### Abstraction

Reducing the complexity of a problem by focusing on its most important features. Often involves generalizing from specific instances to something that can be applied more broadly (Ex. Use of variables).

### Algorithm

A sequence of step-by-step instructions that can be used to solve a problem or set of problems

### Boolean

A value that is either True or False (1 or 0 in some programming languages).

### Boolean Logic

A form of algebra centered around three simple words known as boolean operators: AND, OR, and NOT. All values are True or False. On Elementari, boolean operator blocks (white) are in the Logic tab.

### Computational Thinking

Problem-solving related to computers, programming, or computer science. Typically using skills such as decomposition, pattern recognition, abstraction, and algorithms

### Conditional Port

A conditional statement, also known as If/Then statement, tells a program to perform different actions depending on whether a condition is True or False. On Elementari, branching conditionals (If/then/else) are white blocks found in the Logic tab. Conditionals include "Branch", "Compare Text", "Compare Numbers", and the condition port.

### Conditional

A conditional statement, also known as If/Then statement, tells a program to perform different actions depending on whether a condition is True or False. On Elementari, branching conditionals (If/then/else) are white blocks found in the Logic tab. Conditionals include "Branch", "Compare Text", "Compare Numbers", and the condition port.

### Decomposition

Solving a complex problem by breaking it up into smaller, more manageable tasks.

### Easing

In animation, easing specifies the rate of change over time. For example, When the ball starts moving out slow and builds up speed, it’s called ease-in. On Elementari, the default easing is a constant speed.

### Event

An action or occurrence detected by the computer. On Elementari, events are orange blocks and are needed to run the code. Events include:

### Function

A sequence of instructions, usually given a name, that can be reused throughout a program. On Elementari, functions are green blocks. Example functions:

### Layout

The “front side” of the page where you can design by adding text, images, backgrounds, animations, shapes, and other widgets.

### Parallel

A set of actions that are completed at the same time. Another term used can be concurrent. Ex. The image moves and rotates at the same time.

### Program

A sequence of instructions, usually written for a computer

### Sequence

A set of actions that must be completed in sequential order, one action after another. Ex. First, the image moves and then the image rotates.

### Variable

A name that represents a value that can be referred to in a program and changed over time. Variables can have different data types.

### Variable Template

A variable template is a placeholder for a given variable. The variable template is replaced by its value when the program is run. On Elementari, the variable template looks like this on the Layout side:

{{ variable }}. This variable template is in line with other programming language frameworks. Follow the integrated tutorial “How to use a text variable” for a full example.

### Variable Types

Variables have a data type. A variable's data type determines the values that the variable can have and the actions that can be performed on it. On Elementari, there are three variable types: Text, Boolean, and Number.

For example, the variable like “name” has a type that is a text value (Nicole, Massachusetts Institute of Technology).

The variable “score” has a type that is a number value (1,-1).

The variable "has_key" has a type that is a boolean value (True, False).