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For Students

PRACTICE PROBLEMS – PAST TESTS

2015

      CFA 2015 Individual Test – Grade 5 & 6
      CFA 2015 Individual Test – Grade 7 & 8
      CFA 2015 Team Challenge

2016

      CFA 2016 Individual Test – Grade 5 & 6
      CFA 2016 Individual Test – Grade 7 & 8
      CFA 2016 Team Challenge

2017

      CFA 2017 Individual Test – Grade 5 & 6
      CFA 2017 Individual Test – Grade 7 & 8
      CFA 2017 Team Challenge

2018

      CFA 2018 Individual Test – Grade 5 & 6
      CFA 2018 Individual Test – Grade 7 & 8
      CFA 2018 Team Challenge

2019

      CFA 2019 Individual Test – Grade 5 & 6 || Answers
      CFA 2019 Individual Test – Grade 7 & 8 || Answers
      CFA 2019 Team Challenge – Grade 5 & 6 || Rubric
      CFA 2019 Team Challenge – Grade 7 & 8 || Rubric



INDIVIDUAL TEST
30 minutes / ~36 questions

The Individual Test will contain questions that test problem solving skills, computer science concepts, and Scratch. Questions will be weighted according to difficulty and points will be awarded for each correct answer, there will be no penalty for wrong answers.

Contestants will be given 30 minutes to complete the individual test. The test will include approximately 36 questions separated into 3 sections of equal length. The first section will show Scratch code and ask questions about how it works, what it does, what is wrong with it, etc. The second section will be on pseudo code, which is code written as if spoken out loud. Example: “if x is less than 5: change x by 1“. You will be asked to read and write pseudo code. The third section will ask for solutions to logic problems. In each section, problems start simple (1-point problems) and gradually increase in difficulty (to 5-point problems.) Participants may answer questions in any order, but we recommend starting with the easy questions in each section before moving on to harder questions that could take more time to answer.

Practice Problems – INDIVIDUAL TEST
–  UK Bebras Computational Thinking Challenge (distributed with permission)

Note: We like this test because the problems “test logic and computational thinking skills.” The answer for each question is provided along with an explanation of how the answer could be obtained plus how the task is related to Computational Thinking.


ORIGINAL DESIGN PROJECT (ODP) CONTEST

Individuals or teams will have the option to participate by registering their projects as part of the registration process. At check-in, these contestants must hand in 6 copies of a single-sided 8.5″ x 11″ flyer describing their project. The contest includes two phases, in Phase I, contestants will present their project to a panel of judges. Projects will be judged on originality, technical merit, good programming practice, presentation, and aesthetic and entertainment appeal. Contestants should be prepared to answer technical questions about their project. In Phase II, the top 4 or 5 contestants will be selected for a final 3-min. presentation in front of all attendees.


TEAM TEST
90 minutes

Teams will be given a well-known game (e.g. Pac-Man, Mario, Space Invaders) and asked to recreate it in Scratch. The description of the game will include a detailed list of its features and teams will receive points for every feature successfully recreated in their game within the time limit.


Sample Problem 1 (TEAM TEST)

PAC-MAN: Game Overview
 

PacMan Start Screen
Pac-Man is the yellow circle in the picture. The player controls Pac-Man. The object of the game is for Pac-Man to eat all the small ghosts (dots) without dying. If Pac-Man touches a ghost, he loses a life and goes back to his starting position, unless he has no remaining lives, in which case he dies and the player loses.When Pac-Man eats one of the four big dots, all the ghosts turn blue for ten seconds. While a ghost is blue, it can’t hurt Pac-Man. If Pac-Man touches it, it goes back to its starting position.

Pac-Man cannot go through walls. Ghosts move randomly, but also cannot got through walls.

If Pac-Man eats all the ghosts without dying, he continues on to the next level. At each new level, the ghosts move faster and turn blue for a shorter period of time.

Each time Pac-Man eats a ghost, the player’s score goes up by 1. Neither the score nor Pac-Man’s lives are reset at new levels.



Detailed Specifications

When the green flag is clicked:
– A maze-like screen appears
– Small yellow dots appear (at least 10)
– Big yellow dots appear (4)
– Ghosts appear in starting positions (4)
– Pac-Man appears in starting position
– A score variables appears
– Score is set to zero
– Game begins sfter 3 sec. countdownWhen arrow keys are pressed:
– Pac-Man moves in the corresponding directions

When Pac-Man touches a small dot:
– The dot disappears
– Score increases by 1

When Pac-Man touches a large dot:
– The dot disappears
– Score increases by 2
– Ghosts turn blue for 10 secondsWhen Pac-Man touches a ghost:
– If the ghost is blue, the ghost goes back to its starting location
– If the ghost is not blue and Pac-Man has lives remaining, Pac-Man goes back to his starting location and loses a life
– If the ghost is not blue and Pac-Man is out of lives, the score is displayed and the game endsWhen all ghosts are eaten:
– All dots reappear
– Ghosts become noticeably faster
– Ghosts turn blue for a noticeably shorter period of time
– Pac-Man goes to starting position

Grading Rubric
When the green flag is clicked
      __A maze-like screen appears
      __Some small yellow dots appear
      __All small yellow dots appear
      __Some big yellow dots appear
      __All big yellow dots appear (4)
      __Some ghosts appear in starting positions
      __All ghosts appear in starting positions
      __Pac-Man appears in starting position
      __A score variables appears
      __Score is set to zero
      __A lives variable appears
      __Lives in set to zero
TOTAL: __/ 12
 
When arrow keys are pressed:
      __Pac-Man moves in the corresponding directions
      __Pac-Man faces right if he’s going right and left if he’s going left
TOTAL: __/ 2

When Pac-Man touches a small dot:
      __The dot disappears
      __Score increases by 1
TOTAL: __/ 2
 
When Pac-Man touches a large dot:
      __The dot disappears
      __Score increases by 1
      __Ghosts turn blue for 10 seconds
TOTAL: __/ 3
 
When Pac-Man touches a blue ghost:
      __The ghost goes back to its starting location
TOTAL: __/ 1


When Pac-Man touches a non-blue ghost:
      __Pac-Man goes back to his starting position
      __ Pac-Man loses a life
TOTAL: __/ 2
 
When Pac-Man has fewer than 0 lives:
      __The game ends
      __Some sprites hide
      __All sprites hide
TOTAL: __/ 3
 
WWhen all dots are eaten:
      __Some dots reappear
      __All dots reappear
      __Ghosts become noticeably faster
      __Ghosts turn blue for a noticeably shorter period of time
      __Pac-Man goes to starting position
TOTAL: __/ 5

Grand Total (for each entry)___________________________ out of 30

 


Sample Problem 2 (TEAM TEST)

FISH FOOD: Game Overview
 

Fish Food Game
The player controls a fish with the arrow keys. The goal is for a fish to eat other fish without being eaten. The fish can only eat fish that are smaller than he is. The fish can be eaten by fish that are bigger than he is. If two fish are the same size, nothing happens.Each time the fish eats another fish, he gets bigger. Once he is the biggest fish, he wins the game. If he gets eaten, he loses.

Fish of all different sizes appear and move randomly, except for one large fish which follows him.


Detailed Specifications

When the green flag is clicked:
– An underwater scene appears
– The fish appearsWhen arrow keys are pressed:
-The fish moves up, down, left, and right accordingly
-The fish should move the way he is facing

When the fish touches a smaller fish:
– The smaller fish disappears
– The fish gets bigger


When the fish touches a bigger fish:
– All fish disappear
– A “you lose” screen appears
– The game endsWhen the fish reaches full-size:
– All fish disappear
– A “you win” screen appears and the game endsExtra points for:
– A “how to play” start screen
– Sounds (including music, effects)A second level, which is slightly harder
– Poisonous fish when eaten make the main fish move slowly
– Extra nutritious fish make the main fish move faster


Grading Rubric

When the green flag is clicked:
      __An underwater scene appears
      __The fish appears
TOTAL: __/ 2
 
When arrow keys are pressed:
      __The fish moves up, down, left, and right accordingly
      __The fish faces the way he is moving
TOTAL: __/ 2
 
When the fish touches a smaller fish:
      __The smaller fish disappears
      __The fish gets bigger
TOTAL: __/ 2
 
When the fish touches a bigger fish:
      __Some fish disappear
      __All fish disappear

      __A “you lose” screen appears
      __The game ends
TOTAL: __/ 4
 
When the fish reaches full-size:
      __Some fish disappear
      __All fish disappear
      __A “you win” screen appears
      __The game ends
TOTAL: __/ 4
 
Extra points for:
      __A “how to play” start screen
      __Sounds (including music, effects)
      __A second level which is harder in some way
      __Fish which are poisonous and make the main fish move more slowly if he eats them
      __Fish which are extra nutritious and make the fish move faster
      __No unnecessary code
TOTAL: __/ 6
 

Grand Total (for each entry)___________________________ out of 20


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