Softwarethat iscreated forfree use byeveryoneA piece ofcode thatcan becalled overand overA list ofsteps thatallow you tocomplete ataskA series ofinstructionson how toaccomplish ataskTo makesomethinghappenautomatically(without helpfrom people)Instructionsthat can beunderstoodand followedby a machineThe waysomethingallows you toconnect withitA piece ofcode thatcan becalled overand overFindingand fixingproblemsin codeInformation,including:facts, samples,names andnumbersWritinginstructionsfor a digitaltoolA themethat isrepeatedmany timesThe art ofblending humanideas and digitaltools to increaseproblem solvingpowerPretendingto be (astand-in for)the real thingA method ofproblem-solvingthat helpscomputerscientists prepareproblems fordigital solutionsThe place inyour programwhere you calla function youhave definedTo break ahardproblem upinto smaller,easier onesExtra bits ofinformation thatyou can passinto a functionto customize itTransformingactions intoa symboliclanguageThe place whereyou assign aseries of actionsto one easy-toremember nameRemovingdetails from asolution so thatit can work formany problemsTheworld welive inInstructionsthat can beunderstoodand followedby a machineA person who isskilled atmodifyingproblems fordigital solutionsSoftwarethat iscreated forfree use byeveryoneA piece ofcode thatcan becalled overand overA list ofsteps thatallow you tocomplete ataskA series ofinstructionson how toaccomplish ataskTo makesomethinghappenautomatically(without helpfrom people)Instructionsthat can beunderstoodand followedby a machineThe waysomethingallows you toconnect withitA piece ofcode thatcan becalled overand overFindingand fixingproblemsin codeInformation,including:facts, samples,names andnumbersWritinginstructionsfor a digitaltoolA themethat isrepeatedmany timesThe art ofblending humanideas and digitaltools to increaseproblem solvingpowerPretendingto be (astand-in for)the real thingA method ofproblem-solvingthat helpscomputerscientists prepareproblems fordigital solutionsThe place inyour programwhere you calla function youhave definedTo break ahardproblem upinto smaller,easier onesExtra bits ofinformation thatyou can passinto a functionto customize itTransformingactions intoa symboliclanguageThe place whereyou assign aseries of actionsto one easy-toremember nameRemovingdetails from asolution so thatit can work formany problemsTheworld welive inInstructionsthat can beunderstoodand followedby a machineA person who isskilled atmodifyingproblems fordigital solutions

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