Flashcards
CS Fundamentals — Course A
Generated from the original open resource by Code.org. Built only from the resource — nothing invented. Free, no login.
Course A Flashcards
| Front | Back |
|---|---|
| What is Course A? | A CS Fundamentals course for kindergarten-age beginning readers, teaching commands like loops and events, along with collaboration, problem-solving, persistence, and internet safety. |
| Bug | Part of a program that does not work correctly; something going wrong, an error. |
| Debugging | Finding and fixing problems in an algorithm or program. |
| Persistence | Trying again and again, even when something is very hard; not giving up. |
| Lesson 1: Unspotted Bugs | A lesson teaching the debugging mantra: "What happened? What was supposed to happen? What does that tell you?" |
| Frustrated | A feeling students may experience when working on a difficult project; presented as a normal step in the creative process, not a sign of failure. |
| Fail | An outcome that can happen while working on a project, but which shouldn't stop persistence. |
| Lesson 2: Stevie and the Big Project | A lesson teaching that frustration is a normal part of learning and working on projects, not a reason to give up. |
| Algorithm | A set of steps used to solve a problem (introduced with lessons on sequencing like Plant a Seed and Happy Maps). |
| Sequencing | Putting steps or instructions in the correct order to complete a task. |
| Lesson 4: Sequencing with Angry Birds | Introduces click, double-click, drag, and drop skills along with pair programming. |
| Pair Programming | Two students working together at one computer to program. |
| Program / Programming | Giving a computer instructions to follow in order to complete a task. |
| Lesson 8: Going Places Safely | A lesson using Common Sense Education materials to teach internet/online safety concepts. |
| Loop | A command that repeats a set of instructions multiple times. |
| Repeat | To do an action again, as used in the concept of loops. |
| Lesson 9: Happy Loops | An unplugged lesson introducing the concept of loops and repeating instructions. |
| Event | An action that triggers a response in a program (e.g., a click causing something to happen). |
| Lesson 14: On the Move with Events | A lesson using Play Lab where students learn to program using events. |
| Play Lab | A Code.org tool used at the end of Course A for students to create their own custom game or story. |
Original licensed under CC BY-NC-SA 4.0. This teaching material is provided free by OER.ai.