CS Fundamentals 2018

Express

Vocab

Express

Lesson 1: Graph Paper Programming

  • Algorithm: A list of steps to finish a task.
  • Program: An algorithm that has been coded into something that can be run by a machine.

Lesson 2: Programming with Angry Birds

  • Algorithm: A list of steps to finish a task.
  • Bug: Part of a program that does not work correctly.
  • Debugging: Finding and fixing problems in an algorithm or program.
  • Sequencing: Putting commands in correct order so computers can read the commands.

Lesson 3: Relay Programming

  • Algorithm: A list of steps to finish a task.
  • Bug: Part of a program that does not work correctly.
  • Debugging: Finding and fixing problems in an algorithm or program.
  • Frustrated: Feeling annoyed or angry because something is not the way you want it.
  • Persistence: Trying again and again, even when something is very hard.
  • Program: An algorithm that has been coded into something that can be run by a machine.

Lesson 4: Debugging with Scrat

  • Bug: Part of a program that does not work correctly.
  • Debugging: Finding and fixing problems in an algorithm or program.

Lesson 5: Collecting Treasure with Laurel

  • Algorithm: A list of steps to finish a task.
  • Program: An algorithm that has been coded into something that can be run by a machine.
  • Programming: The art of creating a program.

Lesson 7: Getting Loopy

  • Loop: The action of doing something over and over again.
  • Repeat: Do something again

Lesson 8: Loops with Rey and BB-8

  • Loop: The action of doing something over and over again.
  • Repeat: Do something again

Lesson 9: Sticker Art with Loops

  • Loop: The action of doing something over and over again.
  • Repeat: Do something again

Lesson 10: Digital Sharing

  • 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 11: Looking Ahead with Minecraft

  • Condition: A statement that a program checks to see if it is true or false. If true, an action is taken. Otherwise, the action is ignored.
  • Conditionals: Statements that only run under certain conditions.

Lesson 12: Nested Loops in Maze

  • Command: An instruction for the computer. Many commands put together make up algorithms and computer programs.
  • Loop: The action of doing something over and over again.
  • Repeat: Do something again

Lesson 13: Snowflakes with Anna and Elsa

  • Loop: The action of doing something over and over again.
  • Repeat: Do something again

Lesson 14: While Loops with the Farmer

  • Condition: A statement that a program checks to see if it is true or false. If true, an action is taken. Otherwise, the action is ignored.
  • Loop: The action of doing something over and over again.
  • Repeat: Do something again
  • While Loop: A loop that continues to repeat while a condition is true.

Lesson 15: Until Loops in Maze

  • Condition: A statement that a program checks to see if it is true or false. If true, an action is taken. Otherwise, the action is ignored.
  • Conditionals: Statements that only run under certain conditions.
  • Loop: The action of doing something over and over again.
  • Repeat: Do something again
  • Until: A command that tells you to do something only up to the point that something becomes true.

Lesson 16: Conditionals with Cards

  • Conditionals: Statements that only run under certain conditions.

Lesson 17: If/Else with Bee

  • Conditionals: Statements that only run under certain conditions.

Lesson 18: Harvesting with Conditionals

  • Condition: A statement that a program checks to see if it is true or false. If true, an action is taken. Otherwise, the action is ignored.
  • Conditionals: Statements that only run under certain conditions.
  • Loop: The action of doing something over and over again.
  • Repeat: Do something again
  • While Loop: A loop that continues to repeat while a condition is true.

Lesson 19: Songwriting

  • Function: A named group of programming instructions. Functions are reusable abstractions that reduce the complexity of writing and maintaining programs.

Lesson 20: Functions in Minecraft

  • Function: A named group of programming instructions. Functions are reusable abstractions that reduce the complexity of writing and maintaining programs.

Lesson 21: Functions with Harvester

  • Function: A named group of programming instructions. Functions are reusable abstractions that reduce the complexity of writing and maintaining programs.

Lesson 22: Functions with Artist

  • Function: A named group of programming instructions. Functions are reusable abstractions that reduce the complexity of writing and maintaining programs.

Lesson 23: Screen Out the Mean

  • Cyberbullying: Doing something on the internet, usually again and again, to make another personal feel angry, sad, or scared.
  • Online: Connected to the internet.

Lesson 25: The Big Event

  • Event: An action that causes something to happen.

Lesson 26: Build a Flappy Game

  • Event: An action that causes something to happen.

Lesson 27: The Power of Words

  • Cyberbully: Using technology tools to deliberately upset someone else.

Lesson 28: Envelope Variables

  • Variable: A placeholder for a piece of information that can change.

Lesson 29: Variables with Artist

  • Constant: A variable used throughout a program that never changes value
  • Variable: A placeholder for a piece of information that can change.

Lesson 30: Changing Variables with Bee

  • Variable: A placeholder for a piece of information that can change.

Lesson 31: Changing Variables with Artist

  • Variable: A placeholder for a piece of information that can change.

Lesson 32: For Loop Fun

  • For Loop: Loops that have a predetermined beginning, end, and increment (step interval).

Lesson 33: For Loops with Bee

  • For Loop: Loops that have a predetermined beginning, end, and increment (step interval).

Lesson 34: For Loops with Artist

  • For Loop: Loops that have a predetermined beginning, end, and increment (step interval).

Lesson 35: Learning Sprite Lab

  • Behavior: An action that a sprite performs continuously until it’s told to stop.
  • Sprite: A graphic character on the screen with properties that describe its location, movement, and look.

Lesson 36: Alien Dance Party

  • Event: An action that causes something to happen.

Lesson 38: Explore Project Ideas

  • Define: Figure out the details of the problems that you are trying to solve
  • Prepare: Research, plan, and acquire materials for the activity you are about to do
  • Reflect: Carefully think back on something with the intention of improving the outcome in the future
  • Try: Attempt to do something

Lesson 43: Binary Bracelets

  • Binary: A way of representing information using only two options.

Lesson 44: Binary Images

  • Binary: A way of representing information using only two options.
  • Binary Alphabet: The two options used in your binary code.

Lesson 45: Binary Images with Artist

  • Binary: A way of representing information using only two options.

Lesson 46: The Internet

  • DNS: The service that translates URLs to IP addresses.
  • DSL/Cable: A method of sending information using telephone or television cables.
  • Fiber Optic Cable: A connection that uses light to transmit information
  • Internet: A group of computers and servers that are connected to each other.
  • IP Address: A number assigned to any item that is connected to the Internet.
  • Packets: Small chunks of information that have been carefully formed from larger chunks of information.
  • Servers: Computers that exist only to provide things to others.
  • URL: An easy-to-remember address for calling a web page (like www.code.org).
  • Wi-Fi: A wireless method of sending information using radio waves.

Lesson 47: Crowdsourcing

  • Crowdsourcing: Getting help from a large group of people to finish something faster.