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Computing Music & Sound

KS2 CODING VOCABULARY​

Basic Vocabulary

Instruction – A single thing a computer is told to do.
Step – One part of a sequence of instructions.
Start – The beginning of a program or action.
Stop – The end of a program or action.
Button – Something you click or press to make something happen.
Action – Something that happens in a program (e.g., move, jump, or change color).
Move – A common command to make something go from one place to another.
Click – Pressing a button on the mouse to make something happen.
Drag – Clicking and holding something to move it to a new spot.
Drop – Releasing something after dragging it to a new spot.
Block – A piece of code used in block-based programming (e.g., Scratch).
Sprite – A character or object in a program that can move or act.
Run – To make a program start working.
Repeat – Another word for "loop" that younger children might find easier to understand.
Command – An instruction given to a computer.
Sequence – The order in which instructions are followed.

Intermediate Vocabulary 

Algorithm – A set of steps or instructions to solve a problem or complete a task.
Program – A collection of commands or code that a computer can run.
Input – Information or data entered into a program by a user or another source.
Output – The result or effect produced by a computer after processing input.
Loop – A repeated sequence of instructions.
Conditionals (If-Then) – Statements that run different actions depending on whether a condition is true or false.
Event – An action like a mouse click or a keypress that causes something to happen in a program.
Debugging – The process of finding and fixing errors or bugs in a program.

Advanced Vocabulary 

Variable – A container that stores information which can change during a program.
Function – A named section of a program that performs a specific task and can be reused.
Parameter – A special kind of input to a function that allows it to work with different data.
Event-driven Programming – A programming style where the flow of the program is controlled by events like user actions.
Decomposition – Breaking a complex problem into smaller, more manageable parts.
Abstraction – Simplifying complex systems by focusing on important details and ignoring irrelevant ones.
Optimisation – Making a program more efficient by improving speed, memory, or readability.

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