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Years 5–6 Creating Digital Solutions · Modules 61–74

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A free printable Years 5–6 Creating Digital Solutions definitions worksheet with 12 key terms, built from the key terms of Building visual programs and Evaluating digital solutions and their impact (Modules 61–74) — Using a variable as a counter in a loop, Decisions inside loops in a visual program, Building a button with 'when this sprite clicked', Switching screens with backdrops and show/hide, Turning an algorithm into a visual program, Testing a visual program and more. Print it or save it as a PDF — the answer key starts on its own page. No login needed.

Years 5–6 Creating Digital Solutions Definitions Worksheet: Building visual programs and Evaluating digital solutions and their impact (Modules 61–74)

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Key terms

Write what each term means, in your own words.

1
counter ← counter + 1
2
if inside a loop
3
when this sprite clicked
4
switch backdrop to
5
step -> block
6
testing
7
debugging
8
requirements checklist
9
evaluate
10
improvement
11
community impact
12
user, need, feature, reason

Answer Key

Years 5–6 Creating Digital Solutions · Modules 61–74 · Student wording will vary for definitions
1counter ← counter + 1 — A counter is a variable that goes up by 1 each time a loop repeats, so it counts how many times something happened. Set it to 0 before the loop starts.
2if inside a loop — An if block placed inside a loop is checked again on every repeat, so the program makes a new decision each time round, like in forever or repeat until.
3when this sprite clicked — An event block that starts its script when the user clicks that sprite, so the sprite works like a button. Add a label to the sprite and a colour change to show it can be clicked.
4switch backdrop to — A Looks block that changes the stage picture. With show and hide blocks it gives a program several screens, like a start screen and a results screen, and hides sprites not needed.
5step -> block — Turn each algorithm step into a matching block: SET becomes set, ASK becomes ask and wait, IF becomes if, REPEAT becomes repeat. Then run it to check it does what the algorithm says.
6testing — Running your program with chosen test inputs and comparing what happens to the result you expected. Test every path, so each branch of the program gets checked.
7debugging — Finding the block that causes a wrong result in a program and fixing it, such as a block in the wrong order or a wrong condition.
8requirements checklist — A list of every functional requirement and success criterion. You test the solution against each one, then record yes or no and note your evidence, such as what you saw or a screenshot.
9evaluate — To judge how well a system meets a user's need by checking it against criteria like easy to use, quick and reliable, then rating each one and giving a reason with evidence.
10improvement — A change that helps when a system does not meet a user's need. Find the gap, suggest one new feature, and give your feedback in a kind, respectful way.
11community impact — How a digital solution affects other people, not just its user. It can help (benefits), cause problems (harms), or leave some people out.
12user, need, feature, reason — A good discussion names the user, then their need, then the feature that meets it, and ends with the reason it works. Starters like 'The system helps because...' can help.

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: 5-6 Digital Technologies Vic Curric - Creating Digital Solutions, VCE Data Analytics - U4O1 - Development and Evaluation, 7-8 Digital Technologies: Sharing online and managing projects, 7-8 Digital Technologies: Evaluating digital solutions, 9-10 Digital Technologies: Evaluating solutions, impact and innovation, ACARA Digital Technologies Years 9–10 — Testing and Validating Programs, QCE Digital Solutions Unit 1 — Understanding Digital Problems, QCE Digital Solutions Unit 1 — User Experiences and Interfaces, QCE Digital Solutions Unit 1 — Programmed Solutions, QCE Digital Solutions Unit 2 — Prototype Data Solutions, 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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