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Edexcel GCSE Computer Science (1CP2) Exam Questions

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4 questions · 16 marks

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1Multiple choice1 markCharacter Sets Swap Remove

Characters are encoded using 7-bit ASCII.

Identify the number of different characters that can be represented using 7-bit ASCII.

[1 mark]
  • A64
  • B127
  • C128
  • D256
Mark scheme
  • C 128 (1)
  • The only correct answer is C. The correct answer is 128.
  • A is not correct because 6 bits give only 64 different combinations
  • B is not correct because 127 is the largest 7-bit value, not the number of characters that 7 bits can represent
  • D is not correct because 256 characters need 8 bits, as used by 8-bit extended ASCII
Example answers and how they were marked
Full marks1/1

C 128

Why: Selects the only correct option (1): 7 bits give 2 to the power of 7, which is 128 different characters.

No marks0/1

D 256

Why: Near miss scoring 0: 256 is the number of characters that 8 bits give in extended ASCII, not 7-bit ASCII.

No marks0/1

B 127

Why: Misconception scoring 0, the off-by-one error the examiners' report describes: 127 is the largest 7-bit value, but 7 bits give 128 different characters.

2Calculate3 marksAdding Binary Numbers Swap Remove

Computers manipulate binary patterns.

(a)

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

[2 marks]
1286432168421
10111001
10111100
Mark scheme

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

  • 0111 (1)
  • 0101 (1)

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

Ignore a carry shown beyond the eighth bit.

Example answers and how they were marked
Full marks2/2

0111 0101

Why: 185 + 188 = 373, which needs 9 bits; the 8 bits that are kept are both correct (2).

Some marks1/2

0000 0101

Why: Forgets to carry the 1s. The second nibble is correct (1); the first is not.

No marks0/2

1011 1101

Why: Never carries. Neither nibble is correct.

(b)

State the name of the error that occurs when this addition is carried out.

[1 mark]
Mark scheme

Award one mark for:

  • overflow (error) (1)
Example answers and how they were marked
Full marks1/1

Overflow

Why: The result needs more bits than are available (1).

No marks0/1

Underflow

Why: A near miss: the result is too big for 8 bits, not too small.

No marks0/1

A syntax error

Why: A syntax error is a mistake in a program's code, not in arithmetic.

3Discuss6 marksUser Management Swap Remove

A school library has 24 computers that are shared by students and teachers throughout the day. Each computer runs an operating system. The school wants users' work to be kept private and the computers to be used only by authorised people.

Discuss how the operating system's user management features can be used to share the computers securely.

Your answer should include:

  • user accounts
  • authentication
  • the benefits for the school.
[6 marks]
Mark scheme

Indicative content

User accounts

  • Each student and teacher should have their own user account, so the operating system can identify the person who is logged on.
  • The operating system keeps a record of all valid users on the computer, so unknown users are not allowed to log in.
  • A separate home area or folder can be created for each account, so a student's saved work is kept apart from other users' work.
  • An account can be disabled when a student leaves the school, so they can no longer access the computers.

Authentication

  • A username and password can be required at login, so only users with the correct details can use the computer.
  • The operating system checks the entered password against the stored password for that account before allowing access.
  • Users should be encouraged to choose a strong password, which makes it harder for someone else to guess and log in.
  • The operating system can lock an account after several failed login attempts, which reduces the chance of someone trying passwords repeatedly.

Benefits for the school

  • Many students can share the same computers because each person's files are kept separate.
  • Work is less likely to be deleted or changed by another student, because users only see their own files.
  • The school can see which account was used on a computer, so misuse can be traced to a user.
  • Teachers can be confident that only authorised people can use the library computers.
  • The school does not need a separate computer for every student, so it saves money.

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)

Level 3 responses must cover both user accounts and authentication, and apply them to the school library.

Do not accept general operating system functions such as file management or process management unless they are explicitly linked to managing users.

Example answers and how they were marked
Full marks6/6

Each student and teacher should have their own user account with a username and password. When someone logs in, the operating system checks the password against the one stored for that account, so only authorised people can use the computer. Each account can have its own home folder, so a student's work is kept private and another student cannot open or delete it. If a student leaves the school, their account can be disabled so they cannot log in again. This lets the school share a smaller number of computers safely, as each user's work stays separate and any misuse can be traced to the logged-in account.

Why: Level 3. It explains user accounts, authentication and benefits, with sustained links to sharing computers in the school library.

Some marks4/6

Every user should have a username and password. The operating system checks the password so that people who are not allowed cannot log in. Each user should also have their own area to save files so they do not delete other people's work.

Why: Level 2. Basic accounts and authentication points are made and linked, but the benefits to the school are only briefly applied and not developed.

No marks0/6

The operating system manages the users by looking after the files in folders and by making sure the printer works for everyone. It also keeps the computer running quickly when lots of students use it.

Why: Level 0. These are general operating system functions such as file management and peripheral management, not user management, so no creditworthy point is made.

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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