["PROBLEM \u00c7\u00d6ZME VE PROGRAMLAMA 5. \u00dcN\u0130TE \u015eimdi dikd\u00f6rtgen \u00e7izecek kodlar\u0131m\u0131z\u0131 g\u00f6rseldeki gibi olu\u015ftural\u0131m. Ye\u015fil bayra\u011fa t\u0131klayal\u0131m ve program\u0131m\u0131z\u0131 \u00e7al\u0131\u015ft\u0131ral\u0131m. 1) Dikd\u00f6rtgen \u015fekli \u00e7izilirken ad\u0131m ad\u0131m izlemek i\u00e7in hangi kod blo\u011fu kullan\u0131lmal\u0131d\u0131r? A) \t\t\t\tB) 2) Kalem kal\u0131nl\u0131\u011f\u0131n\u0131 belirlemek i\u00e7in hangi kod blo\u011fu kullan\u0131lmal\u0131d\u0131r? A) \t\t\tB) 3) Ye\u015fil bayra\u011fa t\u0131kland\u0131\u011f\u0131nda kalemin X konumunu -100, Y konumunu 0 yapmak i\u00e7in hangi kod blo\u011fu kullan\u0131lmal\u0131d\u0131r? A) \t\t\tB) 151","5. Bili\u015fim Teknolojileri ve Yaz\u0131l\u0131m SINIF \u00c7ALI\u015eMA SAYFASI A\u015fa\u011f\u0131da verilen kod bloklar\u0131n\u0131 Scratch uygulamas\u0131nda deneyin ve ekrana ne \u00e7izdi\u011fini alt\u0131ndaki alanlarda g\u00f6sterin. 152","PROBLEM \u00c7\u00d6ZME VE PROGRAMLAMA 5. \u00dcN\u0130TE ETK\u0130NL\u0130K ZAMANI Bu etkinlikte kuklay\u0131 bir labirent i\u00e7inde y\u00f6n tu\u015flar\u0131 ile kontrol ederek hedefe ula\u015fmas\u0131n\u0131 sa\u011flayan bir program yapal\u0131m. Kukla, hedefe ula\u015ft\u0131\u011f\u0131nda oyunun bitti\u011fi mesaj\u0131n\u0131 verelim. Varsay\u0131lan kuklam\u0131z \u201cKedi\u201d haricinde kukla k\u00fct\u00fcphanesinden \u201cMilk\u201d kuklas\u0131n\u0131 ekleyelim. Labirenti de kukla olarak kullanaca\u011f\u0131z. Fakat kukla k\u00fct\u00fcphanesinde olmad\u0131\u011f\u0131ndan kendimiz olu\u015ftural\u0131m. Bunun i\u00e7in \u201cBir Kukla Se\u00e7\u201d d\u00fc\u011fmesi \u00fczerine fare sol tu\u015fu ile gelerek \u201c\u00c7izim\u201d d\u00fc\u011fmesine t\u0131klayal\u0131m. Bu se\u00e7im bizi otomatik olarak \u201cKost\u00fcmler\u201d sekmesine g\u00f6t\u00fcrecek. S\u0131n\u0131rlar i\u00e7erisinde \u201c\u00c7izgi\u201d arac\u0131n\u0131 kullanarak g\u00f6rseldeki gibi bir labirent olu\u015ftural\u0131m. \u201cKontur\u201d rengini siyah, \u00e7izgi kal\u0131nl\u0131\u011f\u0131n\u0131 \u201c10\u201d yapal\u0131m. \u201c\u00c7izgi\u201d arac\u0131yla \u00e7izim yaparken d\u00fczg\u00fcn do\u011frular olu\u015fturmak i\u00e7in klavyeden \u201cShift\u201d tu\u015funa bas\u0131l\u0131 tutarak fare sol tu\u015funu kullanal\u0131m. Ekledi\u011fimiz kuklalar\u0131n isimlerini s\u0131ras\u0131yla \u201cKedi\u201d, \u201cS\u00fct\u201d ve \u201cLabirent\u201d olarak de\u011fi\u015ftirelim. \u00c7izdi\u011fimiz labirentin yollar\u0131n\u0131n b\u00fcy\u00fckl\u00fc\u011f\u00fcne g\u00f6re kedi ve s\u00fct kuklam\u0131z\u0131n b\u00fcy\u00fckl\u00fck de\u011ferini ayarlamay\u0131 unutmayal\u0131m! \u201cKedi\u201d kuklam\u0131z\u0131 labirentin giri\u015fine, \u201cS\u00fct\u201d kuklam\u0131z\u0131 ise labirentin \u00e7\u0131k\u0131\u015f\u0131na konumland\u0131ral\u0131m. 153","5. Bili\u015fim Teknolojileri ve Yaz\u0131l\u0131m SINIF \u015eimdi klavyedeki y\u00f6n tu\u015flar\u0131 ile \u201cKedi\u201d kuklam\u0131z\u0131 hareket ettirmek i\u00e7in gerekli kodlamay\u0131 yapal\u0131m. Bu \u015fekilde program\u0131 \u00e7al\u0131\u015ft\u0131rd\u0131\u011f\u0131m\u0131zda \u201cKedi\u201d kuklas\u0131n\u0131n labirentin duvarlar\u0131ndan ge\u00e7ti\u011fini g\u00f6r\u00fcr\u00fcz. Bu h\u00e2liyle oyunun amac\u0131na uygun olmad\u0131\u011f\u0131n\u0131 fark ettik mi? \u00d6yleyse ger\u00e7ek hayatta bir labirentin duvar\u0131ndan ge\u00e7emeyece\u011fimiz gibi \u201cKedi\u201d kuklam\u0131z i\u00e7in ilave bir kod yazmam\u0131z gerekiyor. E\u011fer \u201cKedi\u201d kuklas\u0131, \u201cLabirent\u201d kuklas\u0131na geri gelmesini sa\u011flayacak kodlamay\u0131 g\u00f6rseldeki gibi yapal\u0131m. G\u00f6rselde sadece \u201cYukar\u0131 Ok\u201d tu\u015fu i\u00e7in yap\u0131lan kodlama veriliyor. Di\u011fer y\u00f6n tu\u015flar\u0131 i\u00e7in de \u201ce\u011fer \u2026 ise\u201d kod blo\u011funu ekleyelim. B\u00f6ylece herhangi bir y\u00f6n tu\u015fu ile kuklam\u0131z\u0131 hareket ettirdi\u011fimizde e\u011fer labirente de\u011ferse duvardan ge\u00e7emeyerek hareketsiz kalacakt\u0131r. Son olarak \u201cKedi\u201d hedefe ula\u015ft\u0131\u011f\u0131nda oyunun bitti\u011fi mesaj\u0131n\u0131 verelim. \u201cKedi\u201d kuklas\u0131n\u0131n labirente de\u011fip de\u011fmedi\u011fini kontrol etti\u011fimiz gibi ayr\u0131ca hedefimiz olan \u201cS\u00fct\u201d kuklas\u0131na de\u011fip de\u011fmedi\u011fini kontrol ettirelim. Bunu program \u00e7al\u0131\u015f\u0131r \u00e7al\u0131\u015fmaz s\u00fcrekli kontrol ettirmeliyiz. \u015eimdi \u201cS\u00fct\u201d kuklam\u0131z\u0131 se\u00e7elim ve \u201cKod\u201d sekmesinde g\u00f6rselde verilen kodlamay\u0131 yapal\u0131m. Program\u0131 \u00e7al\u0131\u015ft\u0131ral\u0131m ve klavyedeki y\u00f6n tu\u015flar\u0131yla oyunu oynayal\u0131m. 154","PROBLEM \u00c7\u00d6ZME VE PROGRAMLAMA 5. \u00dcN\u0130TE 1)\t Bu oyunu bu sefer \u201cLabirent\u201d kuklas\u0131 olmadan, ayn\u0131 labirenti dekor olarak kullan\u0131p yeniden programlamay\u0131 dene. 2)\t Bu sefer kedinin labirente de\u011fip de\u011fmedi\u011fini kontrol ettirmek i\u00e7in hangi kod blo\u011funu kullanmal\u0131s\u0131n? 3)\t Oyunu ka\u00e7 saniyede tamamlad\u0131\u011f\u0131n\u0131 g\u00f6steren kodlamay\u0131 yap. Daha sonra s\u0131n\u0131f arkada\u015flar\u0131nla, oyunu en h\u0131zl\u0131 kimin bitirece\u011fi hakk\u0131nda bir yar\u0131\u015fma yap\u0131n. Oyunu en h\u0131zl\u0131 bitireni tebrik edin. ETK\u0130NL\u0130K ZAMANI Bir say\u0131 tahmin oyunu programlayal\u0131m. Oyunun Kurallar\u0131: \u2022\t 1 ile 100 aras\u0131nda ak\u0131ldan bir say\u0131 tutulur. \u2022\t Kar\u015f\u0131daki bu say\u0131y\u0131 tahmin etmeye \u00e7al\u0131\u015f\u0131r. \u2022\t Tahmine g\u00f6re say\u0131y\u0131 tutan ki\u015fi art\u0131r veya azalt diyerek y\u00f6nlendirme yapar. \u2022\t Tahmin eden ki\u015fi say\u0131y\u0131 ka\u00e7 tahminde bulmu\u015fsa not al\u0131n\u0131r ve roller de\u011fi\u015ftirilir. \u2022\t En az tahminle say\u0131y\u0131 bulan, oyunu kazan\u0131r. \u015eimdi bu oyunun programlamas\u0131n\u0131 yapal\u0131m. Bilgisayar\u0131n belirli bir say\u0131 aral\u0131\u011f\u0131nda rastgele bir say\u0131 belirlemesi i\u00e7in \u201cOperat\u00f6rler\u201d kod kategorisindeki \u201c1 ile 10 aras\u0131nda rastgele bir say\u0131 se\u00e7\u201d kod blo\u011funu kullan\u0131r\u0131z. Daha sonra bilgisayar\u0131n bu say\u0131y\u0131 haf\u0131zas\u0131nda tutmas\u0131 i\u00e7in bir de\u011fi\u015fkende saklar\u0131z. Bunun i\u00e7in de \u201cDe\u011fi\u015fkenler\u201d kod kategorisindeki \u201cBir De\u011fi\u015fken Olu\u015ftur\u201d d\u00fc\u011fmesini kullanarak bir de\u011fi\u015fken tan\u0131mlar\u0131z. Bilgisayar\u0131n rastgele belirledi\u011fi bu say\u0131y\u0131, de\u011fi\u015fkene aktar\u0131r\u0131z. Bu a\u00e7\u0131klamadan sonra, kendi de\u011fi\u015fkenimizi olu\u015fturmak i\u00e7in \u201cDe\u011fi\u015fkenler\u201d kod kategorisine gidelim. \u201cBir De\u011fi\u015fken Olu\u015ftur\u201d d\u00fc\u011fmesine t\u0131klayal\u0131m. A\u00e7\u0131lan penceredeki metin kutusuna \u201cHangiSay\u0131\u201d yazarak \u201cOk\u201d d\u00fc\u011fmesine t\u0131klayal\u0131m. Art\u0131k kodlamaya haz\u0131r\u0131z. 155","5. Bili\u015fim Teknolojileri ve Yaz\u0131l\u0131m SINIF Bilgisayar\u0131n 1 ile 100 aras\u0131nda rastgele bir say\u0131 tutmas\u0131n\u0131 ve bunu \u201cHangiSay\u0131\u201d de\u011fi\u015fkenine aktarmas\u0131n\u0131 sa\u011flayacak kod blo\u011funu ekleyelim. Sonra, kullan\u0131c\u0131ya \u201cTuttu\u011fum say\u0131 ka\u00e7?\u201d \u015feklinde bir soru sorarak yan\u0131t almas\u0131n\u0131 sa\u011flayacak kodlamay\u0131 yapal\u0131m. E\u011fer kullan\u0131c\u0131n\u0131n giri\u015f yapt\u0131\u011f\u0131 say\u0131, bilgisayar\u0131n tuttu\u011fu say\u0131dan k\u00fc\u00e7\u00fck ise \u201cArtt\u0131r\u201d diye kullan\u0131c\u0131y\u0131 y\u00f6nlendirece\u011fimiz kodlamay\u0131 yapal\u0131m. \u015eimdi, e\u011fer kullan\u0131c\u0131n\u0131n giri\u015f yapt\u0131\u011f\u0131 say\u0131, bilgisayar\u0131n tuttu\u011fu say\u0131dan b\u00fcy\u00fck ise \u201cAzalt\u201d diye kullan\u0131c\u0131y\u0131 y\u00f6nlendirece\u011fimiz kodlamay\u0131 yapal\u0131m. E\u015fitlik durumu i\u00e7in de kodlama yapal\u0131m. E\u015fitlik durumunda kullan\u0131c\u0131 say\u0131y\u0131 bildi\u011fi i\u00e7in Tebrikler mesaj\u0131 g\u00f6r\u00fcnt\u00fcleyip oyunu sonland\u0131ral\u0131m. Tabii bu kontrolleri oyun boyunca s\u00fcrekli yapmam\u0131z gerekir. Aksi durumda ilk yan\u0131t\u0131m\u0131zda say\u0131y\u0131 bilemezsek program bize tekrar bir tahmin hakk\u0131 vermez. Dolay\u0131s\u0131yla program, biz say\u0131y\u0131 bilene kadar bize tahmin hakk\u0131 vermelidir. Bunun i\u00e7in bir d\u00f6ng\u00fcye ihtiyac\u0131m\u0131z var. Bu sebeple \u201cs\u00fcrekli tekrarla\u201d kod blo\u011funu kullan\u0131r\u0131z. 156","PROBLEM \u00c7\u00d6ZME VE PROGRAMLAMA 5. Program\u0131m\u0131z\u0131n son h\u00e2li g\u00f6rseldeki gibi olmal\u0131d\u0131r: \u00dcN\u0130TE \u201cTahminSay\u0131s\u0131\u201d ad\u0131yla bir de\u011fi\u015fken olu\u015fturun. Program her tahminde \u201cTahminSay\u0131s\u0131\u201d de\u011fi\u015fkeninin bir artt\u0131rs\u0131n ve tutulan say\u0131y\u0131 ka\u00e7\u0131nc\u0131 seferde buldu\u011fumuzu ekranda g\u00f6stersin. 157","5. Bili\u015fim Teknolojileri ve Yaz\u0131l\u0131m SINIF H\u0130K\u00c2YE PROJES\u0130 KONTROL L\u0130STES\u0130 Ad\u0131 Soyad\u0131 Okul Numaras\u0131 S\u0131n\u0131f\u0131 Proje Ad\u0131 \u2610\t Hik\u00e2yede ne anlat\u0131ld\u0131\u011f\u0131 a\u00e7\u0131k, net ve anla\u015f\u0131l\u0131rd\u0131r. \u2610\t En az iki ana karakter (kukla) vard\u0131r. \u2610\t En az bir tane kendi \u00e7izdi\u011fi kukla yer al\u0131r. \u2610\t Karakterler (kuklalar) aras\u0131nda diyalog vard\u0131r. \u2610\t Arka plan (dekor) hik\u00e2ye ile uyumludur. \u2610\t Arka plan (dekor) hik\u00e2ye ak\u0131\u015f\u0131na g\u00f6re de\u011fi\u015fir. \u2610\t En az bir tane kendi \u00e7izdi\u011fi arka plan (dekor) yer al\u0131r. \u2610\t En az 3 farkl\u0131 kategoriden kod bloklar\u0131 kullan\u0131lm\u0131\u015ft\u0131r. \u2610\t Ayn\u0131 anda \u00e7al\u0131\u015fan en az iki olay vard\u0131r. \u2610\t Kodlar sorunsuz \u00e7al\u0131\u015f\u0131r. \u2610\t Olaylar\u0131n s\u0131ras\u0131 mant\u0131ksald\u0131r. \u2610\t Program, dekorlar\u0131 ve kukla kost\u00fcmlerini hatas\u0131z de\u011fi\u015ftirir. \u2610\t Program test edilmi\u015ftir. \u2610\t Zaman verimli kullan\u0131lm\u0131\u015ft\u0131r. \u2610\t Teslim tarihine uyulmu\u015ftur. \u2610\t Sunum ba\u015far\u0131yla tamamlanm\u0131\u015ft\u0131r. Eksiklerim 158","PROBLEM \u00c7\u00d6ZME VE PROGRAMLAMA 5. \u00dcN\u0130TE B\u0130L\u0130\u015e\u0130M TEKNOLOJ\u0130LER\u0130 SCRATCH ETK\u0130NL\u0130KLER\u0130 ST\u00dcDYOSU Daha fazla scratch etkinli\u011fine ula\u015fmak i\u00e7in yazarlar\u0131m\u0131za ait scratch st\u00fcdyosunu ziyaret edebilirsiniz. https:\/\/scratch.mit.edu\/studios\/29522170\/ 159","5. Bili\u015fim Teknolojileri ve Yaz\u0131l\u0131m SINIF B\u0130LG\u0130M\u0130 \u00d6L\u00c7\u00dcYORUM \u00c7oktan Se\u00e7meli Sorular A\u015fa\u011f\u0131da \u00e7oktan se\u00e7meli olarak verilen sorular\u0131n do\u011fru yan\u0131tlar\u0131n\u0131 bulal\u0131m. 1.\t Bir kuklay\u0131 30 derece saat y\u00f6n\u00fcn\u00fcn tersine d\u00f6nd\u00fcren kod blo\u011fu a\u015fa\u011f\u0131dakilerden A) hangisidir? B) C) D) 2.\t Kuklan\u0131n y\u00f6n\u00fcn\u00fc fareye veya ba\u015fka bir kuklaya do\u011fru \u00e7eviren kod blo\u011fu A) a\u015fa\u011f\u0131dakilerden hangisidir? B) C) D) 3.\t G\u00f6rselde Scratch sahnesinin k\u00f6\u015felerinin X ve Y koordinatlar\u0131 verilmi\u015ftir. A) 240,180\t\t Buna g\u00f6re Scratch sahnesinin geni\u015flik ve y\u00fckseklik de\u011ferleri s\u0131ras\u0131yla a\u015fa\u011f\u0131daki se\u00e7eneklerden hangisinde do\u011fru verilmi\u015ftir? B) 180,240\t\t C) 480,360\t\t D) 360,480 4.\t A\u015fa\u011f\u0131daki kod kategorilerinden hangisi Scratch aray\u00fcz\u00fcnde varsay\u0131lan olarak g\u00f6r\u00fcnmez? A) Hareket\t\t B) G\u00f6r\u00fcn\u00fcm\t\t C) De\u011fi\u015fkenler\t\t D) Kalem 5.\t Scratch kukla k\u00fct\u00fcphanesinde a\u015fa\u011f\u0131dakilerden hangisi yoktur? A) \t B) \t\t C) \t D) \t 6.\t A\u015fa\u011f\u0131daki kod bloklar\u0131ndan hangisi \u201cAlg\u0131lama\u201d kod kategorisine aittir? A) \t\t\t\t\tB) C) \t\t\t D) 7.\t Yanda verilen d\u00fc\u011fmelerin Scratch program\u0131ndaki g\u00f6revleri s\u0131ras\u0131yla nedir? A) Kaydet, Payla\u015f\t B) Ba\u015flat, Durdur\t C) Payla\u015f, Durdur\t D) Kaydet, Durdur 160","PROBLEM \u00c7\u00d6ZME VE PROGRAMLAMA 5. \u00dcN\u0130TE 8.\t Yanda verilen kod blo\u011funun \u00e7al\u0131\u015ft\u0131r\u0131ld\u0131\u011f\u0131nda yapaca\u011f\u0131 eylem hakk\u0131nda a\u015fa\u011f\u0131da verilenlerden hangisi do\u011frudur? A) Kukla, geriye do\u011fru 100 piksel hareket eder. B) Kukla, ileriye do\u011fru 100 piksel hareket eder. C) Kukla, geriye do\u011fru 10 piksel hareket eder. D) Kukla, ileriye do\u011fru 10 piksel hareket eder. 9.\t Yanda verilen g\u00f6rseldeki se\u00e7ime g\u00f6re \u201c\u00c7izim\u201d se\u00e7ene\u011fi ile ne yap\u0131l\u0131r? A) Kukla k\u00fct\u00fcphanesinden bir kukla se\u00e7memizi sa\u011flar. B) Kukla k\u00fct\u00fcphanesinden rastgele (s\u00fcrpriz) bir kukla ekler. C) Kendimiz \u00e7izerek yeni bir kukla olu\u015fturmam\u0131z\u0131 sa\u011flar. D) Bilgisayar\u0131m\u0131zda var olan bir kuklay\u0131 Scratch\u2019a y\u00fcklememizi sa\u011flar. 10.Scratch uygulamas\u0131n\u0131 \u00e7evrimi\u00e7i kullanmak istiyorsak a\u015fa\u011f\u0131daki web sitelerinden hangisine gitmeliyiz? A) scratch.mit.edu\t\t B) scratch.edu.tr\t C) www.scratch.com\t\t D) code.org 11.A\u015fa\u011f\u0131dakilerden hangisi bir problem \u00f6rne\u011fi olarak g\u00f6sterilebilir? A) Da\u011flardaki karlar\u0131n eriyip yer alt\u0131 sular\u0131na ve nehirlere kar\u0131\u015fmas\u0131 B) Kurdu\u011fumuz alarm\u0131n \u00e7almay\u0131p okula ge\u00e7 kal\u0131nmas\u0131 C) Yaz\u0131n sahilde bunald\u0131\u011f\u0131m\u0131zda denize girmek D) Her g\u00fcn d\u00fczenli kitap okumak 12.Bir problemi \u00e7\u00f6zmek i\u00e7in yap\u0131lmas\u0131 gereken ilk \u015fey nedir? A) \u00c7\u00f6z\u00fcm \u00f6nerileri olu\u015fturmak B) Problemi anlamak C) \u00d6nerilen \u00e7\u00f6z\u00fcmleri de\u011ferlendirmek D) \u00c7\u00f6z\u00fcmleri g\u00f6zden ge\u00e7irip d\u00fczeltmek 13.A\u015fa\u011f\u0131dakilerden hangisi bir programlama dili de\u011fildir? A) Python\t\t B) Paint\t\t\t C) Java\t\t\t D) C++ 161","5. Bili\u015fim Teknolojileri ve Yaz\u0131l\u0131m SINIF 14.Bir futbol oyununda a\u015fa\u011f\u0131da verilen ifadelerden hangisi bir de\u011fi\u015fken olabilir? A) Her tak\u0131mdaki oyuncu say\u0131s\u0131 B) Ma\u00e7taki hakem say\u0131s\u0131 C) Ma\u00e7 biti\u015f s\u00fcresi D) Ma\u00e7ta at\u0131lacak pas say\u0131s\u0131 15. A\u015fa\u011f\u0131da bir \u201cekmek alma\u201d algoritmas\u0131 verilmi\u015ftir. Buna g\u00f6re bo\u015flu\u011fa en uygun ne gelmelidir? ADIM 1- Ba\u015fla ADIM 2- Evden \u00e7\u0131k ADIM 3- Bakkala gir ADIM 4- Ekmek al ADIM 5- \u2026\u2026\u2026\u2026 ADIM 6- Eve d\u00f6n A) Paray\u0131 \u00f6de\t B) Sofray\u0131 koy\t\t C) Para al\t D) Ekmek var m\u0131, sor 16. Bir problemin \u00e7\u00f6z\u00fcm\u00fcne y\u00f6nelik olu\u015fturdu\u011fumuz algoritmalar\u0131 ad\u0131m ad\u0131m tan\u0131mak ve programlarken hangi i\u015flemleri yapaca\u011f\u0131m\u0131z\u0131 g\u00f6steren \u00e7izimlere ne denir? A) Algoritma\t B) Ak\u0131\u015f \u015femas\u0131\t\t C) Program\t\t D) Kod 17. \u00d6\u011frenciler i\u00e7in blok tabanl\u0131 programlama ara\u00e7lar\u0131n\u0131n tercih edilmesinin sebebi ne olabilir? A) Kod ezberleme\t\t\t\t\t B) Metin tabanl\u0131 kod yazabilme C) Kod yazmadan s\u00fcr\u00fckleyip b\u0131rakarak kolay kullan\u0131m D) \u00c7ok karma\u015f\u0131k programlar yapabilme 18.\u201cSatran\u00e7 oyunu, kar\u015f\u0131l\u0131kl\u0131 olarak iki ki\u015fi ile oynan\u0131r. Ta\u015flar\u0131n dizili\u015fi oyun ba\u015flang\u0131c\u0131nda her zaman ayn\u0131d\u0131r. Farkl\u0131 t\u00fcrdeki ta\u015flar\u0131n her birinin kendine \u00f6zg\u00fc bir ilerleme \u015fekli vard\u0131r. Oyun, oyuncular\u0131n oynama \u015fekline g\u00f6re uzun veya k\u0131sa s\u00fcrebilir. Bu y\u00fczden her oyunun toplam hamle say\u0131s\u0131 farkl\u0131 olabilir.\u201d Bu bilgilere g\u00f6re a\u015fa\u011f\u0131da verilen ifadelerden hangisi yanl\u0131\u015ft\u0131r? A) Oyuncu say\u0131s\u0131 \u2013 De\u011fi\u015fken B) Hamle say\u0131s\u0131 \u2013 De\u011fi\u015fken C) Oyun s\u00fcresi \u2013 De\u011fi\u015fken D) Ba\u015flang\u0131\u00e7taki ta\u015flar\u0131n dizili\u015fi \u2013 Sabit 162","PROBLEM \u00c7\u00d6ZME VE PROGRAMLAMA 5. \u00dcN\u0130TE 19. A\u015fa\u011f\u0131da code.org etkinli\u011findeki bir sahneye g\u00f6re ku\u015fun domuza ula\u015fmas\u0131 i\u00e7in olu\u015fturulacak do\u011fru kod blo\u011fu a\u015fa\u011f\u0131dakilerden hangisi olabilir? A) B) C) \t D) 20. Yandaki g\u00f6rsele g\u00f6re ku\u015fu domuza ula\u015ft\u0131rmak i\u00e7in gerekli olan kodlar verilmi\u015ftir. Buna g\u00f6re soru i\u015fareti (?) ile g\u00f6sterilen k\u0131sma ka\u00e7 yaz\u0131lmal\u0131d\u0131r? A)\t2 B)\t3 C)\t4 D)\t5 163","5. Bili\u015fim Teknolojileri ve Yaz\u0131l\u0131m SINIF KAYNAK\u00c7A \u00dcN\u0130TE 1 1.\thttps:\/\/www.unicef.org\/turkey\/bas%C4%B1n-b%C3%BCltenleri\/unicef-ve-uluslararas%C4%B1-telekom%C3%BCnikasyon- birli%C4%9Fi-itu-taraf%C4%B1ndan-haz%C4%B1rlanan-yeni (Eri\u015fim Zaman\u0131: 09.04.2022) 2.\t https:\/\/www.bloomberg.com\/billionaires\/ (Eri\u015fim zaman\u0131 10.04.2022) 3.\t www.eba.gov.tr(Dersler, Bili\u015fim Teknolojileri ve Yaz\u0131l\u0131m, Destek Anlat\u0131mlar, Bilgisayar Sistemleri) (Eri\u015fim Zaman\u0131:20.02.2020) 4.\t KKTC, Milli E\u011fitim ve K\u00fclt\u00fcr Bakanl\u0131\u011f\u0131, Bilgi ve \u0130leti\u015fim Teknolojisi 6 Kitab\u0131 5.\t https:\/\/dergipark.org.tr\/tr\/download\/article-file (Eri\u015fim Zaman\u0131: 21.02.2020) 6.\t https:\/\/www.youtube.com\/watch?v=jbV5dGvJWyo (Eri\u015fim Zaman\u0131: 18.04.2022) 7.\t http:\/\/www.unit-conversion.info\/texttools\/convert-text-to-binary\/ (Eri\u015fim Zaman\u0131: 19.04.2022) \u00dcN\u0130TE 2 1.\t Vikipedi, URL: https:\/\/tr.wikipedia.org\/wiki\/Ethos 2.\t Vikipedi, URL: https:\/\/tr.wikipedia.org\/wiki\/Etik 3.\t G\u00fcvenli Web, URL: https:\/\/www.guvenliweb.org.tr\/dokuman-detay\/internet-etigi 4.\t G\u00fcvenli Web, URL: https:\/\/www.guvenliweb.org.tr\/dokuman-detay\/dijital-vatandaslik 5.\t Ribble, M. Digital Citizenship in Schools, 2nd ed., Washington DC: The International Society for Technology in Education (ISTE), 2011. 6.\t \u0130nternet Yard\u0131m Merkezi, URL: https:\/\/internetyardim.org.tr 7.\t E-Devlet Kap\u0131s\u0131, URL: https:\/\/www.turkiye.gov.tr 8.\t MHRS, URL: https:\/\/www.mhrs.gov.tr 9.\t EOkul, URL: https:\/\/eokul.meb.gov.tr 10. \t Eba, URL: https:\/\/eba.gov.tr 11. \t BTK, URL: https:\/\/internet.btk.gov.tr guvenligi 12. \t 5. S\u0131n\u0131flar Bili\u015fim Teknolojileri ve Yaz\u0131l\u0131m Dersi \u00d6\u011fretmen Rehberi. MEB ve Google \u00dcN\u0130TE 3 1.\t 5. S\u0131n\u0131flar Bili\u015fim Teknolojileri ve Yaz\u0131l\u0131m Dersi \u00d6\u011fretmen Rehberi. MEB ve Google 2.\t Vikipedi, https:\/\/tr.wikipedia.org 3.\t IBM, https:\/\/www.ibm.com\/tr-tr\/cloud\/learn\/networking-a-complete-guide 4.\t BilgisayarBili\u015fim, https:\/\/bilgisayarbilisim.net 5.\t Google Yard\u0131m, https:\/\/support.google.com \u00dcN\u0130TE 5 1.\t 5. S\u0131n\u0131flar Bili\u015fim Teknolojileri ve Yaz\u0131l\u0131m Dersi \u00d6\u011fretmen Rehberi. MEB ve Google 2.\t E. Delebe, 5. ve 6. S\u0131n\u0131f Bili\u015fim Teknolojileri ve Yaz\u0131l\u0131m Dersi Kodlama K\u0131lavuzu. MEB, 2018. 3.\t http:\/\/www.ozelogretim.hacettepe.edu.tr\/grup3\/problem.php (Eri\u015fim Tarihi: 12.02.2020) 4.\t https:\/\/www.thebalancecareers.com\/problem-solving-skills-with-examples-2063764 (Eri\u015fim Tarihi: 13.02.2020) 5.\t https:\/\/dergipark.org.tr\/en\/download\/article-file\/432160 (Eri\u015fim Tarihi: 12.02.2020) 6.\t http:\/\/www.bilgekunduz.org\/gecmis-gorevler-2\/ (Eri\u015fim Tarihi: 29.02.2020) 7.\t https:\/\/www.geeksforgeeks.org\/introduction-to-programming-languages\/ (Eri\u015fim Tarihi: 01.03.2020) 8.\t https:\/\/tr.wikipedia.org\/wiki\/Programlama_dili (Eri\u015fim Tarihi, 01.03.2020) 9.\t https:\/\/learndigital.withgoogle.com\/dijitalatolye\/course\/basics-code\/ (Eri\u015fim Tarihi, 05.03.2020) 10.\t https:\/\/code.org (Eri\u015fim Tarihi, 01.03.2020) 11.\t https:\/\/www.freepik.com\/ (Eri\u015fim Zaman\u0131: 11.02.2020) 164","CEVAP ANAHTARI","5. CEVAP ANAHTARI SINIF CEVAP ANAHTARLARI \u00dcN\u0130TE 1 Kelime Bulmaca Do\u011fru Yanl\u0131\u015f 1. Do\u011fru 1. Teknoloji 9. bit 2. Yanl\u0131\u015f 3. Do\u011fru 2. \u0130nternet 10. Masa\u00fcst\u00fc 4. Yanl\u0131\u015f 5. Do\u011fru 3. ElCezeri 11. mp3 1-A 2-A 4. Eniac 12. Kes 7-A 8-C 5. Sabitdisk 13. End\u00fcstri 6. \u0130\u015flemci 14. Klavye \u00c7oktan Se\u00e7meli 3-C 4-C 7. Bilgisayar 15. Windows 9-D 10-B 5-A 6-B 11-D 8. Gigabayt \u00dcN\u0130TE 2 Kelime Bulmaca 1. Etik 6. Etkile\u015fim \u00c7oktan Se\u00e7meli 1-D 2-C 3-C 4-A 2. Siber Zorba 7. Edevlet 5-B 6-D 7-B 8-D 9-A 10-B 11-D 12-A 3. Zincir Eposta 8. Mhrs 13-A 14-C 15-C 16-B 4. Sahte Profil 9. Eokul 5. Dijital Ayakizi 10. Ki\u015fisel \u00dcN\u0130TE 3 Kelime Bulmaca 1. Bilgisayar A\u011f\u0131 7. Chrome 2. Arpanet 8. gov 3. Ethernet Kart\u0131 9. Anahtar 4. WiFi 10. EBA \u00c7oktan Se\u00e7meli 1-D 2-C 3-A 4-B 5-B 6-A 7-C 8-D 5. www 11. eposta 9-A 10-D 11-C 12-A 13-B 14-B 15-A 6. LAN 12. Yaani \u00dcN\u0130TE 4 \u00c7oktan Se\u00e7meli 1- D 2- D \/ D \/ Y \/ Y 3- C 4- A 5- D 6- D 9- C 10- A 11- A-3 B-4 C-1 D-5 E-2 7- D \/ D \/ Y \/ D 8- A-4 B-3 C-1 D-2 14- B 15- Y \/ D \/ Y \/ Y 16- A 19- D 20- B 12- A-3 B-4 C-5 D-2 E-1 13- B 17- A 18- B \u00dcN\u0130TE 5 \u00c7oktan Se\u00e7meli 1-C 2-A 3-C 4-D 5-D 6-C 7-B 8-A 9-C 10-A 11-B 12-B 13-B 14-D 15-A 16-B 17-C 18-A 19-A 20-D 166","NOTLARIM 5. \u00dcN\u0130TE .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. .............................................................................................. 167","5. 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