(Merged Question paper and marking scheme): June 2024
A-level
COMPUTER SCIENCE
Paper 1
June 2024
Preliminary Material
To be opened and issued to candidates on or after 1 September 2023, subject to the
instructions given in the Teacher’s Notes (7517/1/TN).
Note
The Preliminary Material and Skeleton Program are to be seen by candidates and their teachers
only, for use during preparation for the examination on 10 June 2024. They cannot be used by
anyone else for any other purpose, other than that stated in the instructions issued, until after the
examination date has passed. They must not be provided to third parties.
Information
A Skeleton Program is provided separately by your teacher and must be read in conjunction with
this Preliminary Material.
You are advised to familiarise yourselves with the Preliminary Material and Skeleton Program
before the examination.
A copy of this Preliminary Material, the Skeleton Program and the Data files puzzle1.txt,
puzzle2.txt, puzzle3.txt and puzzle4.txt will be made available to you in hard copy and
electronically at the start of the examination.
You must not take any copy of the Preliminary Material, Skeleton Program or any other material
into the examination room.
,A-level Computer Science Paper 1 - Key Areas to Revise
Paper 1 of the A-level Computer Science exam primarily focuses on the theoretical aspects of computer
science, including algorithms, data structures, programming, and the fundamentals of computer systems.
Below are the key areas you should focus on to ensure you're well-prepared for the exam:
1. Programming Fundamentals:
Programming Concepts: Review the core programming concepts such as variables, constants, data
types (e.g., integer, string, boolean), operators (arithmetic, logical, relational), and input/output. Be
comfortable with writing code using appropriate syntax and operators.
Control Structures: Focus on understanding and implementing control structures such as:
o Conditional Statements: if, else, elif, switch, and ternary operators.
o Loops: for, while, do-while loops. Understand when to use each loop type effectively.
Functions and Procedures: Be able to define and use functions and procedures, including handling
parameters and return values. Understand the difference between procedures and functions.
Recursion: Understand recursive functions, how they work, and when they should be used. Practice
solving problems like factorials, Fibonacci series, and recursive algorithms for searching and sorting.
Data Structures: Revise the implementation and manipulation of basic data structures such as
arrays, lists, stacks, queues, and linked lists. You should know how to perform operations like
insertion, deletion, and searching on these structures.
2. Algorithms and Problem-Solving:
Sorting and Searching Algorithms: Be familiar with common algorithms such as:
o Sorting Algorithms: Bubble sort, selection sort, insertion sort, quicksort, and merge sort.
Understand their time complexities (Big O notation).
o Searching Algorithms: Binary search (for sorted data) and linear search. Understand how to
implement these algorithms and their efficiency.
Big O Notation: Understand how to analyze the time and space complexity of algorithms. Be able to
calculate the efficiency of algorithms based on their performance with respect to input size.
Algorithm Design: Practice designing algorithms to solve problems, and be able to represent them
using pseudocode or flowcharts. Focus on breaking down complex problems into simpler tasks and
finding efficient solutions.
3. Data Representation:
Binary and Hexadecimal Representation: Be able to convert between binary, hexadecimal, and
decimal number systems. Understand how data is represented in binary (e.g., integers, floating-point
numbers).
Character Representation: Study how characters are represented in computers using ASCII,
Unicode, and other character encoding schemes.
Data Types: Understand the differences between primitive and non-primitive data types. Be familiar
with how various data types are stored and their memory usage.
File Handling: Review how to work with files (reading from and writing to text files). Be familiar with
file operations, including opening, closing, reading, and writing files.
4. Computer Systems:
5. Networking and Communication:
6. Databases:
7. Ethical, Legal, and Social Issues in Computing:
IB/G/Jun24/G4001/E5 7517/1/PM
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INSTRUCTIONS FOR CANDIDATES
Electronic Answer Document
Answers for all questions in all sections must be entered into the word-processed document made
available to you at the start of the examination and referred to in the question paper rubrics as the
Electronic Answer Document.
Preparation for the examination
You should ensure that you are familiar with the Preliminary Material and the Skeleton Program for
your programming language.
IB/G/Jun24/7517/1/PM
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Symbol Puzzle
Symbol Puzzle is a simple puzzle where the user places symbols into a grid, trying to maximise their
score as they do so.
The user is allowed to place a specified number of symbols (38 in the standard puzzle) into the grid.
The puzzle is finished when the last symbol has been placed.
To score points, the user must place symbols into cells in the grid so that they match a pattern. In
the standard puzzle the user is able to use the symbols Q, T and X.
To score 10 points using the symbol Q the user needs to place five Q symbols in a 33 section of the
grid so that they match the pattern shown in Figure 1.
Figure 1
Q Q
Q Q
Q
To score 10 points using the symbol T the user needs to place five T symbols in a 33 section of the
grid so that they match the pattern shown in Figure 2.
Figure 2
T T T
T
T
To score 10 points using the symbol X the user needs to place five X symbols in a 33 section of the
grid so that they match the pattern shown in Figure 3.
Figure 3
X X
X
X X
Turn over ►
IB/G/Jun24/7517/1/PM
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When the user has successfully created one of the allowed patterns within a 33 section of the grid,
they are no longer allowed to place the symbol used in that pattern in any of the other cells in that
33 section. However, other symbols can still be placed in empty cells within that 33 section.
Some cells are blocked, denoted by the symbol @. The user is not able to place a symbol in a
blocked cell. In the standard puzzle, the number of blocked cells and the position of each blocked
cell is generated randomly.
An example of a starting grid for the standard puzzle is shown in Figure 4.
The row and column numbers have been shown. The cell in the bottom right corner of the grid is
row 1, column 8
Figure 4
1 2 3 4 5 6 7 8
8 @
7 @ @
6
5 @
4
3 @ @
2
1 @
Instead of using the standard puzzle, the user may enter the name of a file containing a puzzle.
Four text files containing different 55 grid puzzles have been provided: puzzle1, puzzle2,
puzzle3 and puzzle4.
There are errors in the implementation of the puzzle in the Skeleton Program, which means that it
does not work in the way described in this Preliminary Material under all circumstances.
END OF PRELIMINARY MATERIAL
IB/G/Jun24/7517/1/PM
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There is no Preliminary Material printed on this page
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AQA will be happy to rectify any omissions of acknowledgements. If you have any queries please contact the Copyright Team.
Copyright © 2024 AQA and its licensors. All rights reserved.
IB/G/Jun24/7517/1/PM
,A-level
COMPUTER SCIENCE
7517/1
Paper 1
Mark scheme
June 2024
Version: 1.0 Final
, MARK SCHEME – A-LEVEL COMPUTER SCIENCE – 7517/1 – JUNE 2024
Mark schemes are prepared by the Lead Assessment Writer and considered, together with the relevant
questions, by a panel of subject teachers. This mark scheme includes any amendments made at the
standardisation events which all associates participate in and is the scheme which was used by them in
this examination. The standardisation process ensures that the mark scheme covers the students’
responses to questions and that every associate understands and applies it in the same correct way. As
preparation for standardisation each associate analyses a number of students’ scripts. Alternative
answers not already covered by the mark scheme are discussed and legislated for. If, after the
standardisation process, associates encounter unusual answers which have not been raised they are
required to refer these to the Lead Examiner.
It must be stressed that a mark scheme is a working document, in many cases further developed and
expanded on the basis of students’ reactions to a particular paper. Assumptions about future mark
schemes on the basis of one year’s document should be avoided; whilst the guiding principles of
assessment remain constant, details will change, depending on the content of a particular examination
paper.
No student should be disadvantaged on the basis of their gender identity and/or how they refer to the
gender identity of others in their exam responses.
A consistent use of ‘they/them’ as a singular and pronouns beyond ‘she/her’ or ‘he/him’ will be credited in
exam responses in line with existing mark scheme criteria.
Further copies of this mark scheme are available from aqa.org.uk
Copyright information
AQA retains the copyright on all its publications. However, registered schools/colleges for AQA are permitted to copy material from this booklet for their own
internal use, with the following important exception: AQA cannot give permission to schools/colleges to photocopy any material that is acknowledged to a third
party even for internal use within the centre.
Copyright © 2024 AQA and its licensors. All rights reserved.
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, MARK SCHEME – A-LEVEL COMPUTER SCIENCE – 7517/1 – JUNE 2024
Level of response marking instructions
Level of response mark schemes are broken down into levels, each of which has a descriptor. The
descriptor for the level shows the average performance for the level. There are marks in each level.
Before you apply the mark scheme to a student’s answer read through the answer and annotate it (as
instructed) to show the qualities that are being looked for. You can then apply the mark scheme.
Step 1 Determine a level
Start at the lowest level of the mark scheme and use it as a ladder to see whether the answer meets the
descriptor for that level. The descriptor for the level indicates the different qualities that might be seen in
the student’s answer for that level. If it meets the lowest level then go to the next one and decide if it
meets this level, and so on, until you have a match between the level descriptor and the answer. With
practice and familiarity you will find that for better answers you will be able to quickly skip through the
lower levels of the mark scheme.
When assigning a level you should look at the overall quality of the answer and not look to pick holes in
small and specific parts of the answer where the student has not performed quite as well as the rest. If
the answer covers different aspects of different levels of the mark scheme you should use a best fit
approach for defining the level and then use the variability of the response to help decide the mark within
the level, ie if the response is predominantly level 3 with a small amount of level 4 material it would be
placed in level 3 but be awarded a mark near the top of the level because of the level 4 content.
Step 2 Determine a mark
Once you have assigned a level you need to decide on the mark. The descriptors on how to allocate
marks can help with this. The exemplar materials used during standardisation will help. There will be an
answer in the standardising materials which will correspond with each level of the mark scheme. This
answer will have been awarded a mark by the Lead Examiner. You can compare the student’s answer
with the example to determine if it is the same standard, better or worse than the example. You can then
use this to allocate a mark for the answer based on the Lead Examiner’s mark on the example.
You may well need to read back through the answer as you apply the mark scheme to clarify points and
assure yourself that the level and the mark are appropriate.
Indicative content in the mark scheme is provided as a guide for examiners. It is not intended to be
exhaustive and you must credit other valid points. Students do not have to cover all of the points
mentioned in the Indicative content to reach the highest level of the mark scheme.
An answer which contains nothing of relevance to the question must be awarded no marks.
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, MARK SCHEME – A-LEVEL COMPUTER SCIENCE – 7517/1 – JUNE 2024
A-level Computer Science
Paper 1 (7517/1) – applicable to all programming languages A, B, C, D and E
June 2024
The following annotation is used in the mark scheme:
; – means a single mark
// – means an alternative response
/ – means an alternative word or sub-phrase
A. – means an acceptable creditworthy answer
R. – means reject answer as not creditworthy
NE. – means not enough
I. – means ignore
DPT. – means ‘Don't penalise twice’. In some questions a specific error made by a candidate, if
repeated, could result in the loss of more than one mark. The DPT label indicates that this
mistake should only result in a candidate losing one mark, on the first occasion that the error is
made. Provided that the answer remains understandable, subsequent marks should be
awarded as if the error was not being repeated.
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