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QR Challenge: F453 Revision

Created using the ClassTools QR Treasure Hunt Generator

Teacher Notes

A. Prior to the lesson:

1. Arrange students into groups. Each group needs at least ONE person who has a mobile device.

2. If their phone camera doesn't automatically detect and decode QR codes, ask students to

3. Print out the QR codes.

4. Cut them out and place them around your class / school.


B. The lesson:

1. Give each group a clipboard and a piece of paper so they can write down the decoded questions and their answers to them.

2. Explain to the students that the codes are hidden around the school. Each team will get ONE point for each question they correctly decode and copy down onto their sheet, and a further TWO points if they can then provide the correct answer and write this down underneath the question.

3. Away they go! The winner is the first team to return with the most correct answers in the time available. This could be within a lesson, or during a lunchbreak, or even over several days!


C. TIPS / OTHER IDEAS

4. A detailed case study in how to set up a successful QR Scavenger Hunt using this tool can be found here.


Questions / Answers (teacher reference)

Question

Answer

1. Von Neumann ArchitectureUes a single control unit to manage program control. Executes one instruction at a time in a linear sequence.
2. Memory Address RegisterReceives the address of instructions/data (from PC).
3. StacksA dynamic data structure that operates on the last-in first-out (LIFO) principle. Items can either be added to or removed from the top.
4. Insertion SortThis algorithm inserts one number at a time into the correct position so a list of sorted numbers is built up.
5. Serial SearchThe simplest searching algorithm, it starts at the first element in the list and checks every element until it finds the one it is looking for.
6. Data DictionaryA file containing descriptions of data in a database stored in tables, also known as metadata.
7. AttributeOne piece of data about an object or person. Also known as a field.
8. Declarative LanguagesIn this type of language the computer is given a set of facts and a goal. They state what is required but not how to do it.
9. ClassesA template for a set of objects that have states and behaviours. They have methods and attributes.
10. Data EncapsulationThis is the concept of only accessing data through the methods of a class. This maintains data integrity as it helps to prevent the data being altered accidentally.
11. Indirect AddressingUses the address field as a pointer to the address to be used.
12. SegmentationA method of partitioning memory using logical divisions.
13. Virtual MemoryNeeded to allow programs to run that need more memory than is available.
14. Disc ThreshingOccurs when more time is spent transferring pages between main memory and secondary storage than on processing.
15. Round RobinA scheduling algorithm in which each user is allocated a time slice.
16. Backus-Naur FormA notation used to unambiguously define the syntax of a computer language.
17. Lexical AnalysisIn this stage variable names are loaded into a symbol table.
18. Intermediate CodePartly translated code which can be run on any computer using an interpreter.
19. Assembly LanguageUses mnemonics to represent machine code instructions.
20. RegisterA location in the processor used for a particular purpose. Temporarily stores data or control information. Allows very high speed access.

 



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