Unit 1 - Problem Solving and Computing
Lesson 4: What is a Computer?
- Computer: A machine that works with information.
Lesson 5: Input and Output
- Input: the information computers get from users, devices, or other computers
- Output: the information computers give to users, devices, or other computers
Lesson 6: Processing
- Processing: The thinking work computers do to turn input into output.
Lesson 7: Storage
- storage: saving information to use in the future
Unit 2 - Web Development
Lesson 2: Intro to HTML
- HTML: Hypertext Markup Language, a language used to create web pages
- HTML Element: A piece of a website, marked by a start tag and often closed with an end tag
- HTML Tag: The special set of characters that indicates the start and end of an HTML element and that element's type
- Website Content: the text and images on a website
- Website Structure: how the content of a website is organized
Lesson 3: Headings
- Heading: A title or summary for a document or section of a document.
Lesson 5: Digital Footprint
- Digital Footprint: The collected information about an individual across multiple websites on the Internet.
Lesson 6: Styling Text with CSS
- CSS: Cascading Style Sheets; a language used to describe how HTML elements should be styled
- CSS Selector: the part of a CSS rule-set that defines which HTML elements the style should be applied to
Lesson 8: Intellectual Property
- Copyright: the exclusive legal right to print, publish, perform, film, or record literary, artistic, or musical material, and to authorize others to do the same
Lesson 16: Sources and Research
- Relevant: closely connected to a topic
- Search Engine: A program that searches for items on the World Wide Web.
- Trustworthy: reliable, honest, and truthful
Lesson 17: CSS Classes
- CSS Class: An identifier that allows multiple elements in an HTML document to be styled in the same way
Unit 3 - Interactive Animations and Games
Lesson 3: Drawing in Game Lab
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
- Program: An algorithm that has been coded into something that can be run by a machine.
Lesson 4: Shapes and Parameters
- Parameter: An extra piece of information passed to a function to customize it for a specific need
Lesson 5: Variables
- Variable: A label for a piece of information used in a program.
Lesson 7: Sprites
- Dot notation: the way that sprites' properties are used in Game Lab, by connecting the sprite and property with a dot.
- Property: A label for a characteristic of a sprite, such as its location and appearance
- Sprite: A character on the screen with properties that describe its location, movement, and look.
Lesson 8: Sprite Properties
- Property: A label for a characteristic of a sprite, such as its location and appearance
Lesson 14: Conditionals
- Boolean Expression: in programming, an expression that evaluates to True or False.
- Condition: Something a program checks to see whether it is true before deciding to take an action.
- Conditionals: Statements that only run when certain conditions are true.
Lesson 16: Mouse Input
- Conditionals: Statements that only run when certain conditions are true.
Lesson 19: Collision Detection
- Abstraction: a simplified representation of something more complex. Abstractions allow you to hide details to help you manage complexity, focus on relevant concepts, and reason about problems at a higher level.
Lesson 22: Collisions
- Abstraction: a simplified representation of something more complex. Abstractions allow you to hide details to help you manage complexity, focus on relevant concepts, and reason about problems at a higher level.
Lesson 24: Functions
- Function: A named bit of programming instructions.
Unit 4 - The Design Process
Lesson 1: Analysis of Design
- Critique: To critically evaluate in a detailed and constructive manner.
- Empathy: In design, paying attention to a user's feelings and needs when designing a product.
- User: Someone who uses an object, including software and hardware.
Lesson 2: Understanding Your User
- Usability: How easy, efficient, and satisfying it is to use a human-made object or device (including software).
Lesson 4: User Interfaces
- Prototype: A first or early model of a product that allows you to test assumptions before developing a final version.
- User Interface: The visual elements of a program through which a user controls or communicates with the application. Often abbreviated UI.
Lesson 10: Paper Prototypes
- Prototype: A first or early model of a product that allows you to test assumptions before developing a final version.
Lesson 15: Improving and Iterating
- Bug: Part of a program that does not work correctly.
- Feature: An individual functional element of a software item, such as the ability to do something new, work across multiple platforms, or perform more efficiently
Unit 5 - Data and Society
Lesson 2: Patterns and Representation
- Decode: to change how information is represented so that it can be read by a person
- Encode: to change how information is represented so that it can be read by a computer
Lesson 4: Representing Images
- Pixel: short for "picture element", the fundamental unit of a digital image, typically a tiny square or dot that contains a single point of color of a larger image.
Lesson 6: Keeping Data Secret
- Decrypt: to change information so that its hidden meaning is shown
- Encrypt: to change information so that its meaning is hidden
Unit 6 - Physical Computing
Lesson 1: Innovations in Computing
- Innovation: A new or improved idea, device, product, etc, or the development thereof
Lesson 7: Analog Input
- Analog: Any continuously changing signal that is not restricted to finite set of values. For example, the wave forms of spoken words are an analog signal.
- Digital: Data or signals represented by a finite number of values. Analog signals (which can have infinite values) must be converted to digital in order to be computed with.
Lesson 10: Arrays and Color LEDs
- Array: A data structure in JavaScript used to represent a list.
Lesson 12: Arrays and For Loops
- Array: A data structure in JavaScript used to represent a list.
- For Loop: Loops that have a predetermined beginning, end, and increment (step interval).
Lesson 14: Functions with Parameters
- Parameter: An extra piece of information passed to a function to customize it for a specific need
Lesson 15: Circuits and Physical Prototypes
- Circuit: A device that provides a path for an electric current to flow, often modifying that current. In computers, circuits allow for simple logical and mathematical operations using electricity.
- Prototype: A first or early model of a product that allows you to test assumptions before developing a final version.