Club Logistics
Coding Languages
Hardware
STEAM Terms
Key CBOs & Initiatives
100

The online learning management platform for all things Girls Who Code, including the Clubs application, curriculum, Facilitator Toolkit and more. Both the Facilitators and students log on here!

Girls Who Code HQ

100

A high-level block-based visual programming language for children 8-16 that is useful for building animations and games.

Scratch

100

Laptops and two-in-ones running on Google's Chrome operating system. Many schools use this alternative to PCs or MACs as a cheaper option.

Chromebook

100

A way of approaching a solution by breaking complex problems down into more familiar or manageable sub-problems

Computational Thinking

100

CSTA

Computer Science Teacher's Association

200

The document that Club Facilitators must sign on the Clubs Application in order to allow a Club to legally run at their host site.

Participation Agreement

200

A coding language only on Apple products

Swift

200

A low cost, credit-card sized computer that plugs into a computer monitor or TV, and uses a standard keyboard and mouse. It is a capable little device that enables people of all ages to explore computing, and to learn how to program in languages like Scratch and Python.

Raspberry Pie

200

A methodology that helps students of all ages to better comprehend their emotions, to feel those emotions fully, and demonstrate empathy for others.

Social-Emotional Learning (SEL)

200
NSTA

National Science Teacher's Association

300

Girls Who Code's non-fiction NY Times best-seller and basis of the 3-5th grade Club's book club model

Learn to Code and Change the World

300

A multi-use general coding language used for both large-scale and small-scale projects, such as web development, AI, machine learning, operating systems, mobile application development, and video games.

Python

300

A pocket-sized computer that introduces you to how software and hardware work together. It has an LED light display, buttons, sensors and many input/output features that, when programmed, let it interact with you and your world.

Microbits

300

The maximum rate of data transfer across a given path, but often used to refer to the student's ability for internet connectivity.

Bandwidth

300

ALA

American Library Association

400

The first book in Girls Who Code's fiction series and secondary reading option in the 3-5th grade Club's book club model

The Friendship Code

400

A fun and flexible programming language and one of the core technologies of web development that can be used on both the front-end and back-end

Javascript (JS)

400

An open-source electronics platform based on easy-to-use hardware and software. They are able to read inputs - light on a sensor, a finger on a button, or a Twitter message - and turn it into an output - activating a motor, turning on an LED, publishing something online.

Arduino

400

The learning goals for what students should know and be able to do at each grade level.

Educational Standards

400

A one-hour introduction to computer science hosted during Computer Science Education Week (in the second week of December), founded by Code.org, designed to demystify "code," to show that anybody can learn the basics, and to broaden participation in the field of computer science.

Hour of Code

500

The culminating project that 6-12th grade Club members and SIP members work on to use their new coding skills to address a real-world problem in the community they care about.

Girls Who Code Project

500

A JavaScript library for creative coding, with a focus on making coding accessible and inclusive for artists, designers, educators, beginners

P5.JS

500

An Invention Kit for Everyone is an invention kit designed to connect everyday objects to computer keys, like bananas and citrus fruits. It can work with any computer program or webpage that accepts keyboard or mouse click inputs and then it will work.

Makey Makey

500

A place in which people with shared interests, especially in computing or technology, can gather to work on projects while sharing ideas, equipment, and knowledge

Makerspace

500

An organization that guides youth through STEM learning and exploration at an early age through legos. From Discover, to Explore, and then to Challenge, students will understand the basics of STEM and apply their skills in an exciting competition while building habits of learning, confidence, and teamwork skills along the way.

FIRST LEGO League

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