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Games B Indonesia kelas Quantum 9C
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Use the questions and answers below to make a 10 question quiz: Which principle of interactive media is most impacted by its âubiquityâ? A) Restricted access control B) Global market presence and integration C) Limited reach to specific user demographics D) Single-channel broadcasting Answer: B Which feature of interactive media ensures that users can actively control and manipulate the content they access? A) Multimedia integration B) UI simplification C) User interactivity D) System automation Answer: C How does globalisation enhance user experience in interactive media systems, according to 1.1.1? A) By reducing content to a single cultural standard B) By supporting diverse user needs through varied, accessible content C) By enforcing a common global pricing structure D) By allowing one-way communication only Answer: B Why is copyright compliance critical in the context of interactive media? A) It allows users to freely distribute content B) It supports ethical use and protects creators from unauthorized distribution C) It restricts all users from accessing online media D) It focuses solely on preventing duplication of digital games Answer: B In interactive media, 'UX' primarily focuses on what aspect of user engagement? A) Monitoring usersâ online activities B) Enabling dynamic user experiences tailored to user intent and satisfaction C) Simplifying multimedia formats to save storage D) Reducing user interaction to maintain control Answer: B What is a key distinction between âsocial issuesâ and âethical issuesâ in interactive media development? A) Social issues focus on technical concerns, while ethical issues are user-centered B) Social issues relate to user interactions, while ethical issues focus on moral responsibilities C) Social issues address individual rights, whereas ethical issues involve systemic improvements D) Social issues are about compliance, whereas ethical issues concern legal standards Answer: B Which component is crucial to creating an accessible interactive media system for users with disabilities? A) High-end processing units B) Customizable UI elements, such as voice and visual aids C) Limited content based on user demographics D) Exclusive copyright protections Answer: B How does data quality contribute to an interactive media system's success? A) By maximizing data storage for multimedia content B) By ensuring content is relevant, current, and accurate for the intended audience C) By focusing on visual appeal over functionality D) By reducing interaction requirements to enhance performance Answer: B Which factor in interactive media systems enhances global engagement through a seamless user experience? A) Interactivity B) Ubiquity C) Restricted Access D) Content Redundancy Answer: B Why might legal implications arise in interactive media systems despite ethical intentions? A) Compliance with global standards B) Misinterpretations of user intent in a diverse cultural context C) Excessive content validation D) Limited user feedback channels Answer: B
BFF B Junior Best Friends 3 Games and Sports
Trivia National Disability Prevention and Rehabilitation (NDPR) Week celebrated in the Philippines? A. July 1â7 B. July 17â23 C. August 1â7 D. June 12â18 Answer: â
B. July 17â23 What is the main goal of NDPR Week? A. To promote new sports B. To encourage children to read more books C. To promote the rights and well-being of persons with disabilities D. To prepare for typhoons Answer: â
C. To promote the rights and well-being of persons with disabilities Which government agency leads the NDPR celebration in the Philippines? A. Department of Education B. Department of Health C. National Council on Disability Affairs (NCDA) D. Department of Tourism Answer: â
C. National Council on Disability Affairs (NCDA) What law promotes the rights and welfare of persons with disabilities in the Philippines? A. Republic Act No. 7610 B. Republic Act No. 9442 C. Republic Act No. 7277 D. Republic Act No. 9003 Answer: â
C. Republic Act No. 7277 (Magna Carta for Persons with Disabilities) Which of the following is a helpful way to support persons with disabilities? A. Ignoring them B. Laughing at their challenges C. Helping them access ramps or elevators D. Not letting them join games Answer: â
C. Helping them access ramps or elevators What is sign language used for? A. To read books B. To dance C. To communicate with people who are deaf or hard of hearing D. To draw Answer: â
C. To communicate with people who are deaf or hard of hearing True or False: All persons with disabilities want to be treated with kindness and respect. Answer: â
True What is the color often associated with disability rights awareness? A. Red B. Yellow C. Blue D. Orange Answer: â
Blue Which of the following is a type of disability? A. Hearing impairment B. Liking ice cream C. Wearing glasses D. Singing loudly Answer: â
A. Hearing impairment Why is it important to include children with disabilities in school activities? A. To make them feel left out B. To allow them to sleep C. To help them learn and feel accepted D. To avoid giving them responsibilities Answer: â
C. To help them learn and feel accepted
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
Things to do in Tokyo by Haruki A. My favorite tea house The tea house is in a beautiful garden. We donât wear shoes in the tea house. We leave our shoes outside. We sit on the floor. Itâs a custom in Japan. We can see how they make the tea. Their green tea is the best. B. A cool ice cream store I love this ice cream store. The ice cream looks like animals. They have rabbits, chickens, dogs and bears. I always order the rabbit ice cream. You can pick anything you want. C. A baseball game Baseball is a popular sport in Japan. The games are fun. People sing songs when their team hits the ball. They wear shirts and hats from their favorite team. I have a hat from a team called the Lions. My sister has hats from every baseball team in Japan. D. A ninja village The ninja village is great. You wear ninja clothes and climb walls like a ninja. Thereâs also a ninja house. Itâs fun to walk in the house and find special rooms. I think ninjas are exciting. They are strong. They arenât afraid of anything. We need to ride a train to the ninja village. It isnât in Tokyo. But the train is fun too.
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 âchessboardâ. 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 âhave the moveâ when his/her opponentâs move has been âmadeâ. The objective of each player is to place the opponentâs king âunder attackâ in such a way that the opponent has no legal move. 1.4.1 The player who achieves this goal is said to have âcheckmatedâ the opponentâs king and to have won the game. Leaving oneâs own king under attack, exposing oneâs own king to attack and also âcapturingâ the opponentâs 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 opponentâs 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 âwhiteâ squares) and dark (the âblackâ 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 âwhiteâ pieces); Black has 16 dark-coloured pieces (the âblackâ 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 âfilesâ. The eight horizontal rows of squares are called âranksâ. A straight line of squares of the same colour, running from one edge of the board to an adjacent edge, is called a âdiagonalâ. 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 opponentâs 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 opponentâs 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 opponentâs 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 opponentâs pawn which has just advanced two squares in one move from its original square may capture this opponentâs 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 âen passantâ 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 âpromotionâ. 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 âcastlingâ. This is a move of the king and either rook of the same colour along the playerâs 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 â 3.9 have been fulfilled. 3.10.2 A move is illegal when it fails to meet the relevant requirements of Articles 3.1 â3.9. 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 âjâadoubeâ or âI adjustâ). 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 opponentâs 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 opponentâs 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 playerâs own piece or his/her opponentâs was touched first, the playerâs own piece shall be considered to have been touched before his/her opponentâs. 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 opponentâs 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 opponentâs violation of Articles 4.1 â 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 opponentâs violation of Articles 4.1 â 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 opponentâs king. This immediately ends the game, provided that the move producing the checkmate position was in accordance with Article 3 and Articles 4.2 â 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 playerâs 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 âstalemateâ. This immediately ends the game, provided that the move producing the stalemate position was in accordance with Article 3 and Articles 4.2 â 4.7. 5.2.2 The game is drawn when a position has arisen in which neither player can checkmate the opponentâs king with any series of legal moves. The game is said to end in a âdead positionâ. This immediately ends the game, provided that the move producing the position was in accordance with Article 3 and Articles 4.2 â 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 âChessclockâ 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. âClockâ in the Laws of Chess means one of the two time displays. Each time display has a âflagâ. âFlag-fallâ 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 opponentâs clock (that is to say, he/she shall press his/her clock). This âcompletesâ 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 âhoverâ 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 âmain thinking timeâ. Each player also receives a âfixed extra timeâ 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 Whiteâs 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 playerâs 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 arbiterâs 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 arbiterâs 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.
Mga Target at Striking/Fielding Games
TAYAHIN: Mga Target at Striking/Fielding Games