Script

• C.

Sound

• D.

Costumes

B. Script
Explanation
The correct answer is "script". In Scratch, a script is a set of blocks that can be used to program a sprite. A script consists of different blocks that can be dragged and connected together to create a sequence of actions for the sprite to perform. By using scripts, users can control the behavior and movements of the sprite in their project.

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• 25.

### Perhatikan gambar berikut! Kode block di atas dapat kita temui pada script…..

• A.

Looks

• B.

Event

• C.

Motion

• D.

Control

D. Control
Explanation
The given code block is most likely found in a script related to control. This can be inferred from the fact that the options provided include "Looks," "Event," "Motion," and "Control," and the code block is not related to the other three options. Therefore, it is reasonable to assume that the code block is related to controlling some aspect of a program or system.

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• 26.

### Bagian dari block palette yang digunakan untuk membuat variabel sesuai yang dibutuhkan adalah….

• A.

Pen

• B.

Data

• C.

Looks

• D.

Motion

B. Data
Explanation
The correct answer is "Data". In the block palette, the "Data" section is used to create variables according to the required needs. This section provides blocks that allow users to define and manipulate variables, such as creating new variables, setting their values, and performing operations on them. By using blocks from the "Data" section, users can create and manage variables in their programs to store and manipulate data as needed.

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• 27.

• A.

Berubah warna

• B.

Diam selama 1 detik

• C.

Menghasilkan suara C piano

• D.

Menghasilkan suara C piano dan berganti kostum

C. Menghasilkan suara C piano
Explanation
Ketika kode blok di atas diberikan pada sprite piano, piano akan menghasilkan suara C piano ketika diklik.

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• 28.

### Menu dalam Scracth yang digunakan untuk memperbesar objek dalam kolom sprite disebut….

• A.

Shrink

• B.

Grow

• C.

Delete

• D.

Duplicate

B. Grow
Explanation
The correct answer is "Grow" because the question asks for the menu in Scratch that is used to enlarge or increase the size of an object in the sprite column. The "Grow" option in the menu allows users to make their objects bigger or larger in size.

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• 29.

### Untuk memperkecil sprite dilakukan dengan mengklik sprite berulang kali setelah kita klik tombol….

• A.

Grow

• B.

Shrink

• C.

Delete

• D.

Duplicate

B. Shrink
Explanation
To shrink a sprite, you need to click on it repeatedly after clicking the "Shrink" button. This suggests that the action of clicking on the sprite multiple times will gradually reduce its size.

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• 30.

### Suatu kreasi tentang bentuk, konfigurasi, atau komposisi garis atau warna, atau garis dan warna, atau gabungan keduanya dapat berbentuk tiga dimensi atau dua dimensi dipakai untuk menghasilkan suatu produk, barang, komoditas industry, atau kerajinan tangan disebut….

• A.

Paten

• B.

Merek

• C.

Rahasia dagang

• D.

Desain industri

D. Desain industri
Explanation
The given question is asking for the term used to describe a creation involving lines, colors, or a combination of both, in two or three dimensions, to produce a product, commodity, or craft. The correct answer is "desain industri" which translates to industrial design in English. Industrial design is a field that focuses on creating and improving the aesthetic and functional aspects of products, often through the use of lines, colors, and three-dimensional configurations.

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