Menu

Edexcel GCSE Computer Science (1CP2) Exam Questions

Build a practice paper from 514 exam-style questions, each with its mark scheme and example answers. Print it, or answer it on paper and then open the mark schemes. Or browse the questions by topic.

Build a paper

Topics (none ticked: all of them)
Question types (none ticked: all of them)

Practice paper

3 questions · 9 marks

Pick again
Print
1Short recall1 markLow and High Level Languages Swap Remove

A high-level language uses statements that look like English or maths.

State what a single statement in a high-level language is usually translated into.

[1 mark]
Mark scheme

Award one mark for:

  • Several/multiple machine code instructions (1)

The answer must refer to instructions.

Do not accept machine code on its own.

Do not accept binary on its own.

Do not accept 'one or more machine code instructions' as it does not show that one statement becomes several instructions.

Do not accept assembly code/compiled code/low-level code on their own.

Do not accept 'a line of code'/'a statement' as this repeats the question.

Example answers and how they were marked
Full marks1/1

Several machine code instructions

Why: Matches the creditworthy point that one high-level statement translates into several machine code instructions (1).

No marks0/1

Machine code

Why: Near-miss: gives the type of code but not that one statement becomes several instructions; mark scheme does not accept machine code on its own.

No marks0/1

Binary

Why: Misconception: high-level statements are translated into machine code instructions, not just binary; not accepted.

2Explain2 marksLow and High Level Languages Swap Remove

A programmer writes the same program in a low-level language and in a high-level language.

Explain one reason why the program written in the low-level language may run faster.

[2 marks]
Mark scheme

Award up to two marks for a linked explanation such as:

  • The programmer can choose the most efficient instructions/registers to use (1) so the program completes its task in fewer steps (1)
  • The programmer can optimise the code for the processor (1) because low-level instructions give direct control of registers/memory (1)
  • Each low-level instruction maps to one machine code instruction (1) so fewer instructions are executed than for the equivalent high-level code (1)
  • The translated code is smaller (1) so fewer instructions are fetched from memory and executed (1)

For both marks, the expansion must follow/associate with the statement.

Do not accept 'it is low-level' / 'it is closer to machine code' / 'low-level code is faster' on its own without a reason why it makes the program run faster.

Do not accept 'high-level code has to be translated' / 'high-level code is interpreted' on its own without saying why that makes the program slower.

Do not accept 'the code is smaller' on its own without saying that this means fewer instructions are fetched/executed.

Do not accept 'it is easier to write' or 'quicker to type' as a reason for faster execution.

Example answers and how they were marked
Full marks2/2

The programmer can choose the most efficient instructions and registers to use (1) so the program completes its task in fewer steps (1).

Why: Linked point (1) of choosing efficient instructions/registers and reason (1) that the task is completed in fewer steps, so it runs faster.

Some marks1/2

Each low-level instruction maps to one machine code instruction (1) so the program is shorter to type.

Why: Point (1) that one low-level instruction maps to one machine code instruction, but being shorter to type does not explain why the program runs faster, so no second mark.

No marks0/2

Because it is closer to machine code.

Why: 'Closer to machine code' alone gives no reason why that makes the program run faster, and the mark scheme does not accept it on its own.

3Discuss6 marksLow and High Level Languages Swap Remove

A school computing club is creating a quiz game. The game will be written by students who are new to programming. It will store the names and scores of players in a list. The club wants to choose a language that helps the students finish the game quickly and with few errors.

Discuss the characteristics of a high-level programming language that make it suitable for writing the quiz game.

Your answer should include:

  • how easy the language is to learn, use and debug
  • the data structures it provides for storing the players' names and scores
  • the built-in functions and library routines it provides.
[6 marks]
Mark scheme

Indicative content

Ease of learning, use and debug

  • High-level language statements are written in English-like words and mathematical symbols, so the students can read the quiz game code and understand what each line does.
  • The language is easier to learn than a low-level language, so students who are new to programming can start writing the quiz game quickly.
  • Errors are easier to find and fix because the code is readable; for example, the students can check a line that updates a score against the rule they intended.
  • The students do not need to know how the processor carries out each statement, so they can concentrate on the quiz questions and rules.

Data structures

  • High-level languages provide lists or arrays, so the names and scores of all the players can be stored under one name and processed with a loop.
  • A record can store a player's name and score as one item; in some languages a dictionary or class can be used instead, which keeps related data together.
  • Using a data structure makes the code shorter and easier to understand than separate variables for every player's name and score.

Built-in functions and library routines

  • High-level languages provide built-in functions such as print and input, so the students can display a question and read a player's answer without writing the underlying code.
  • Library routines such as a random number generator can be used to choose quiz questions, saving the students time.
  • String-handling routines can check or compare a player's answer, so the students do not have to write these routines themselves.
  • Reusing tested routines reduces the amount of code the students write and can reduce errors in the quiz game.

Levels

  • Level 0 (0 marks): No rewardable content.
  • Level 1 (1–2 marks): Basic, independent points are made, showing elements of understanding of key concepts/principles of computer science. (AO1) The discussion will contain basic information with little linkage between points made or application to the context. (AO2)
  • Level 2 (3–4 marks): Demonstrates adequate understanding of key concepts/principles of computer science. (AO1) The discussion shows some linkages and lines of reasoning with some structure and application to the context. (AO2)
  • Level 3 (5–6 marks): Demonstrates comprehensive understanding of key concepts/principles of computer science to support the discussion being presented. (AO1) The discussion is well developed, with sustained lines of reasoning that are coherent and logically structured, and which clearly apply to the context. (AO2)

Additional guidance: Credit only points applied to the quiz game and the students; comparison with low-level languages is not required, but a correct contrast may support a point if it is applied. Do not award generic claims such as 'high-level programs run faster', 'work on any computer' or 'students do not need to learn syntax' unless they are justified for the quiz game.

Level 3 responses must cover all three bullet areas with linked reasoning that explains why the characteristic helps the students finish the game quickly with few errors; an answer covering only two bullet areas is limited to Level 2. Do not award the idea that high-level code is already machine code or is understood directly by the processor. Accept dictionaries or classes as equivalents of records.

Example answers and how they were marked
Full marks6/6

A high-level language is suitable for the quiz game because its statements use English-like words and mathematical symbols, so students who are new to programming can read the code and see what each part of the quiz does. This also makes the game easier to debug, because the students can compare a line that updates a player's score with the rule they intended. The language gives the students lists or arrays, so all the players' names and scores can be stored under one name, and a loop can then go through the list to display the results. A record, or a dictionary in Python, can keep one player's name and score together, which is clearer than using separate variables. The language also provides built-in functions and library routines such as input, print and a random number generator, so the students do not have to write these from scratch. They can use input to ask for a player's name and print to show the score, and a random number routine to choose a question. This lets the club spend its time on the quiz questions and rules, so the students can finish the game quickly with fewer errors.

Why: Covers all three bullet areas with linked reasoning: readable English-like statements and debugging, lists/records for names and scores, and built-in input/print/random routines, all applied to helping new students finish quickly with fewer errors. This meets Level 3.

Some marks3/6

High-level languages use English words, so the students can understand the code for the quiz game and find mistakes more easily. They provide lists or arrays, so the players' names and scores can be stored together, and a loop can be used to display the scores. This makes the game easier to write for students who are new to programming.

Why: Level 2, 3 marks: covers ease of learning/use and data structures with some application to the quiz game, but gives no built-in facilities and limited development of why this helps the club finish quickly, so it is not Level 3.

No marks0/6

High-level code is already machine code, so the computer can run the quiz game without a translator. The students do not need to learn any syntax.

Why: Contains the machine-code misconception and a generic claim that the scheme does not credit; no creditworthy point is made, so Level 0.

Questions by topic

More ways to revise Edexcel GCSE Computer Science (1CP2)

Teachers: build a paper, print it with the mark schemes at the end, and sign your school up to set your classes activities on every topic.

Fetch Decode Explain isn't affiliated with or endorsed by Pearson Edexcel.