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Computational Thinking Concepts
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Avg score: 26% Most missed: “Any of the numerals from 0 to 9.”
Computational thinking (CT) is a problem-solving technique that involves breaking down complex problems into smaller, more manageable parts. CT encourages people to approach problems in a systematic manner, and to develop solutions that are clear to both computers and humans.  The four cornerstones of computational thinking are decomposition, pattern recognition, abstraction, and algorithmic thinking: 1. Decomposition: Breaking down a complex problem into more manageable parts 2. Pattern recognition: The ability to identify similarities and differences in the details of a problem 3.... Show more
Computational Thinking Concepts
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25 Questions

1. Represented by circles and arced arrows to show how a system works.

2. 11

3. Computer program designed to introduce the basics of computational thinking.

4. A set of rules/instructions to be followed to solve a problem.

5. The order in which related things follow each other.

6. A process by which a problem is broken down into smaller sub problems until they are simple enough to be solved directly.

7. coding languages not involving blocks as a main part of its programming language, but individual commands - this allows for faster coding. However, syntax errors are common especially among learners.

8. The state that the process begins with.

9. When a question is asked and depending on the answer, there may be more than one outcome. It is also known as an 'if' statement. Also a decision within a computer program, where the program decides to move on based on the results of an event.

10. 111

11. a 32-bit word.

12. Using Pseudocode to produce a detailed but readable description of what a computer program or algorithm must do. It uses the structural conventions of a normal programming language, but is intended to be read by humans rather than machines.

13. The ability to think logically about a problem and apply techniques for solving it.

14. User interface includes software, such as what is displayed on the computer monitor, and hardware, such as the mouse, keyboard and other peripheral devices. The focus here is on user satisfaction. The criteria for this include efficiency, safety, utility and learning/retention and on creating systems that are satisfying, enjoyable, entertaining, helpful, motivating, aesthetically pleasing, creativity supportive, rewarding, fun and emotionally fulfilling.

15. These include >, <, >=, <=, ===, and !==; and return a true or false result when values are compared e.g. 4 > 3 // true

16. A character or visual representation of an object in a computer game, simulation or application (app).

17. The state that the process ends with when the output is satisfied.

18. A byte is a unit of measurement used to measure data. One byte contains eight binary bits, or a series of eight zeros and ones.

19. All numbers and letters are also changed into combinations of 0 and 1, before being stored in a computer.

20. Data transfer rates

21. The process of one state changing to another.

22. A factor that can change.

23. A chart which shows the breakdown of its system to show what it does.

24. The process of predicting and analyzing.

25. Any of the numerals from 0 to 9.