Grade 5-6 Question #1: Triangle [Full score: 8 points] In a triangle, if there are (at least) two with equal side length, we call it as an "Isosceles Triangle", as shown in the figure below. Please use Scratch 3 to code a project to determine whether the length of the three sides can be combined to form an isosceles triangle. Please use the default scene, including “When (Green Flag) clicked” to start the program. Flows show below and use "ask...and wait" three times to get input. The meaning of these inputs is as follows: 1. After "ask...and wait" for the first time, the "answer " will get the length of the first side, which is a positive integer and between 1 and 100; 2. After "ask...and wait" for the second time, the "answer" will get the length of the second side, which is a positive integer and between 1 and 100. In addition, the length of the second side is longer ( larger ) than or equal to the first side. 3. After "ask...and wait" for the third time, the "answer" will get the length of the third side, which is a positive integer and between 1 and 100. In addition, the length of the third side is longer ( larger ) than or equal to the second side. According to these inputs, your task is to check whether the length of these three sides can form an Isosceles Triangle: 1. If the length of these three sides can be combined to form an isosceles triangle, please answer 1 2. If the length of these three sides cannot be combined to form an isosceles triangle, please answer 2 This project must be answered with the "say" block to show your answers: 1. Answer exactly once. Please "say" one positive integer answer 1 or 2 explained above. 2. Don’t leave it unanswered or answer more than 1 time. This means no answer or answers many times are not allowed. 3. The project must end with the "Stop All" block . Example 1: (as shown in the right picture) 1. The program starts with the “When (Green Flag) clicked” block. 2. The program asks for any number (in the text) and waits for a total of three times, and answers 3, 3, 5 in order. 3. After the program has been calculated, the answer is yes, so use the "Say" block to answer 1. ( means it can be formed an isosceles triangle.) 4. The program has to ends with the "Stop All" block. Example 2: 1. The program starts with the “When (Green Flag) clicked” block. 2. The program asks for any number (in the text) and waits for a total of three times, and get answers 6, 8, 10 in order. 3. After the program has been calculated, the answer is no, so use the "Say" block to answer 2. (due to it can be formed an triangle but cannot be formed an isosceles triangle.) 4. The program has to ends with the "Stop All" block. Example 3: 1. The program starts with the “When (Green Flag) clicked” block. 2. The program asks for any number (in the text) and waits for a total of three times, and get answers 1, 2, 3 in order. 3. After the program has been calculated, the answer is no, so use the "Say" block to answer 2.(due to it can not be formed an triangle.) 4. The program has to ends with the "Stop All" block. Grade 5-6 Question #2: Gift [Full score: 8 points] Please use Scratch 3 to write a project and calculate how many gifts you can give all the gifts to your friends. Please use the default scene, including “When (Green Flag) clicked” to start the program. Flows show below and use "ask...and wait" to get input. The meaning of these inputs is as follows: 1. After "ask...and wait", the "answer” to the question will be: how many grapes you have in total, between 1 and 100. After the inquiry, your task is to based on the number of input, calculate the maximum number of gifts and you can give your friends all of the total grapes. When you want to give the gift, you will wrap some grapes as a gift to your friends. However, because you are afraid that your friends will be angry, you will give your friends at least one grape each time, and the number of grapes you give each time cannot be the same as the previous one. In each gift, the grapes are counted as a whole bunch and cannot be divided. You hope to send out all the grapes in the end. This project must use "say" with the building blocks to answer the following, according to your answers: 1 Answer exactly once, please "say" how many times you can give the gift to your friend. 2 Don’t leave it unanswered or answer more than 1 time. This means no answer or answers many times are not allowed. 3 The project must end with the "Stop All" block . Example 1: 1. The program starts with the "when clicked" block. 2. The program asks for any number (in the text) and waits until it gets the answer 2, which means you have 2 grapes in total. 3. After the code is calculated, the answer is 1 time, so use the "Say" block to answer 1 4. The program ends when it encounters the "Stop All" block. Explanation: The only way is for you to send 2 grapes to your friend when you give a gift for the first time. So you can only give a gift to your friend once at all. Example 2: 1. The program starts to execute from the "when clicked" block. 2. The program asks for any number and waits, and gets an answer of 3, which means you have 3 grapes in total. 3. After the program is calculated, the answer is 2 times, so use the "Say" block to answer 2. 4. The program ends when it comes to the "Stop All" block. Explanation: One of the methods is to send 1 grape to a friend when you give a gift for the first time; when you give a gift for the second time, you send 2 grapes to a friend. So you can give a gift to your friend up to 2 times, giving a total of 3 grapes. (1+2=3) Example 3: 1. The program starts to execute from the "when clicked" block. 2. The program asks for any text and waits once, and gets the answer 6, which means you have 6 grapes in total. 3. After the program is calculated, the answer is 4 times, so use the "Say" block to answer 4. 4. The program ends when it comes to the "Stop All" block. Explanation: One of the methods is to send 1,2,1,2 grapes, where 6 = 1+2+1+2 . grapes separately to a friend in order, giving a total of 6 Grade 5-6 Question #3: Candy [Full score: 16 points] A school teacher bought three kinds of delicious candies from abroad as a reward. Please use Scratch 3 to write a project to help the teacher calculate the maximum number of rewards she can send. Please use the default scene for this project, which contains exactly one "when clicked" building block. Start the program flow below it, and use "ask...and wait" three times to get input. The meaning of these inputs is as follows: 4. After "ask...and wait" for the first time, the "answer” to the question" will get: How many candies of the first type are in total, between 0 and 100; 5. After "ask...and wait" for the second time, the "answer” to the question" will get: How many candies of the second kind are in total, between 0 and 100; 6. After "ask...and wait" for the third time, the "answer” to the question" will be: how many candies of the third type are in total, between 0 and 100. After the inquiry, your task is to based on the number of candies in the input help the teacher calculates the maximum number of rewards that she can send. The teacher is very kind. When sending rewards, she will always send exactly two candies with different types at a time. The teacher will select the types in advance so that the students will be quieter when eating the candies, and the two candies can be contained the whole class time in students’ mouths. If the teacher is unable to put together two different types of candies, the teacher will not continue to issue rewards. This program project must use "say" with the block to answer the following, according to your answers: 1. Answer exactly once. Please "say" that the teacher can give out how many time of rewards. 2. Don’t leave it unanswered or answer more than 1 time. This means no answer or answers many times are not allowed. 3 The project must end with the "Stop All" block. Example 1: 1. The program starts with the “When (Green Flag) clicked” block 2. The program asks for any number (in the text) and waits for a total of 3 times, and gets answers 1, 1, 1 in sequence. 3. After the program is calculated, the answer is 1 time, so use the "say" block to answer 1. 4. The project must end with the "Stop All" block. Note: No matter how the teacher sends the candy, it can only be sent once in a whole. Example 2: 1. The program starts with the “When (Green Flag) clicked” block 2. The program asks for any text and waits for a total of 3 times, and gets answers 1, 2, 1. 3. After the program is calculated, the answer is 2 times, so use the "say" block to answer 2. 4. The project must end with the "Stop All" block. Explanation: The teacher sent the first and second candies for the first time, a total of two different types of candies. Send the second and third candies for the second time, a total of two different types of candies. A total of up to two times can be sent. Example 3: 1. The program starts with the “When (Green Flag) clicked” block 2. The program asks for any text and waits for a total of three times, and get answers 40, 50, 60 in order. 3. After the program has been calculated, the answer is 75 times, so use the "say" block to answer 75. 4. The project must end with the "Stop All" block. Grade 5-6 Question #4: Dice [Full score: 18 points] Each dice has 6 faces, and the points are 1, 2, 3, 4, 5, and 6. After each roll, the points of each will be randomly (random number) generated. Please use Scratch 3 to code a project to calculate the total number of different winning numbers after rolling the dice according to the rules. Please use the default scene, including “When (Green Flag) clicked” to start the program. Flows show below and use "ask...and wait" twice to get input. The meaning of these inputs is as follows: 1. After "ask...and wait" for the first time, the "answer” to the question will be obtained: There are a total of several dice, called" the number of dice", between 1 and 5; 2. After "ask...and wait" the second time, the "answer” to the question will get: your lucky number, called "lucky number", is between 1 and 100. After the inquiry, based on the input your task is to calculate the #1 #2 #3 Point: 3 Point: 1 Point: 6 number of different winning numbers. Each dice is numbered sequentially starting from 1. For example, if you have 3 dice in total, these dice are numbered #1, #2, and #3. Every roll, record the number and points of each dice, and then the points of the dice with the smallest number (#1) to the largest number from left to right. The number of digits is the same as the number of dice , each digit is between 1 and 6. If you find that the sum of each digit is exactly equal to the lucky number, then this is a winning number. Then, you will play according to the rules above, has been to identify all the possible winning numbers. For example, let's assume that the number of dice is 3 ( 3 dices) and the lucky number is 10. If the result of the roll is as right, then the positive integer written out is 316, and the sum each digit is 3+1+6=10, which is the lucky number same as it, so 316 is the winning number. In this example, if you keep playing, you will find 15 different winning numbers, which are 136, 145, 154, 163, 226, 235, 244, 253, 262, 316, 325, 334, 343, 352, 361, 415, 424, 433, 442, 451, 514, 523, 532, 541, 613, 622, 631. Keep playing another roll of these dice, the numbers are 4、5、6, then the sum of each digit is 4+5+6=15, which is not the lucky number 10, so 456 is not the winning number. This project must use "say" with the block to answer the following, will be assessed and scored according to your answers: 1. Answer exactly once, please “say" how many different winning numbers there are in total. 2. Don’t leave it unanswered or answer more than 1 time. This means no answer or answers many times are not allowed. 3. After speaking, the program must end with the "Stop All" block. Example 1: 1. The program starts with the “When (Green Flag) clicked” block 2. The program asks for any text and waits for a total of two times to get answers 3, 10 in order. 3. After the program is calculated, the answer is that there are a total of 27 different winning numbers, so use the "say" block to answer 27. 4. The program ends when it encounters the "Stop All" block. Example 2: 1. The program starts with the “When (Green Flag) clicked” block 2. The program asks for any text and waits for a total of two times to get answers 4, 24 in order. 3. After the program is calculated, the answer is that there is only 1 different winning number in total, so use the "say" block to answer 1. 4. The program ends when it encounters the "Stop All" block. Grade 5-6 Question #5: Stick [Full score: 24 points] Please use Scratch 3 to write a project and find the maximum value that can be combined using exactly the specified count of matchsticks, and each number cannot be used more than 1 time. For example, “123” is valid but “121” is invalid. The method of composing numbers for match sticks is shown in the figure, where the Arabic numeral 0 requires 6 match sticks, 1 requires 2 match sticks, and so on. For example, if it is stipulated that exactly 5 matchsticks must be used, the maximum value of 71 can be constituted; For another example, if it is stipulated that exactly 6 matchsticks must be used, the maximum value of 41 can be constituted. Please use the default scene, including “When (Green Flag) clicked” to start the program. Flows show below and use "ask...and wait" twice to get input. The meaning of these inputs is as follows: 1 After "ask...and wait" for the first time, the "answer” to the question will get: the matchsticks count (how many matchsticks) in total, which are positive integers between 2 and 50. After the query is complete, your job is to obtain maximum number that can be combined depending on the matchstick count, If there is no matching method, please output 0. This program project must use "say" with the blocks to answer the following, will be assessed and scored according to your answers: 1. A total of exactly one answer:"say" the maximum number of positive integers that can be combined. 2. Don’t leave it unanswered or answer more than 1 time. This means no answer or answer many times are not allowed. 3. The program must end with the "Stop All" block. Example 1: 1. The program starts with the “When (Green Flag) clicked” block 2. The program asks for any text and waits, get the answer 4. 3. After the formula is calculated, the maximum answer is 4, so say 4. 4. The program ends when it encounters the "Stop All" block. Example 2: 1. The program starts with the “When (Green Flag) clicked” block 2. The program asks for any text and waits, get the answer 49. 3. After the formula is calculated, the maximum answer is 9876543210, so say 9876543210. 4. The program ends when it encounters the "Stop All" block. Example 3: 1. The program starts with the “When (Green Flag) clicked” block 2. The program asks for any text and waits, get the answer 50. 3. After the formula is calculated, there is no arrangement method that meets the conditions, so just say 0. 4. The program ends when it encounters the "Stop All" block.
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