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Edexcel GCSE Computer Science (1CP2) Exam Questions

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4 questions · 12 marks

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1Multiple choice1 markStored Program Computers Swap Remove

Identify the function of the control unit in the fetch-decode-execute cycle.

[1 mark]
  • ADecodes instructions
  • BPerforms arithmetic operations
  • CStores data and instructions
  • DTemporarily stores data being processed
Mark scheme
  • A Decodes instructions (1)
  • The only correct answer is A. The correct answer is Decodes instructions.
  • B is not correct because the arithmetic logic unit performs arithmetic operations
  • C is not correct because main memory stores data and instructions
  • D is not correct because registers temporarily store data being processed
Example answers and how they were marked
Full marks1/1

A Decodes instructions

Why: Correct option: the control unit decodes instructions during the fetch-decode-execute cycle (1).

No marks0/1

C Stores data and instructions

Why: Main memory stores data and instructions, not the control unit; this is a common distractor, so no mark.

No marks0/1

B Performs arithmetic operations

Why: Arithmetic operations are performed by the ALU, not the control unit; a common confusion between CPU components, so no mark.

2Short recall3 marksFetch Decode Execute Cycle Swap Remove

The fetch-decode-execute cycle is used by the CPU.

State three things that happen during the fetch stage.

[3 marks]
Mark scheme

Award one mark for any of the following up to a maximum of three marks:

  • The address (of the next instruction) is sent from the CPU to main memory / placed on the address bus (1)
  • The (next) instruction is fetched/read from main memory (RAM) (1)
  • The instruction is brought/copied into the CPU / received into the MDR (1)
  • The program counter (PC) is incremented/updated to hold the address of the next instruction (1)

Allow 'the PC/MAR is placed on the address bus' for the address being sent to main memory.

Allow 'the MDR receives the instruction' for the instruction being brought into the CPU.

Do not award a second mark for the instruction being fetched from main memory and the instruction being brought into the CPU; these are the same point.

Do not award 'the instruction is transferred along the data bus' on its own; this is the same point as the instruction being fetched from main memory.

Do not accept answers about decoding the instruction, e.g. 'the instruction is fetched from RAM and decoded', as decoding happens in the decode stage.

Do not accept answers about the execute stage, e.g. 'the ALU carries out the calculation' or 'the result of a calculation is stored in a register', as these happen in the execute stage.

Example answers and how they were marked
Full marks3/3

The address of the next instruction is sent to main memory, the instruction is fetched from RAM, and the program counter is incremented.

Why: Address sent to main memory (1), instruction fetched from RAM (1) and program counter incremented (1).

Some marks1/3

The instruction is fetched from main memory and then decoded.

Why: Fetching the instruction from main memory (1); decoding happens in the decode stage, so it is not creditworthy in the fetch stage.

No marks0/3

The ALU carries out the calculation and the result is stored in a register.

Why: The ALU carrying out a calculation and storing a result happen in the execute stage, not the fetch stage, so no point is creditworthy.

3Calculate2 marksAdding Binary Numbers Swap Remove

Binary patterns can represent numbers.

Complete the table to show the result of the 8-bit binary addition.

[2 marks]
1286432168421
10010110
01011100
Mark scheme

Award one mark for each correct nibble in the correct order:

  • 1111 (1)
  • 0010 (1)

0 marks if the response is not 8-bit binary.

Example answers and how they were marked
Full marks2/2

1111 0010

Why: 150 + 92 = 242, carrying where a column adds to 2: both nibbles are correct (2).

Some marks1/2

1111 0011

Why: A slip in the last bit. The first nibble is correct (1); the second is not.

No marks0/2

1101 1110

Why: Writes 1 in every column with a 1 and never carries. Neither nibble is correct.

4Discuss6 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.

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