CS Fundamentals 2019-2020

Vocab

Course A

Lesson 1: Going Places Safely

  • Digital Citizen: Someone who acts safely, responsibly, and respectfully online.

Lesson 3: Happy Maps

  • Algorithm: A list of steps to finish a task.
  • 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: Sequencing with Scrat

  • Click: Press the mouse button
  • Double-Click: Press the mouse button very quickly
  • Drag: Click your mouse button and hold as you move the mouse pointer to a new location
  • Drop: Release your mouse button to "let go" of an item that you are dragging

Lesson 5: Programming with Scrat

  • 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.
  • Program: An algorithm that has been coded into something that can be run by a machine.
  • Programming: The art of creating a program.

Lesson 6: Programming with Rey and BB-8

  • 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.
  • 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: Happy Loops

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

Lesson 8: Loops with Scrat

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

Lesson 9: Loops with Laurel

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

Lesson 10: Ocean Scene with Loops

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

Lesson 11: The Big Event Jr.

  • Event: An action that causes something to happen.

Lesson 12: On the Move with Events

  • Event: An action that causes something to happen.

Course B

Lesson 1: Your Digital Footprint

  • Digital Footprint: The collected information about an individual across multiple websites on the Internet.

Lesson 2: Move It, Move It

  • 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.

Lesson 3: Sequencing with Angry Birds

  • Click: Press the mouse button
  • Double-Click: Press the mouse button very quickly
  • Drag: Click your mouse button and hold as you move the mouse pointer to a new location
  • Drop: Release your mouse button to "let go" of an item that you are dragging

Lesson 4: Programming with Angry Birds

  • 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 5: Programming with Harvester

  • 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.
  • Program: An algorithm that has been coded into something that can be run by a machine.
  • Programming: The art of creating a program.

Lesson 6: Getting Loopy

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

Lesson 7: Loops with Harvester

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

Lesson 8: Loops with Laurel

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

Lesson 9: Drawing Gardens with Loops

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

Lesson 11: The Big Event Jr.

  • Event: An action that causes something to happen.

Lesson 12: A Royal Battle with Events

  • Event: An action that causes something to happen.

Course C

Lesson 1: 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 3: My Robotic Friends Jr.

  • Algorithm: A precise sequence of instructions for processes that can be executed by a computer
  • 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: 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 5: Debugging in Maze

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

Lesson 6: 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 8: Binary Bracelets

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

Lesson 9: My Loopy Robotic Friends Jr.

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

Lesson 10: Loops with Rey and BB-8

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

Lesson 11: Harvesting Crops with Loops

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

Lesson 12: 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 13: Sticker Art with Loops

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

Lesson 14: The Big Event

  • Event: An action that causes something to happen.

Lesson 15: Build a Flappy Game

  • Event: An action that causes something to happen.

Lesson 16: Chase Game with Events

  • Event: An action that causes something to happen.

Course D

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: Introduction to Online Puzzles

  • Bug: Part of a program that does not work correctly.
  • Debugging: Finding and fixing problems in an algorithm or program.
  • Loop: The action of doing something over and over again.
  • Program: An algorithm that has been coded into something that can be run by a machine.
  • Programming: The art of creating a program.

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 Laurel

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

Lesson 5: Events in Bounce

  • Event: An action that causes something to happen.

Lesson 6: Build a Star Wars Game

  • Event: An action that causes something to happen.

Lesson 7: Loops in Ice Age

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

Lesson 8: Drawing Shapes with Loops

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

Lesson 9: 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 10: Conditionals with Cards

  • Conditionals: Statements that only run under certain conditions.

Lesson 11: If/Else with Bee

  • Conditionals: Statements that only run under certain conditions.

Lesson 12: While Loops in 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 13: 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 14: 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 15: Binary Images

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

Lesson 16: Binary Images with Artist

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

Lesson 17: Digital Citizenship

  • Digital Citizen: Someone who acts safely, responsibly, and respectfully online.

Lesson 18: Dance Party

  • code: (v) to write code, or to write instructions for a computer.
  • Event: An action that causes something to happen.
  • Program: An algorithm that has been coded into something that can be run by a machine.

Course E

Lesson 1: Sequencing in the Maze

  • 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.
  • Programming: The art of creating a program.

Lesson 2: Drawing with Loops

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

Lesson 3: Conditionals in Minecraft: Voyage Aquatic

  • 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 4: Conditionals 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.
  • Conditionals: Statements that only run under certain conditions.
  • While Loop: A loop that continues to repeat while a condition is true.

Lesson 6: Swimming Fish with 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 7: Alien Dance Party with Sprite Lab

  • Event: An action that causes something to happen.

Lesson 8: Private and Personal Information

  • Identity Theft: When a thief steals someone’s private information in order to pretend to be that person.
  • Personal Information: Information that can’t be used to identify you.
  • Private Information: Information that can be used to identify you.
  • Register (Online): To enter your information in order to sign up and get access to a website.

Lesson 11: Nested Loops in Maze

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

Lesson 12: Fancy Shapes using Nested Loops

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

Lesson 13: Nested Loops with Frozen

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

Lesson 14: Songwriting

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

Lesson 15: Functions in Minecraft

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

Lesson 16: Functions with Harvester

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

Lesson 17: Functions with Artist

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

Lesson 18: End of Course Project

  • 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

Course F

Lesson 1: Functions in Minecraft

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

Lesson 2: Swimming Fish with 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 3: Alien Dance Party with Sprite Lab

  • Event: An action that causes something to happen.

Lesson 4: Drawing with Loops

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

Lesson 5: Nested Loops in Maze

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

Lesson 6: Envelope Variables

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

Lesson 7: 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 8: Changing Variables with Bee

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

Lesson 9: Changing Variables with Artist

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

Lesson 10: Simulating Experiments

  • Models and Simulations: a program which replicates or mimics key features of a real world event in order to investigate its behavior without the cost, time, or danger of running an experiment in real life.

Lesson 11: For Loop Fun

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

Lesson 12: For Loops with Bee

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

Lesson 13: For Loops with Artist

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

Lesson 14: The Internet

  • DNS: short for Domain Name System, this system translates domain names (like example.com) to IP addresses (like 93.184.216.34)
  • 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 17: The Power of Words

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

Lesson 18: Crowdsourcing

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

Lesson 19: 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 20: End of Course Project

  • 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

Pre Express

Lesson 2: Sequencing with Scrat

  • Click: Press the mouse button
  • Double-Click: Press the mouse button very quickly
  • Drag: Click your mouse button and hold as you move the mouse pointer to a new location
  • Drop: Release your mouse button to "let go" of an item that you are dragging

Lesson 3: Programming with Scrat

  • 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.
  • Program: An algorithm that has been coded into something that can be run by a machine.
  • Programming: The art of creating a program.

Lesson 4: Programming with Rey and BB-8

  • 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.
  • Program: An algorithm that has been coded into something that can be run by a machine.
  • Programming: The art of creating a program.

Lesson 5: Programming with Harvester

  • 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.
  • 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: Loops with Scrat

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

Lesson 8: Loops with Laurel

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

Lesson 9: Ocean Scene with Loops

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

Lesson 10: Drawing Gardens with Loops

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

Lesson 11: On the Move with Events

  • Event: An action that causes something to happen.

Lesson 12: A Royal Battle with Events

  • Event: An action that causes something to happen.

Express

Lesson 1: Dance Party

  • code: (v) to write code, or to write instructions for a computer.
  • Event: An action that causes something to happen.
  • 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: Debugging with Scrat

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

Lesson 4: 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 6: Loops with Rey and BB-8

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

Lesson 7: Sticker Art with Loops

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

Lesson 8: 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 9: Snowflakes with Anna and Elsa

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

Lesson 10: 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 11: If/Else with Bee

  • Conditionals: Statements that only run under certain conditions.

Lesson 12: 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 13: Conditionals in Minecraft: Voyage Aquatic

  • 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 14: 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 15: 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 16: Functions in Minecraft

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

Lesson 17: Functions with Harvester

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

Lesson 18: Functions with Artist

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

Lesson 19: 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 20: Changing Variables with Bee

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

Lesson 21: Changing Variables with Artist

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

Lesson 22: For Loops with Bee

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

Lesson 23: For Loops with Artist

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

Lesson 24: Swimming Fish in 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 25: Alien Dance Party

  • Event: An action that causes something to happen.

Lesson 28: End of Course Project

  • 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