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TITLE OF THE PROJECT

“KUIZ MATEMATIK: OPERASI ASAS”

BRIEF DESCRIPTION

The main objective of the program is to promote a fun way for the pupils in doing revisions
for the basic operational in Mathematics. It is the quickest way to check pupils’ basic
mathematics skills. The quiz is most suitable for year 2 pupils. It also can be use for lower
primary pupils.
The program lets pupils to choose from four of the basic operations’ quiz. They must
answer 10 questions and 10 marks will be given for the correct answer. The score is displayed
after a quiz is completed.
The program helps the teacher for classroom assessment. the program grades the
questions for the teacher. It reduces time spends for marking and grading paper. Teacher can
easily collect the score and keep it as the topical assessment evidences. Moreover, the
questions answered by the pupils are not the same as the computer randomly choose the
number; no issues for copying friends answer.

INTENDED USER

The intended user for the programs is the administrators and the head of Mathematics
committee.

PROGRAMMING TECHNIQUES DEMONSTRATED

The program uses the visual programming language; scratch.


The programming techniques use are:
 Selection
The selections use in the scripts is IF THEN ELSE.
For example, in the script below, the IF THEN ELSE command uses to make decision
for the answer’s value. If the answer is correct then marks will change by 10 but if
the answer is wrong the character will say the correct answer.
IF-ELSE command

 Iteration
o Repeat loop
The repeat loop is use to repeat a task for a specific numbers. For example, in
the script below, the repeat loop is uses to repeat the questions for 10 times.

Repeat loop
o Forever loop
Forever loop command uses below to repeat the command of changing size
of the character every time it touches the mouse pointer.

Repeat forever
loop

 Input and output functionality


The program allows pupils to choose from four basic skills. Then they will be given 10
questions based on the skills(operations)
 The program prompts pupils with mathematics questions asked by the character and
the pupils must key in the answers in the box provided.

 The program tells pupils whether they are correct or incorrect when the pupils key in
the answers and press enter or click the tick sign.
 The score is show at the top of the page. 10 marks will be given if they answer
correctly.

 The program has a definite end. After complete answering 10 questions, the pupils
are told whether they were successful or not. The program has set the marks above
50 as successful and for the pupils who get marks below 50, the program will ask
them whether they want to repeat or back to the main menu.

Variables with different data types
o Uses custom blocks
o Includes animations and backdrop changes that illustrate content related
 Describe how to run it (so that it can be tested)
 What test data should it be run with? (add a file of tests if appropriate)
 Bugs (if any)
 Improvements that could be made

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