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ACARA Digital Technologies Years 5–6 · Modules 120–132

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A free printable ACARA Digital Technologies Years 5–6 definitions worksheet with 10 key terms, built from the key terms of Algorithms with Branching and Repetition (Modules 120–132) — Drawing a decision in a flowchart, Drawing a loop in a flowchart, Showing a counter in a flowchart, Following a flowchart to predict the result, Turning numbered steps into a flowchart, Testing an algorithm with different starting values and more. Print it or save it as a PDF — the answer key starts on its own page. No login needed.

ACARA Digital Technologies Years 5–6 Definitions Worksheet: Algorithms with Branching and Repetition (Modules 120–132)

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Date:
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Key terms

Write what each term means, in your own words.

1
decision diamond
2
loop arrow
3
count ← count + 1
4
trace a flowchart
5
step = shape
6
test case
7
IF or REPEAT
8
REPEAT UNTIL guess = secret
9
quiz algorithm
10
REPEAT + IF + count

Answer Key

ACARA Digital Technologies Years 5–6 · Modules 120–132 · Student wording will vary for definitions
1decision diamond — A diamond shape in a flowchart that asks a yes or no question. One arrow is labelled Yes and one is labelled No, and each arrow leads to different steps.
2loop arrow — An arrow that goes back to an earlier shape so steps repeat. The loop stops when the decision's exit arrow is followed, such as when the answer is Yes.
3count ← count + 1 — A flowchart counter: set count to 0 in a step box, add 1 inside the loop, then ask count = 5? in a diamond. Yes leaves the loop, No goes round again.
4trace a flowchart — Start at the oval, follow each arrow with your finger, answer every diamond using the current values, write down counter changes, and stop at the end oval to find the result.
5step = shape — Each numbered step becomes one flowchart shape. An IF becomes a diamond, and a REPEAT becomes an arrow going back to an earlier shape. Both versions should do the same thing.
6test case — A chosen starting value you try in an algorithm, with the result you expect. Use one for every path and for a loop that runs zero times, then compare expected and actual results.
7IF or REPEAT — Use IF when a step happens only sometimes. Use REPEAT when the same steps happen many times. Use both together when a loop needs a choice inside.
8REPEAT UNTIL guess = secret — The guessing game loop: keep asking for a guess until it matches the secret number. Inside, decide too high, too low or correct, and add 1 to the count each time.
9quiz algorithm — An algorithm that repeats questions, adds 1 to a score variable for each right answer, and picks harder or easier questions depending on that score.
10REPEAT + IF + count — A finished algorithm joins steps, a decision (IF), a loop (REPEAT) and a counter to solve a school, game or recipe problem. You check it by following it step by step.

Modules this definitions worksheet covers

Every module has its own free printable worksheet with an answer key, and students can practise the same terms interactively on Cloodit.

Part of: ACARA Digital Technologies Years 5–6 — Algorithms with Branching and Repetition, ACARA Digital Technologies Years 7–8 — Algorithms, Flowcharts and Pseudocode, ACARA Digital Technologies Years 7–8 — Tracing and Debugging Algorithms, ACARA Digital Technologies Years 7–8 — Programming with Control Structures and Functions (JavaScript), QCE Digital Solutions Unit 1 — Algorithms and Programming Techniques, QCE Digital Solutions Unit 3 — Interactions Between Users, Data and Digital Systems, WA Computer Science ATAR Year 11 — Pseudocode and Algorithm Design

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