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Years 9–10 Creating Digital Solutions · Modules 6–132

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A free printable Years 9–10 Creating Digital Solutions definitions worksheet with 10 key terms, built from the key terms of Defining and decomposing problems to Evaluating solutions, impact and innovation (Modules 6–132) — Decomposing a problem into a hierarchy chart, Prioritising requirements, Truth tables for AND, OR and NOT, Logical operators in a flowchart decision, Negating compound conditions, User experience and the user journey and more. Print it or save it as a PDF — the answer key starts on its own page. No login needed.

Years 9–10 Creating Digital Solutions Definitions Worksheet: Defining and decomposing problems to Evaluating solutions, impact and innovation (Modules 6–132)

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Key terms

Write what each term means, in your own words.

1
hierarchy chart
2
prioritising requirements
3
truth table
4
age >= 13 AND has_permission = Yes
5
NOT (A AND B) = (NOT A) OR (NOT B)
6
user journey
7
accessibility features
8
interactive prototype
9
future impact
10
enterprise opportunity

Answer Key

Years 9–10 Creating Digital Solutions · Modules 6–132 · Student wording will vary for definitions
1hierarchy chart — A diagram that splits one main problem into smaller sub-problems in boxes, level by level, until each box is a small task that can be solved on its own.
2prioritising requirements — Ranking requirements as must-have, should-have or nice-to-have so the most important needs are built first, and trade-offs are made when time or budget is limited.
3truth table — A table that lists every combination of true and false inputs and shows the result of AND, OR or NOT for each one. Two inputs give four rows.
4age >= 13 AND has_permission = Yes — A combined condition in one decision diamond. AND needs both parts true, OR needs just one, NOT reverses it. One diamond with AND matches two diamonds in a row.
5NOT (A AND B) = (NOT A) OR (NOT B) — De Morgan's law: to negate a compound condition, negate each part and swap AND for OR. Likewise NOT (A OR B) = (NOT A) AND (NOT B). A truth table can prove they match.
6user journey — The series of steps a person takes to complete a task, from start to finish. It shows how they feel at each step (their user experience, UX) and where pain points slow them down.
7accessibility features — Design choices like alt text, captions, keyboard-only controls, adjustable text size and not relying on colour alone, so people with different abilities can use a system.
8interactive prototype — A clickable model of a design where buttons link screens together, so users can try a task before any code is written. It is used for testing, not the final product.
9future impact — How a solution could affect society, the economy and the environment over time, including unintended effects its designer did not plan for.
10enterprise opportunity — A gap in what people need that a solution could fill, plus a way to deliver it to a target market, such as selling an app to students who have no good option yet.

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: 9-10 Digital Technologies: Defining and decomposing problems, 9-10 Digital Technologies: Designing and validating algorithms, 9-10 Digital Technologies: Designing user interfaces and experiences, 9-10 Digital Technologies: Evaluating solutions, impact and innovation, IGCSE Computer Science 0478 — 7a Program Development Life Cycle, IGCSE Computer Science 0478 — 8.1b Sequence, Selection and Iteration, IGCSE Computer Science 0478 — 10 Boolean Logic, ACARA Digital Technologies Years 7–8 — Tracing and Debugging Algorithms, ACARA Digital Technologies Years 9–10 — Algorithms with Logical Operators, ACARA Digital Technologies Years 9–10 — Testing and Validating Programs, ACARA Digital Technologies Years 9–10 — Modular and Object-Oriented Programming (Python), 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 — Data-Driven Problems and Solution Requirements, QCE Digital Solutions Unit 2 — Prototype Data Solutions, QCE Digital Solutions Unit 3 — Interactions Between Users, Data and Digital Systems, QCE Digital Solutions Unit 3 — Real-World Problems and Solution Requirements, QCE Digital Solutions Unit 4 — Complex Digital Data Exchange Problems and Solution Requirements, WA Computer Science ATAR Year 11 — Pseudocode and Algorithm Design

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