5-6 Digital Technologies Vic Curric - Creating Digital Solutions Hangman
Years 5–6 · Victorian Curriculum · 70 key terms.
Every word, shuffled.
The names stay in this browser on this computer — they are never sent to Cloodit. A random student is called for each word.
Victorian Curriculum Digital Technologies, Levels 5–6, Creating Digital Solutions strand: defining problems and requirements, designing algorithms with branching and iteration, designing user interfaces, building visual programs, and evaluating solutions. See the whole journey →
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The quiet activity after the loud one. Free to print, answer keys included.
CrosswordBuilding visual programs and Evaluating digital solutions and their impact · Defining problems and requirements and Designing algorithms with branching and iteration · Designing algorithms with branching and iteration · all 7
Word searchDesigning user interfaces to Evaluating digital solutions and their impact · Defining problems and requirements and Designing algorithms with branching and iteration · Designing algorithms with branching and iteration and Designing user interfaces
Worksheetfor any module, with answer key
When your class is on devices — Snake Break and Diamond Dash run on the same modules, with a free class.
The 70 key terms
- 1problem
- Something difficult or annoying for someone. Some problems can be solved or made easier by a digital system, like an app, but others need something non-digital, like a tool.
- 2user need
- Something a user must be able to do or have to finish a task or fix their problem. A need is not just a want. We write it as: The user needs to...
- 3[User] needs a way to [do something] because [reason]
- A problem statement is one sentence that names the user, says the task they need to do, and gives the reason why it matters. It turns a vague idea into a clear problem.
- 4The solution must
- Starts a functional requirement: one thing a digital solution must do. It says what the solution does, not how, and covers one action. Example: The solution must show the score.
- 5co-develop requirements
- Work with your teacher, the user and classmates to ask questions, list what the solution must do, and agree on a final list of requirements.
- 6success criterion
- A checkable statement about what a solution must do for the user, like 'The user can log in.' You check it with yes or no to see if the solution works.
- 7decomposition
- Breaking a big problem into smaller parts, so each part is simple enough to solve in a few steps. You can then choose one part to solve first.
- 8algorithm
- A set of clear steps, in order, that solves a problem or completes a task, like a recipe or morning routine. Each step must be precise so a person or computer can follow it.
- 9sequence
- Steps that run one after another in a set order. Changing the order, leaving a step out or adding an extra step can change the result.
- 101. Get a bowl
- A written algorithm step. Each line has one number and one action, and starts with a command word like Get, Add or Show. Steps go 1, 2, 3 in order.
- 11follow an algorithm
- To carry out each step exactly as written, in order, without skipping steps or guessing. You can track values on paper, check the final result, or act it out with a partner.
- 12SET score TO 0
- A variable is a named place that stores a value. SET gives it a value, like 0, and later steps can change it, such as ADD 1 to score, so it works as a counter.
- 13ASK and SHOW
- ASK is an input step: it asks the user for a value and stores it in a variable. SHOW is an output step: it displays a result, like a message, on the screen.
- 14condition
- A question about the situation that can only be answered true or false (yes or no), like 'Is it raining?' or 'Is the score above 10?'. It helps an algorithm decide what to do.
- 15IF condition THEN action END IF
- Runs the indented action only when the condition is true. If the condition is false, the action is skipped. Write IF and THEN in capitals, indent the action, and finish with END IF.
- 16IF condition THEN action1 ELSE action2
- Chooses between two paths. If the condition is true, action1 runs. If it is false, the ELSE path runs action2 instead. Exactly one of the two paths runs.
- 17ELSE IF
- Checks another condition when the first one is false, so an algorithm can pick from more than two paths. Conditions are checked in order and only one path runs.
- 18iteration
- Repeating a set of steps instead of writing them out again and again. The repeated steps are called the loop body. Loops save effort.
- 19REPEAT n TIMES
- Runs the indented steps under it exactly n times, then moves on to the next step. Use END REPEAT to show where the loop stops. Example: REPEAT 5 TIMES.
- 20REPEAT ... UNTIL
- A loop that keeps repeating its steps until a condition becomes true. Use it when you don't know how many times. Make sure the condition can happen, or the loop never stops.
- 21IF inside REPEAT
- An IF placed inside a REPEAT is checked again on every repetition, so each pass through the loop can take a different path.
- 22sequence, branch, loop
- Most algorithms mix steps in order (sequence), decisions (branch) and repeats (loop). When you read an algorithm, you can label each part and explain it in your own words.
- 23flowchart sequence
- A line of rectangles joined by arrows from the Start oval to the End oval, with one arrow in and one arrow out of each step. Each step is a short action phrase.
- 24decision diamond
- A diamond shape in a flowchart that holds a yes/no question. One arrow labelled Yes and one labelled No lead to different steps, and the paths can join up again later.
- 25chained decisions
- Putting one decision diamond after another, so a No arrow leads to the next diamond. This lets a flowchart choose between three or more paths, and every path reaches End.
- 26flowchart loop
- An arrow that goes back to an earlier shape, usually from a decision diamond, so the steps repeat until the exit condition is met and the exit arrow is followed.
- 27flowchart to steps
- Changing a flowchart into written steps: a diamond becomes IF or a loop condition, a back arrow becomes REPEAT, then check both versions do the same thing.
- 28bug
- A mistake in an algorithm. Follow the steps until the result goes wrong, then fix that step. It might be in the wrong order, missing, or unclear.
- 29design an algorithm
- Start with the user's problem, list the steps the solution must do, then add any decisions and repeats. Think about what the user puts in and needs out, and test the steps with them.
- 30user interface
- The part of a digital system that you see and use. You give input by touching, clicking or typing, and the screen shows you output.
- 31button
- An interface element the user clicks or taps to make something happen. It needs a clear label, should do one action, and must be big enough to press easily.
- 32text box and label
- A text box lets the user type in an answer. A label is words on the screen that tell the user what to type (prompt text) or show the result (output text).
- 33menu, slider, checkbox
- Interface elements that let the user pick from set options instead of typing: a menu lists choices, a slider picks a value on a range, a checkbox turns an option on or off.
- 34layout
- Where items are placed on a screen. Good layout groups related items together, lines them up and leaves space between them, so the screen is easy to scan.
- 35consistency
- Consistency means similar things look and work the same way on every screen, like buttons with the same style and a menu in the same place, so users always know what to do.
- 36contrast
- How different the text colour is from the background colour. High contrast, like black text on white, with large enough text, makes words easy to read.
- 37different users, different needs
- One digital system can suit one user well and fail another, because users differ in age, ability and experience. Features like read-aloud and large text help.
- 38thumbnail sketches
- Small, quick drawings of different design ideas. Make several, compare them, then choose the best one to build.
- 39screen sketch
- A simple drawing of a screen. It has an outline, then a box or shape for each button, text box or label, drawn where it will go. You draw one sketch for each screen.
- 40annotation
- A short note on a design that says what an element does or what happens when it is used, like a label on a button or an arrow showing which screen opens next.
- 41present a design
- To show your sketch, explain how each part helps the user, and ask others for feedback. Listen to what they say so you can improve your design.
- 42evaluate a design
- To check a design against criteria, like easy to read, easy to use and meets the requirements, using a checklist, user feedback and evidence to show if each one is met.
- 43modify a design
- Change one thing in your design, like size, position or wording, because of feedback. Then check it again. Change one thing at a time and save each version.
- 44visual programming editor
- A screen where you build programs by snapping blocks together. It has a stage that shows the program, sprites that act, a block palette and a script area.
- 45when green flag clicked
- An event block that starts the script stacked under it. It is a hat block that sits at the top, and the program begins when you click the green flag.
- 46when space key pressed
- An event block that waits for a key to be pressed. Each time you press the key you chose, the blocks stacked under it run. You can pick a different key from the drop-down list.
- 47say
- The say block makes a sprite show a speech bubble with text, so the program can give output to the user. Say for 2 seconds hides it after a time. Use join to add a variable.
- 48move 10 steps
- A motion block that moves a sprite forward 10 steps in the direction it faces. Other motion blocks, like turn 15 degrees and go to x y, change which way it faces or where it is.
- 50Make a Variable
- A block button that creates a named box to store a value, like a score. You choose a clear name, and a tick box shows or hides the variable on the stage.
- 52ask and wait
- A block that shows a question and waits. The user types a reply, and it goes into the answer block. You can use answer straight away or save it in a variable.
- 53score > 10
- A comparison block checks two values and reports true or false. This one is true when the score variable is greater than 10. Use < for less than and = for equal to.
- 54and, or, not
- Blocks that combine or flip true/false conditions. And needs both to be true, or needs at least one to be true, and not reverses true to false and false to true.
- 55if <condition> then
- A block that runs the blocks inside it only when its condition is true. If the condition is false, it skips them. The condition goes in the hexagon slot.
- 56if <> then ... else ...
- A block that runs the blocks in the first part if the condition is true, and the blocks in the else part if it is false. Two paths, but only one runs.
- 57nested if-else
- An if-else block placed inside the else part of another if-else block. The program checks one condition at a time, in order, so it can choose between three or more alternatives.
- 58repeat 10
- A block that runs the blocks inside it 10 times, then moves on. Change the number to set how many times. It saves you from stacking the same blocks again and again.
- 59forever
- A block that repeats the blocks inside it again and again until the program is stopped, for example with stop all. You can put an if block inside it to keep checking something.
- 60repeat until <condition>
- A loop block that keeps running the blocks inside it again and again, checking the condition each time, and stops only when the condition becomes true.
- 61counter ← 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.
- 62if 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.
- 63when 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.
- 64switch 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.
- 65step -> 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.
- 66testing
- 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.
- 67debugging
- 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.
- 68requirements 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.
- 69evaluate
- 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.
- 71improvement
- 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.
- 73community impact
- How a digital solution affects other people, not just its user. It can help (benefits), cause problems (harms), or leave some people out.
- 74user, 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.
Frequently Asked Questions
Do I need an account?
No. Hangman runs straight from this page — no account, no sign-up, nothing to install. If you add your class names, they are saved in your own browser and never sent to Cloodit.
How do I play it with my class?
Put the page on your whiteboard or projector and press Play. The class calls out letters and you click or type them. Six wrong letters and the word gets away. After every word its definition appears, so each round ends on the meaning, not just the spelling.
Can I use my own words?
Yes. The free Hangman generator at cloodit.com/hangman/ takes any list: one word or phrase per line, with a definition after a dash if you want it shown at the end of the round.
Can I put my students' names in?
Yes. Add your class list and a random student is called for each word. The list stays in this browser on this computer, so it is still there next lesson.
What year level is this for?
Years 5 and 6 — the modules follow Victorian Curriculum Digital Technologies, Levels 5–6.
Is this aligned to a curriculum?
Yes — the modules are grouped by the Levels 5–6 Creating Digital Solutions content descriptions of the Victorian Curriculum Digital Technologies (VC2TDI6C01–VC2TDI6C05), and each section below can be added to a class on its own.
Are the worksheets free too?
Yes. Every module in this journey has a free printable worksheet with a full answer key, and there are crosswords and word searches built from the same key terms.