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.

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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.

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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.

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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:

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Function

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

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Layout

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

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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.

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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.

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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.

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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.

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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).