Instructionsthat can beunderstoodand followedby a machineTheworld welive inThe place inyour programwhere you calla function youhave definedThe art ofblending humanideas and digitaltools to increaseproblem solvingpowerWritinginstructionsfor a digitaltoolA person who isskilled atmodifyingproblems fordigital solutionsTransformingactions into asymboliclanguageFindingand fixingproblemsin codePretending tobe (a stand-in for) thereal thingThe waysomethingallows you toconnect withitTo makesomethinghappenautomatically(without helpfrom people)Extra bits ofinformation thatyou can passinto a functionto customize itTo break ahard problemup intosmaller,easier onesRemovingdetails from asolution so thatit can work formany problemsA list of stepsthat allowyou tocomplete ataskA piece ofcode thatcan be calledover andoverA method ofproblem-solvingthat helpscomputerscientists prepareproblems fordigital solutionsA series ofinstructionson how toaccomplish ataskA themethat isrepeatedmany timesSoftware thatis created forfree use byeveryoneInformation,including:facts, samples,names andnumbersThe place whereyou assign aseries of actionsto one easy-toremember nameA piece ofcode thatcan be calledover andoverInstructionsthat can beunderstoodand followedby a machineInstructionsthat can beunderstoodand followedby a machineTheworld welive inThe place inyour programwhere you calla function youhave definedThe art ofblending humanideas and digitaltools to increaseproblem solvingpowerWritinginstructionsfor a digitaltoolA person who isskilled atmodifyingproblems fordigital solutionsTransformingactions into asymboliclanguageFindingand fixingproblemsin codePretending tobe (a stand-in for) thereal thingThe waysomethingallows you toconnect withitTo makesomethinghappenautomatically(without helpfrom people)Extra bits ofinformation thatyou can passinto a functionto customize itTo break ahard problemup intosmaller,easier onesRemovingdetails from asolution so thatit can work formany problemsA list of stepsthat allowyou tocomplete ataskA piece ofcode thatcan be calledover andoverA method ofproblem-solvingthat helpscomputerscientists prepareproblems fordigital solutionsA series ofinstructionson how toaccomplish ataskA themethat isrepeatedmany timesSoftware thatis created forfree use byeveryoneInformation,including:facts, samples,names andnumbersThe place whereyou assign aseries of actionsto one easy-toremember nameA piece ofcode thatcan be calledover andoverInstructionsthat can beunderstoodand followedby a machine

Intro to Computer Science - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


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  1. Instructions that can be understood and followed by a machine
  2. The world we live in
  3. The place in your program where you call a function you have defined
  4. The art of blending human ideas and digital tools to increase problem solving power
  5. Writing instructions for a digital tool
  6. A person who is skilled at modifying problems for digital solutions
  7. Transforming actions into a symbolic language
  8. Finding and fixing problems in code
  9. Pretending to be (a stand-in for) the real thing
  10. The way something allows you to connect with it
  11. To make something happen automatically (without help from people)
  12. Extra bits of information that you can pass into a function to customize it
  13. To break a hard problem up into smaller, easier ones
  14. Removing details from a solution so that it can work for many problems
  15. A list of steps that allow you to complete a task
  16. A piece of code that can be called over and over
  17. A method of problem-solving that helps computer scientists prepare problems for digital solutions
  18. A series of instructions on how to accomplish a task
  19. A theme that is repeated many times
  20. Software that is created for free use by everyone
  21. Information, including: facts, samples, names and numbers
  22. The place where you assign a series of actions to one easy-to remember name
  23. A piece of code that can be called over and over
  24. Instructions that can be understood and followed by a machine