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4.1 GAMES
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THE FIDE LAWS OF CHESS. Introduction FIDE Laws of Chess cover over-the-board play. The Laws of Chess have two parts: 1. Basic Rules of Play and 2. Competitive Rules of Play. The English text is the authentic version of the Laws of Chess (which were adopted at the 93rd FIDE Congress at Chennai, India) coming into force on 1 January 2023. Preface. The Laws of Chess cannot cover all possible situations that may arise during a game, nor can they regulate all administrative questions. Where cases are not precisely regulated by an Article of the Laws, it should be possible to reach a correct decision by studying analogous situations which are regulated in the Laws. The Laws assume that arbiters have the necessary competence, sound judgement and absolute objectivity. Too detailed a rule might deprive the arbiter of his/her freedom of judgement and thus prevent him/her from finding a solution to a problem dictated by fairness, logic and special factors. FIDE appeals to all chess players and federations to accept this view. A necessary condition for a game to be rated by FIDE is that it shall be played according to the FIDE Laws of Chess. It is recommended that competitive games not rated by FIDE be played according to the FIDE Laws of Chess. Member federations may ask FIDE to give a ruling on matters relating to the Laws of Chess. BASIC RULES OF PLAY. Article 1: The Nature and Objectives of the Game of Chess 1.1 1.2 1.3 1.4 The game of chess is played between two opponents who move their pieces on a square board called a ‘chessboard’. The player with the light-coloured pieces (White) makes the first move, then the players move alternately, with the player with the dark-coloured pieces (Black) making the next move. A player is said to ‘have the move’ when his/her opponent’s move has been ‘made’. The objective of each player is to place the opponent’s king ‘under attack’ in such a way that the opponent has no legal move. 1.4.1 The player who achieves this goal is said to have ‘checkmated’ the opponent’s king and to have won the game. Leaving one’s own king under attack, exposing one’s own king to attack and also ’capturing’ the opponent’s king is not allowed. 1.4.2 The opponent whose king has been checkmated has lost the game. 1.5 If the position is such that neither player can possibly checkmate the opponent’s king, the game is drawn (see Article 5.2.2). Article 2: The Initial Position of the Pieces on the Chessboard 2.1 2.2 The chessboard is composed of an 8 x 8 grid of 64 equal squares alternately light (the ‘white’ squares) and dark (the ‘black’ squares). The chessboard is placed between the players in such a way that the near corner square to the right of the player is white. At the beginning of the game White has 16 light-coloured pieces (the ‘white’ pieces); Black has 16 dark-coloured pieces (the ‘black’ pieces). These pieces are as follows: A white king usually indicated by the symbol K A white queen Two white rooks Two white bishops Two white knights Eight white pawns A black king A black queen Two black rooks Two black bishops Two black knights Eight black pawns usually indicated by the symbol Q usually indicated by the symbol R usually indicated by the symbol B usually indicated by the symbol N usually indicated by the symbol usually indicated by the symbol K usually indicated by the symbol Q usually indicated by the symbol R usually indicated by the symbol B usually indicated by the symbol N usually indicated by the symbol Staunton Pieces p Q K B N R 9 2.3 The initial position of the pieces on the chessboard is as follows: 2.4 The eight vertical columns of squares are called ‘files’. The eight horizontal rows of squares are called ‘ranks’. A straight line of squares of the same colour, running from one edge of the board to an adjacent edge, is called a ‘diagonal’. Article 3: The Moves of the Pieces 3.1 It is not permitted to move a piece to a square occupied by a piece of the same colour. 3.1.1 If a piece moves to a square occupied by an opponent’s piece the latter is captured and removed from the chessboard as part of the same move. 3.1.2 A piece is said to attack an opponent’s piece if the piece could make a capture on that square according to Articles 3.2 to 3.8. 3.1.3 A piece is considered to attack a square even if this piece is constrained from moving to that square because it would then leave or place the king of its own colour under attack. 3.2 The bishop may move to any square along a diagonal on which it stands. 3.3 The rook may move to any square along the file or the rank on which it stands. 3.4 The queen may move to any square along the file, the rank or a diagonal on which it stands. 3.5 3.6 3.7 When making these moves, the bishop, rook or queen may not move over any intervening pieces. The knight may move to one of the squares nearest to that on which it stands but not on the same rank, file or diagonal. 3.7 When making these moves, the bishop, rook or queen may not move over any intervening pieces. The knight may move to one of the squares nearest to that on which it stands but not on the same rank, file or diagonal. The pawn: 3.7.1 The pawn may move forward to the square immediately in front of it on the same file, provided that this square is unoccupied, or 3.7.2 on its first move the pawn may move as in 3.7.1 or alternatively it may advance two squares along the same file, provided that both squares are unoccupied, or 3.7.3 the pawn may move to a square occupied by an opponent’s piece diagonally in front of it on an adjacent file, capturing that piece. 3.7.3.1 A pawn occupying a square on the same rank as and on an adjacent file to an opponent’s pawn which has just advanced two squares in one move from its original square may capture this opponent’s pawn as though the latter had been moved only one square. 3.7.3.2 This capture is only legal on the move following this advance and is called an ‘en passant’ capture. 3.7.3.3 When a player, having the move, plays a pawn to the rank furthest from its starting position, he/she must exchange that pawn as part of the same move for a new queen, rook, bishop or knight of the same colour on the intended square of arrival. This is called the square of ‘promotion’. 3.7.3.4 The player's choice is not restricted to pieces that have been captured previously. 3.7.3.5 This exchange of a pawn for another piece is called promotion, and the effect of the new piece is immediate. 3.8 There are two different ways of moving the king: 3.8.1 by moving to an adjoining square. 3.8.2 by ‘castling’. This is a move of the king and either rook of the same colour along the player’s first rank, counting as a single move of the king and executed as follows: the king is transferred from its original square two squares towards the rook on its original square, then that rook is transferred to the square the king has just crossed. 3.8.2.1 The right to castle has been lost: 3.8.2.1.1 If the king has already moved, or 3.8.2.1.2 With a rook that has already moved. 3.8.2.2 Castling is prevented temporarily: 3.8.2.2.1 if the square on which the king stands, or the square which it must cross, or the square which it is to occupy, is attacked by one or more of the opponent's pieces, or 3.8.2.2.2 if there is any piece between the king and the rook with which castling is to be effected. 3.9 The king in check: 3.9.1 The king is said to be 'in check' if it is attacked by one or more of the opponent's pieces, even if such pieces are constrained from moving to the square occupied by the king because they would then leave or place their own king in check. 3.9.2 No piece can be moved that will either expose the king of the same colour to check or leave that king in check. 3.10 Legal and illegal moves; illegal positions: 3.10.1 A move is legal when all the relevant requirements of Articles 3.1 – 3.9 have been fulfilled. 3.10.2 A move is illegal when it fails to meet the relevant requirements of Articles 3.1 –3.9. 3.10.3 A position is illegal when it cannot have been reached by any series of legal moves. Article 4: The Act of Moving the Pieces 4.1 4.2 Each move must be played with one hand only. Adjusting the pieces or other physical contact with a piece: 4.2.1 Only the player having the move may adjust one or more pieces on their squares, provided that he/she first expresses his/her intention (for example by saying “j’adoube” or “I adjust”). 4.2.2 Any other physical contact with a piece, except for clearly accidental contact, shall be considered to be intent. 4.3 Except as provided in Article 4.2.1, if the player having the move touches on the chessboard, with the intention of moving or capturing: 4.3.1 one or more of his/her own pieces, he/she must move the first piece touched that can be moved. 4.3.2 one or more of his/her opponent’s pieces, he/she must capture the first piece touched that can be captured. 4.3.3 one or more pieces of each colour, he/she must capture the first touched opponent’s piece with his/her first touched piece or, if this is illegal, move or capture the first piece touched that can be moved or captured. If it is unclear whether the player’s own piece or his/her opponent’s was touched first, the player’s own piece shall be considered to have been touched before his/her opponent’s. 4.4 If a player having the move: 4.4.1 touches his/her king and a rook he/she must castle on that side if it is legal to do so 4.4.2 deliberately touches a rook and then his/her king he/she is not allowed to castle on that side on that move and the situation shall be governed by Article 4.3.1. 4.4.3 intending to castle, touches the king and then a rook, but castling with this rook is illegal, the player must make another legal move with his/her king (which may include castling with the other rook). If the king has no legal move, the player is free to make any legal move. 4.4.4 promotes a pawn, the choice of the piece is finalised when the piece has touched the square of promotion. 4.5 4.6 If none of the pieces touched in accordance with Article 4.3 or Article 4.4 can be moved or captured, the player may make any legal move. The act of promotion may be performed in various ways: 4.6.1 the pawn does not have to be placed on the square of arrival. 4.6.2 removing the pawn and putting the new piece on the square of promotion may occur in any order. 4.6.3 If an opponent’s piece stands on the square of promotion, it must be captured. 4.7 When, as a legal move or part of a legal move, a piece has been released on a square, it cannot be moved to another square on this move. The move is considered to have been made in the case of: 4.7.1 A capture, when the captured piece has been removed from the chessboard and the player, having placed his/her own piece on its new square, has released this capturing piece from his/her hand. 4.7.2 Castling, when the player's hand has released the rook on the square previously crossed by the king. When the player has released the king from his/her hand, the move is not yet made, but the player no longer has the right to make any move other than castling on that side, if this is legal. If castling on this side is illegal, the player must make another legal move with his/her king (which may include castling with the other rook). If the king has no legal move, the player is free to make any legal move. 4.7.3 Promotion, when the player's hand has released the new piece on the square of promotion and the pawn has been removed from the board. 4.8 4.9 A player forfeits his/her right to claim against his/her opponent’s violation of Articles 4.1 – 4.7 once the player touches a piece with the intention of moving or capturing it. 4.8. A player forfeits his/her right to claim against his/her opponent’s violation of Articles 4.1 – 4.7 .4.9. If a player is unable to move the pieces, an assistant, who shall be acceptable to the arbiter, may be provided by the player to perform this operation. Article 5: The Completion of the Game 5.1.1 The game is won by the player who has checkmated his/her opponent’s king. This immediately ends the game, provided that the move producing the checkmate position was in accordance with Article 3 and Articles 4.2 – 4.7. 5.1.2 The game is lost by the player who declares he/she resigns (this immediately ends the game), unless the position is such that the opponent cannot checkmate the player’s king by any possible series of legal moves. In this case the result of the game is a draw. 5.2.1 The game is drawn when the player to move has no legal move and his/her king is not in check. The game is said to end in ‘stalemate’. This immediately ends the game, provided that the move producing the stalemate position was in accordance with Article 3 and Articles 4.2 – 4.7. 5.2.2 The game is drawn when a position has arisen in which neither player can checkmate the opponent’s king with any series of legal moves. The game is said to end in a ‘dead position’. This immediately ends the game, provided that the move producing the position was in accordance with Article 3 and Articles 4.2 – 4.7. 5.2.3 The game is drawn upon agreement between the two players during the game, provided both players have made at least one move. This immediately ends the game. COMPETITIVE RULES OF PLAY Article 6: The Chessclock 6.1 ‘Chessclock’ means a clock with two time displays, connected to each other in such a way that only one of them can run at a time. ‘Clock’ in the Laws of Chess means one of the two time displays. Each time display has a ‘flag’. ‘Flag-fall’ means the expiration of the allotted time for a player. 6.2 Handling the chessclock: 6.2.1 During the game each player, having made his/her move on the chessboard, shall pause his/her own clock and start his/her opponent’s clock (that is to say, he/she shall press his/her clock). This “completes” the move. A move is also completed if: 6.2.1.1 6.2.1.2 the move ends the game (see Articles 5.1.1, 5.2.1, 5.2.2, 9.2.1, 9.6.1 and 9.6.2), or the player has made his/her next move, when his/her previous move was not completed. 6.2.2 A player must be allowed to pause his/her clock after making his/her move, even after the opponent has made his/her next move. The time between making the move on the chessboard and pressing the clock is regarded as part of the time allotted to the player. 6.2.3 A player must press his/her clock with the same hand with which he/she made his/her move. It is forbidden for a player to keep his/her finger on the clock or to ‘hover’ over it. 6.2.4 The players must handle the chessclock properly. It is forbidden to press it forcibly, to pick it up, to press the clock before moving or to knock it over. Improper clock handling shall be penalised in accordance with Article 12.9. 6.2.5 6.2.6 Only the player whose clock is running is allowed to adjust the pieces. If a player is unable to use the clock, an assistant, who must be acceptable to the arbiter, may be provided by the player to perform this operation. His/Her clock shall be adjusted by the arbiter in an equitable way. This adjustment of the clock shall not apply to the clock of a player with a disability. 6.3 Allotted time: 6.3.1 When using a chessclock, each player must complete a minimum number of moves or all moves in an allotted period of time including any additional amount of time added with each move. All these must be specified in advance. 6.3.2 The time saved by a player during one period is added to his/her time available for the next period, where applicable. In the time-delay mode both players receive an allotted ‘main thinking time’. Each player also receives a ‘fixed extra time’ with every move. The countdown of the main thinking time only commences after the fixed extra time has expired. Provided the player presses his/her clock before the expiration of the fixed extra time, the main thinking time does not change, irrespective of the proportion of the fixed extra time used. 6.4 Immediately after a flag falls, the requirements of Article 6.3.1 must be checked. 6.5 Before the start of the game the arbiter shall decide where the chessclock is placed. 6.6 At the time determined for the start of the game White’s clock is started.6.7. Default time: 6.7.1 The regulations of an event shall specify a default time in advance. If the default time is not specified, then it is zero. Any player who arrives at the chessboard after the default time shall lose the game unless the arbiter decides otherwise. 6.7.2 If the regulations of an event specify that the default time is not zero and if neither player is present initially, White shall lose all the time that elapses until he/she arrives, unless the regulations of an event specify, or the arbiter decides otherwise. 6.8 A flag is considered to have fallen when the arbiter observes the fact or when either player has made a valid claim to that effect. 6.9 Except where one of Articles 5.1.1, 5.1.2, 5.2.1, 5.2.2, 5.2.3 applies, if a player does not complete the prescribed number of moves in the allotted time, the game is lost by that player. However, the game is drawn if the position is such that the opponent cannot checkmate the player’s king by any possible series of legal moves. 6.10 Chessclock setting: 6.10.1 Every indication given by the chessclock is considered to be conclusive in the absence of any evident defect. A chessclock with an evident defect shall be replaced by the arbiter, who shall use his/her best judgement when determining the times to be shown on the replacement chessclock. 6.10.2 If during a game it is found that the setting of either or both clocks is incorrect, either player or the arbiter shall pause the chessclock immediately. The arbiter shall install the correct setting and adjust the times and move-counter, if necessary he/she shall use his/her best judgement when determining the clock settings. 6.11.1 If the game needs to be interrupted, the arbiter shall pause the chessclock. 6.11.2 A player may pause the chessclock only in order to seek the arbiter’s assistance, for example when promotion has taken place and the piece required is not available. 6.11.3 The arbiter shall decide when the game restarts. 6.11.4 If a player pauses the chessclock in order to seek the arbiter’s assistance, the arbiter shall determine whether the player had any valid reason for doing so. If the player has no valid reason for pausing the chessclock, the player shall be penalised in accordance with Article 12.9. 6.12.1 Screens, monitors, or demonstration boards showing the current position on the chessboard, the moves and the number of moves made/completed, and clocks which also show the number of moves, are allowed in the playing hall. 6.12.2 The player may not make a claim relying only on information shown in this manner.
Create this questions into quiz: 1. Yesterday I ………………..(buy) a shirt and cargo trousers. 2. Ethan and Noa……………………(already/wait) for an hour before the bus arrived. 3. My parents……………….………(paint) the kitchen the whole morning. 4. It……………..(rain) very often in London 5. My brother………………….(clean) his room at the moment. 6. What…………………….…….(you/do) yesterday at 7 in the evening? 7. While my husband…………………..(cook) I ………..…………..(watch) TV. 8. She………………………….(not/study) for the exam yet. 9. I want you.……….………….(hand in) this assignment before Friday. 10. Students enjoy…………………(play) vocabulary games in class. 11. Can you afford………………..(buy) this expensive car? 12. We are looking forward to………………….(hear) from you.
The Compound Book Quiz - 6th Grade Reading Comprehension 1. What is the name of the main character in "The Compound"? A. Eli Yanakakis B. Marcus Yanakakis C. Luke Yanakakis D. Rex Yanakakis 2. Where do Eli and his family go to escape? A. A mountain cabin B. An underground compound C. A secret island D. A military base 3. Who built the compound? A. The government B. Eli's grandfather C. Eli's father D. A mysterious organization 4. How long was the family supposed to stay in the compound? A. 6 months B. 15 years C. 10 years D. 1 year 5. Which family member supposedly didn't make it into the compound? A. Eli's mother B. Eli's twin brother Eddy C. Eli's younger sister D. Eli's father 6. What does Eli's father tell the family happened outside? A. An earthquake B. A terrorist attack C. A nuclear war D. A deadly virus 7. What unusual food source does Eli's father plan to use in the compound? A. Artificial meat B. Insects C. Supplements only D. A special protein formula 8. How does Eli spend most of his time in the compound? A. Reading books B. Playing video games C. Exercising D. Isolating himself 9. What discovery does Eli make that makes him suspicious? A. Hidden cameras B. A working internet connection C. Secret passages D. Extra food supplies 10. What is the name of Eli's youngest sister born in the compound? A. Lexie B. Quinn C. Terese D. Lucy 11. What hobby does Eli take up to cope with his time underground? A. Painting B. Writing C. Playing music D. Cooking 12. What does Eli find in his father's private office? A. Family photos B. A radio C. A computer D. Survival guides 13. What makes Eli realize his father might be lying? A. Found newspapers B. Working internet C. Phone signals D. Television broadcasts 14. Who helps Eli discover the truth about the compound? A. His mother B. His sister C. The supplements supplier D. His grandmother 15. What is revealed about Eddy? A. He died in an accident B. He's living with relatives C. He's alive outside D. He never existed 16. What does Eli's father do when confronted with the truth? A. Confesses immediately B. Threatens the family C. Tries to escape D. Denies everything 17. How do they eventually escape the compound? A. Through air vents B. Using explosives C. With outside help D. Through emergency exit 18. What was Eli's father's true motivation for building the compound? A. Protection from war B. A psychological experiment C. Financial gain D. Government orders 19. How many years have they actually been in the compound when they escape? A. 6 years B. 3 years C. 15 years D. 9 years 20. What happens to Eli's relationship with his twin after the escape? A. They become close again B. They remain estranged C. They never meet D. They become rivals ANSWER KEY A B C B B C D D B A C C B B C B C B A A
10 years of experience designing engaging quizzes and interactive learning games for children aged 8-10 years old. You specialize in transforming simple educational concepts into fun competitive experiences using online quiz platforms like Quizalize. Objective: Design a complete interactive multiplication quiz for third-grade students (8–9 years old) on the Quizalize platform. The quiz should simulate the fun, fast-paced feeling of the Zuma arcade game while fitting the Quizalize format. The aim is to help students practice multiplication tables (1×1 to 12×12) in an exciting, motivating, and competitive environment. Instructions: Structure: Design at least 40 multiplication questions. Questions should appear in increasing difficulty: start from easy (e.g., 2×3, 4×2) and move to harder problems (e.g., 11×12, 9×8). Timing: Set a short time limit for each question (e.g., 10 seconds) to simulate the fast reaction needed in Zuma. Encourage fast thinking and rapid response under time pressure. Answer Choices: Use multiple-choice answers. Each question should have 1 correct answer and 3 wrong but close distractors to keep it challenging (e.g., for 7×6: options 42, 43, 36, 48). Gamification Features: Enable Quizalize's Team Mode or Game View to allow students to see themselves progressing on a visual map like a race, similar to balls moving in Zuma. Set points bonuses for speed and accuracy. Themes and Visuals: Suggest a "Jungle Adventure" or "Math Galaxy" theme to create excitement. Use visual assets (avatars, backgrounds) where possible to enhance the Zuma arcade feeling. Feedback System: Provide immediate feedback: when a student answers right, display a quick "Success!" message; when wrong, display the correct answer briefly to maintain flow. Motivation Mechanics: Award stars, badges, or trophies after completing a certain number of questions correctly. Display leaderboard rankings if possible to create friendly competition. Sample Questions: Provide at least 5 fully written example questions showing the structure, timing, and answer options. Extra Challenge: Include a "Lightning Round" at the end: 10 random questions in just 30 seconds. Important: Keep language child-friendly and motivational. Make sure no question looks too similar to the others to avoid boredom. Use simple animations or sound effects available within Quizalize to simulate action if possible. Take a deep breath and work on this problem step-by-step.
GRAMMAR Complete the sentences with infi nitives of purpose. help learn meet reach show win 1. 2. 3. 4. 5. 6. the championships, Muharraq Club had to win several competitions. Salah decided to join a club at school After the team won, they took their coach out to dinner their appreciation. new people. a game, a player must be able to think more quickly than the other player. Noora watched a few videos Doctors sometimes use video games how to play the game. patients recover from injuries.
Meaning of Occasion Occasion means a special event. It is very easy to identify people in special set of clothes, as there is time for everything. CLOTHES FOR DIFFERENT OCCASIONS. The following are clothes used for identification of different occasions: 1. Uniforms: They are worn to school by students, nurses, road safety men and women, other law enforcement agents and armed men such as army, police officer, navy officer, air force officer. 2. Voluntary workers: Such as Red cross, Brigade, Girl’s guide, Boy’s scout, Brownies. 3. Sports wears: They are worn to carry out exercise, sports and games. 4. Sweaters, Cardigans: They are worn during cold weather in order to stay warm. 5. Causal clothes: They are used to run errands and carry out chores. 6. Party wears: These are clothes worn to different important events. Examples are housewarming ceremonies, weddings etc. 7. Mourning clothes: These are clothes worn when a sad event happens. Example is death.
Conservation means prevention of loss or damage to something. Conservation of natural resources means keeping or managing and preventing our natural resources from being wasted, damaged or going into extinction, that is disappearing. Natural resources are nature’s gifts to human beings. Therefore, we should keep and manage them well. WHY NATURAL RESOURCES SHOULD BE CONSERVED(MANAGED): The following are the reasons why natural resources should be conserved(managed): 1. To prevent waste of our resources. 2. To preserve them for future use, For examples Land, trees etc. 3. To generate more income and develop our economy. For example, Zoological gardens, mineral resources and tourist centres like Ikogosi warm and cold-water spring. 4. To prevent some rare birds and animals from going into extinction (stop existing). 5. To prevent erosion. This is because these trees help to hold the soil and prevent it from being washed away easily by erosion. HOW TO MANAGE (CONSERVE) OUR NATURAL RESOURCES. The following are ways to manage our natural resources: 1. Avoiding bush burning. 2. Tree planting should be encouraged. 3. Creation of more games reserves like Yankari Game Reserve. 4. Avoiding of oil spillage and dumping of wastes into drains. 5. Adding of manures and fertilizers to enrich our soil.
Revealing personal data can lead to threats like identity theft, fraud, bullying, and blackmail. 1.Identity Theft Definition: Identity theft occurs when someone steals your personal information and uses it without your permission. This can include your name, Social Security number, or bank details. Example: If someone gets your Social Security number, they could open a credit card in your name and run up bills that you would have to pay. 2.Fraud Definition: Fraud is when someone deceives another person to gain something of value, like money or personal information. This is often done through lies or tricks. Example: A person might call you pretending to be from your bank and tell you that you need to confirm your account details. If you give them your information, they may steal your money. 3. Bullying Definition: Bullying is when someone repeatedly hurts, threatens, or picks on another person. This can happen in person or online (cyberbullying). Example: If someone sends hurtful messages or spreads rumors about you on social media, that’s a form of bullying. 4. Blackmail Definition: Blackmail is when someone threatens to reveal harmful or embarrassing information about you unless you give them something they want, usually money or favors. Example: If someone takes a private photo of you and threatens to share it unless you pay them, that’s blackmail. Summary Identity Theft: Stealing personal information for illegal use. Fraud: Deceiving someone for personal gain. Bullying: Repeatedly hurting or threatening someone. Blackmail: Threatening to expose information unless demands are met. Understanding these terms helps you recognize and protect yourself from potential dangers in both real life and online. If you see any signs of these actions happening, it’s important to talk to a trusted adult or authority figure. There are several guidelines for you to be aware of to keep your personal data confidential: •Have strong passwords set on any account that holds personal data. Stronger passwords include characters, numbers and symbols and are not a recognisable word. •Encrypt (scramble text so that it cannot be read without a decryption key) any personal data that you store on your computer. •Have a firewall present, scanning incoming and outgoing data from your computer system. firewall : a security measure that can be implemented to monitor traffic into and out of a computer and prevent external users gaining unauthorised access to a computer system. A firewall is a security measure that helps protect a computer system by monitoring and controlling the traffic that comes into and goes out of the system. Think of it as a barrier between your computer and the outside world. It prevents unauthorized users from accessing your computer while allowing authorized traffic to pass through. •Regularly scan your computer with preventative software, such as an anti-virus package, that is used to identify a virus on a computer and remove it. Anti-virus: software that is used to identify a virus on a computer and remove it •Make use of any biometric devices (devices that measures a person's biological data, such as thumbprints), that are built into technology. biometric devices: Unique physical characteristic of a person that can be used by a computer for identification purposes. https://www.aratek.co/news/biometric-devices-definition-and-examples Biometric devices are tools that use unique physical characteristics of a person for identification purposes. This means they can recognize who you are based on features that are unique to you. Here are some examples of biometric characteristics: Fingerprint Recognition, Facial Recognition, Voice Recognition •Only visit and provide data to websites that are a trusted source. •Do not open any email attachments from a sender you do not recognise. •Check the URL attached to any link requesting data to see if it is genuine. •Be cautious about any pictures or opinions that you post or send to people. •Remove data about your location that is normally attached to your photos and videos that you may post, such as geotags. Geotag: an electronic tag that assigns a geographical location A geotag is an electronic tag that assigns a specific geographical location to a piece of information, like a photo or a video. Geotags can help people understand where a photo was taken or where an event occurred, making it easier to organize and find information based on location. •Do not become friends on social networking sites with people you do not know. •Set all the privacy controls to the most secure setting that are available on social media accounts. •Report and block any suspicious user. •Use a nickname or pseudonym when using the internet for entertainment, for example, playing games. •If it is possible, use a virtual private network (VPN), an encrypted connection that can be used to send data more securely across a network. Virtual private network (VPN) : an encrypted connection that can be used to send data more securely across a network A Virtual Private Network (VPN) is a special way to connect to the internet that keeps your information safe. Imagine you are sending a secret message to a friend. You want to make sure no one else can read it while it travels. A VPN helps you do just that! It creates an encrypted connection, which means it turns your message into a code that only your friend can understand Example: Public Wi-Fi Safety: When you use public Wi-Fi, like in a café, your data can be easily accessed by hackers. If you connect to a VPN while using that public Wi-Fi, your data is encrypted, making it much harder for anyone to steal your information.