Softwarethat iscreated forfree use byeveryoneRemovingdetails from asolution so thatit can work formany problemsThe place inyour programwhere you calla function youhave definedA piece ofcode thatcan becalled overand overThe art ofblending humanideas and digitaltools to increaseproblem solvingpowerA themethat isrepeatedmany timesFindingand fixingproblemsin codeWritinginstructionsfor a digitaltoolA list ofsteps thatallow you tocomplete ataskA piece ofcode thatcan becalled overand overInstructionsthat can beunderstoodand followedby a machineTo makesomethinghappenautomatically(without helpfrom people)A person who isskilled atmodifyingproblems fordigital solutionsA method ofproblem-solvingthat helpscomputerscientists prepareproblems fordigital solutionsTo break ahardproblem upinto smaller,easier onesA series ofinstructionson how toaccomplish ataskExtra bits ofinformation thatyou can passinto a functionto customize itTheworld welive inPretendingto be (astand-in for)the real thingInstructionsthat can beunderstoodand followedby a machineInformation,including:facts, samples,names andnumbersTransformingactions intoa symboliclanguageThe waysomethingallows you toconnect withitThe place whereyou assign aseries of actionsto one easy-toremember nameSoftwarethat iscreated forfree use byeveryoneRemovingdetails from asolution so thatit can work formany problemsThe place inyour programwhere you calla function youhave definedA piece ofcode thatcan becalled overand overThe art ofblending humanideas and digitaltools to increaseproblem solvingpowerA themethat isrepeatedmany timesFindingand fixingproblemsin codeWritinginstructionsfor a digitaltoolA list ofsteps thatallow you tocomplete ataskA piece ofcode thatcan becalled overand overInstructionsthat can beunderstoodand followedby a machineTo makesomethinghappenautomatically(without helpfrom people)A person who isskilled atmodifyingproblems fordigital solutionsA method ofproblem-solvingthat helpscomputerscientists prepareproblems fordigital solutionsTo break ahardproblem upinto smaller,easier onesA series ofinstructionson how toaccomplish ataskExtra bits ofinformation thatyou can passinto a functionto customize itTheworld welive inPretendingto be (astand-in for)the real thingInstructionsthat can beunderstoodand followedby a machineInformation,including:facts, samples,names andnumbersTransformingactions intoa symboliclanguageThe waysomethingallows you toconnect withitThe place whereyou assign aseries of actionsto one easy-toremember name

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