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New Curriculum Second Term Digital Technologies examination for JSS 1

JSS 1 Digital Technologies second term examination covering all taught topics, curriculum content and performance objectives for the term.

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Class: JSS 1
Term: Second Term
Subject: Digital Technologies
Time: 2 hours
Total Marks: 70


SECTION A: OBJECTIVES (40 Marks)
Instruction: Answer all questions. Each question carries 1 mark.

  1. A computer network is a group of computers ________. (a) kept in separate boxes    (b) used without communication devices    (c) with identical screen sizes    (d) connected to exchange data and resources
  2. A device used to connect computers on a local network is a ________. (a) scanner    (b) plotter    (c) switch    (d) microphone
  3. Which component enables a computer to connect to a network? (a) Sound card only    (b) Network interface    (c) Paper tray    (d) Monitor stand
  4. One benefit of a computer network is ________. (a) preventing all device faults    (b) sharing files and printers    (c) eliminating every security risk    (d) making electricity unnecessary
  5. Digital media refers to content stored or shared in ________. (a) electronic form    (b) only handwritten notebooks    (c) mechanical typewriters    (d) chalkboard drawings only
  6. Which item is a form of digital media? (a) A handwritten poster    (b) A printed newspaper only    (c) A chalk timetable    (d) An online audio recording
  7. Which platform can be used to share a class learning video? (a) A mechanical calculator    (b) A sewing machine    (c) A digital learning platform    (d) A desk drawer
  8. Which advantage is associated with digital platforms? (a) Guaranteed truth of every post    (b) Automatic protection from fraud    (c) Rapid sharing of information    (d) No need for responsible use
  9. Coding is the process of ________. (a) measuring screen dimensions    (b) writing instructions for a computer    (c) painting a computer case    (d) printing blank pages
  10. Which is an example of a visual programming environment? (a) Scratch    (b) MS Paint only    (c) Microsoft Word    (d) File Explorer
  11. In block coding, instructions are commonly represented by ________. (a) handwritten receipts    (b) printed tables    (c) electrical sockets    (d) interlocking command blocks
  12. Which programming instruction tells a sprite to move? (a) Sound cable    (b) Screen protector    (c) Memory card    (d) Motion block
  13. A flowchart represents the steps of a process using ________. (a) only random numbers    (b) unrelated pictures    (c) symbols and arrows    (d) a paragraph without sequence
  14. In a flowchart, a decision is often shown by a ________. (a) circle for storage    (b) diamond    (c) straight line alone    (d) star
  15. Pseudocode helps a programmer by ________. (a) describing steps in ordinary structured language    (b) replacing every computer device    (c) automatically removing all errors    (d) converting text into photographs
  16. Which instruction is an example of a simple algorithm? (a) Read two numbers, add them, display the sum.    (b) Choose random steps without order.    (c) Ignore inputs and outputs.    (d) Start with the answer and omit processing.
  17. A variable in a program is used to ________. (a) repair a broken keyboard    (b) display only fixed pictures    (c) connect a power cable    (d) store a value that may change
  18. Which variable name is most suitable for storing a player’s score? (a) printerCable    (b) pageBorder    (c) score    (d) screenGlass
  19. Which operator is used to add two numerical values? (a) ==    (b) +    (c) <    (d) !=
  20. Which operation assigns a value to a variable? (a) Comparison    (b) Assignment    (c) Deletion of the monitor    (d) Network scanning
  21. A condition in a program is used to ________. (a) choose an action based on whether a test is true    (b) repeat every step forever without checking    (c) change the computer casing    (d) print every variable twice
  22. Which comparison tests whether two values are equal? (a) +    (b) *    (c) >    (d) ==
  23. The logical operator AND is true when ________. (a) either condition alone is true    (b) both conditions are false    (c) both conditions are true    (d) one condition is always ignored
  24. A nested conditional statement is ________. (a) a statement without any choice    (b) a network connection    (c) a condition inside another condition    (d) a stored picture
  25. Iteration means ________. (a) erasing a program    (b) repeating instructions    (c) opening a device    (d) drawing a static shape only
  26. Which structure is most suitable for repeating an instruction five times? (a) A loop    (b) A single print command    (c) A comment only    (d) A variable name alone
  27. A loop is useful because it ________. (a) stops all calculations    (b) prevents debugging    (c) removes the need for program logic    (d) avoids rewriting repeated instructions
  28. An infinite loop is one that ________. (a) always runs only once    (b) contains no instructions    (c) must print a document    (d) does not reach a stopping condition
  29. Game development involves ________. (a) only installing a printer    (b) repairing a keyboard    (c) designing and building interactive games    (d) sorting paper files
  30. In a visual programming game, the main movable character is often a ________. (a) router    (b) sprite    (c) worksheet    (d) port
  31. Which element helps a game respond to a player’s action? (a) Input control    (b) File extension alone    (c) Wall socket    (d) Title page only
  32. Debugging a game means ________. (a) finding and correcting errors    (b) adding errors deliberately    (c) removing all instructions    (d) changing only the wallpaper
  33. Which task should follow the creation of a simple game? (a) Publish without trying it    (b) Remove all conditions    (c) Delete the characters    (d) Test how it behaves
  34. A game score should be stored in a ________. (a) power socket    (b) screen frame    (c) variable    (d) printer tray
  35. Robotics is concerned with ________. (a) printing all class notes    (b) designing and using robots    (c) drawing letter headings    (d) formatting slides
  36. A robot sensor is used to ________. (a) store food for the robot    (b) detect information from its environment    (c) paint only its casing    (d) replace all programs
  37. Which component enables a robot to move? (a) Motor    (b) Monitor    (c) Paper tray    (d) Flashlight alone
  38. An industrial robot may be used to ________. (a) write all exam answers unaided    (b) guarantee no workplace accidents    (c) eliminate all human decisions    (d) carry out repetitive manufacturing tasks
  39. Which of the following is a benefit of robots in suitable tasks? (a) No need for maintenance    (b) No need for safety rules    (c) Consistent repetition of programmed actions    (d) Automatic understanding of every problem
  40. Robots operate according to ________. (a) random wishes    (b) the colour of their casing    (c) control instructions and sensor inputs    (d) the length of their cables alone

SECTION B: THEORY (30 Marks)
Instruction: Answer Question 1 and any other TWO questions. Each question carries 10 marks.

1. Networks and digital media
(a) Define a computer network. (2 marks)
(b) Name two basic network components and state one function of each. (4 marks)
(c) State two uses of digital media platforms. (4 marks)

2. Algorithms and Scratch
(a) Define an algorithm. (2 marks)
(b) Differentiate between a flowchart and pseudocode. (4 marks)
(c) Outline two uses of Scratch blocks. (4 marks)

3. Variables, conditions and loops
(a) Explain the purpose of a variable. (3 marks)
(b) Describe how a conditional statement works. (3 marks)
(c) State two benefits of a loop in a program. (4 marks)

4. Games and robotics
(a) Identify three elements of a simple computer game. (3 marks)
(b) State two steps in debugging a simple game. (3 marks)
(c) Name two robot components and state their functions. (4 marks)


Objective Marking Scheme
Question 1 – ✅ (d) connected to exchange data and resources
Question 2 – ✅ (c) switch
Question 3 – ✅ (b) Network interface
Question 4 – ✅ (b) sharing files and printers
Question 5 – ✅ (a) electronic form
Question 6 – ✅ (d) An online audio recording
Question 7 – ✅ (c) A digital learning platform
Question 8 – ✅ (c) Rapid sharing of information
Question 9 – ✅ (b) writing instructions for a computer
Question 10 – ✅ (a) Scratch
Question 11 – ✅ (d) interlocking command blocks
Question 12 – ✅ (d) Motion block
Question 13 – ✅ (c) symbols and arrows
Question 14 – ✅ (b) diamond
Question 15 – ✅ (a) describing steps in ordinary structured language
Question 16 – ✅ (a) Read two numbers, add them, display the sum.
Question 17 – ✅ (d) store a value that may change
Question 18 – ✅ (c) score
Question 19 – ✅ (b) +
Question 20 – ✅ (b) Assignment
Question 21 – ✅ (a) choose an action based on whether a test is true
Question 22 – ✅ (d) ==
Question 23 – ✅ (c) both conditions are true
Question 24 – ✅ (c) a condition inside another condition
Question 25 – ✅ (b) repeating instructions
Question 26 – ✅ (a) A loop
Question 27 – ✅ (d) avoids rewriting repeated instructions
Question 28 – ✅ (d) does not reach a stopping condition
Question 29 – ✅ (c) designing and building interactive games
Question 30 – ✅ (b) sprite
Question 31 – ✅ (a) Input control
Question 32 – ✅ (a) finding and correcting errors
Question 33 – ✅ (d) Test how it behaves
Question 34 – ✅ (c) variable
Question 35 – ✅ (b) designing and using robots
Question 36 – ✅ (b) detect information from its environment
Question 37 – ✅ (a) Motor
Question 38 – ✅ (d) carry out repetitive manufacturing tasks
Question 39 – ✅ (c) Consistent repetition of programmed actions
Question 40 – ✅ (c) control instructions and sensor inputs

Theory Marking Scheme
Question 1: (a) A network connects computers/devices for sharing resources and data (2). (b) Switch—connects devices; router—forwards data between networks; network interface—provides network connectivity; cable—carries signals (two pairs, 2 each). (c) Educational video, communication, sharing learning materials or other valid uses (2 each).
Question 2: (a) An algorithm is an ordered set of steps for solving a problem (2). (b) Flowchart uses symbols and arrows; pseudocode describes steps using structured ordinary language (2 each). (c) Scratch motion, looks, events, control, variables or other relevant blocks, with a use of each (2 each).
Question 3: (a) A variable is a named storage location for a value that may change (3). (b) A conditional statement selects an action according to whether a test is true/false (3). (c) Loops reduce repeated code and automate repeated actions (2 each).
Question 4: (a) Any three of characters/sprites, goals, score, rules, controls, background, sound, obstacles (1 each). (b) Test behaviour; identify error; correct code; retest (any two, 1.5 each). (c) Sensor—detects surroundings; motor—causes movement; processor/controller—executes instructions; power source—supplies energy (two pairs, 2 each).
Award credit for correct equivalent answers and clear explanations, to the specified subpart marks. Mark only three answered theory questions.

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New Curriculum Second Term Digital Technologies examination for JSS 1
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Royal Alikor

Royal Alikor is an educator with six years of classroom teaching and three years of elementary school leadership experience. He develops and reviews practical, curriculum-aligned learning materials for Nigerian schools.

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