A set of step-by-step instructions that tell a computer (or person) exactly what to do.
Algorithm
Fake code written in simple English to plan what a program will do before writing real code.
Pseudocode
A picture diagram that shows the steps of a program using boxes and arrows.
Flowchart
Information that goes into the computer or program (typing, clicking, buttons, sensors, movement).
Input
What comes out of the program (sounds, lights, vibration, movement, text, graphics).
Output
A “storage box” in the computer’s memory that holds information, like a score or name.
Variable
Code that repeats a set of instructions over and over without rewriting them.
Loop
A test that can be true or false, used for making decisions in code.
Condition
Symbols that help the computer do math or compare things:
+ - * / > < == AND OR
Operators
A named block of code that does one job. You can use it again and again without rewriting it.
Function
To find and fix mistakes (bugs!) in your code.
Debug
To check how two values relate, like “greater than,” “less than,” or “equal to.”
Compare
An algorithm used to find something in a list.
Search
An algorithm that puts things in order (alphabetical, smallest to biggest, etc.).
Sort
A simple early model of a program or product to show how it will look or work.
Prototype
A series of drawings or panels that show how a program, animation, or game will look step-by-step.
Storyboard
A type of value that can only be true or false.
Boolean
Where data is stored inside the computer so programs can use it.
Memory
The individual actions in an algorithm or program, written in the correct order.
Steps
A point in a program where the computer chooses what to do based on a condition.
Decision
To do something again and again—what loops do.
Repeat
The two possible answers to a condition; used for making decisions in programs.
True / False
A logic operator that is only true if both conditions are true.
AND
A logic operator that is true if at least one condition is true.
OR