← 7-8 Digital Technologies: Designing and tracing algorithms

7-8 Digital Technologies: Designing and tracing algorithms Hangman

Years 7–8 · Victorian Curriculum · 36 key terms.

Theme
Words

Every word, shuffled.

Players

Students learn to design algorithms with sequence, selection, loops and nested control structures, represent them as pseudocode and flowcharts, and trace and test them to find errors. See the whole journey →

Want your own words? Free Hangman Generator →

Same words, on paper

The quiet activity after the loud one. Free to print, answer keys included.

Crosswordif-then-else block to Reading and tracing complex pseudocode · Designing algorithms with branching and iteration and Designing user interfaces · What is Pseudocode to if-then block · all 9

Word searchWhat is Pseudocode to Reading and tracing complex pseudocode · Designing algorithms with branching and iteration and Designing user interfaces · Defining and decomposing problems to Evaluating digital solutions · all 7

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 36 key terms

1algorithm
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.
2pseudocode
A way of writing algorithms using plain English and common symbols without the rules of any specific programming language, used to plan logic before coding begins
3end if
A closing keyword in VCAA pseudocode that ends an if block; every nested construct uses end followed by its matching keyword: end if, end while, end for
5input
A VCAA pseudocode keyword that accepts a value from the user and stores it in a named variable. Example: input age stores the user's entered value in the variable age
6print
A VCAA pseudocode keyword that outputs a value, variable or expression as a result. Example: print area displays the current value stored in the variable area
7MOD
The pseudocode operator that returns the remainder after integer division. Example: 10 MOD 3 gives 1 because 10 divided by 3 is 3 remainder 1
9AND
A VCAA pseudocode boolean operator that combines two conditions. The overall result is true only when BOTH conditions are true. Example: x > 0 AND x < 10
11IF-THEN-ELSE
A selection structure that runs one set of instructions if a condition is true, and a different set if it is false
12ELSE IF
A keyword that adds another condition to check if the previous IF or ELSE IF condition was false
13nested if
An if block written inside another if block. The inner condition is only checked when the outer condition is true. Indent the inner block and give each if its own end if.
14FOR i FROM 1 TO n
A loop that repeats its instructions a fixed number of times, counting the variable i from 1 up to n
15WHILE condition DO
A loop that repeats its instructions for as long as the given condition remains true, checked before each repetition
16REPEAT ... UNTIL condition
A loop that repeats its instructions and checks the condition after each repetition, so the body always runs at least once
17count <- count + 1
A counter. It adds 1 to a variable each time a loop repeats. Set it to 0 before the loop. An accumulator works the same way: total <- total + x adds a value each time.
18IF 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.
19if x > 0 then for i from 1 to x
A loop written inside an if branch only runs when that branch's condition is true. If the condition is false, the loop is skipped. An else branch can hold a loop too.
20Nested FOR loop
A FOR loop placed entirely inside another FOR loop, so the inner loop runs fully for every repetition of the outer loop
21Mixed iteration
Nesting one loop type inside a different loop type, such as a FOR loop inside a WHILE loop
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
A visual diagram that maps a program's logic before coding, using ovals for start/end, rectangles for steps, and diamonds for yes/no decisions
24parallelogram
The flowchart shape for an input or output step, like getting a name from the user or showing a result. Write the action and variable inside, e.g. Input age.
25flowchart 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.
26decision 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.
27chained 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.
28nested decision
A diamond placed on the Yes or No path of another diamond, so the second question is only asked after the first answer. Every path still ends at the End shape.
29flowchart 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.
30decision inside a loop
A diamond on the loop path is asked on every pass. Both its Yes and No branches rejoin, then go back to the loop test, usually after the counter update.
31flowchart 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.
32Trace table
A table that records the value of each variable at every step of an algorithm, used to check its logic by hand.
33trace an if
Check the condition using the current values, record TRUE or FALSE in the trace table, then follow only the branch that is true and skip the other branch.
34nested loop
A loop inside another loop. When tracing, the inner loop completes all its repeats for each single repeat of the outer loop, so total passes = outer repeats x inner repeats.
35Execution order
The exact sequence in which an algorithm's lines run, followed step by step to trace its behaviour.
36test data
Chosen inputs, each with the output you expect, picked so every path (branch) through an algorithm gets tested. Compare the real result to the expected output.
37Boundary values
Test inputs at the edge of a condition. For age >= 18, test 17 (just below), 18 (exactly on) and 19 (just above) to check the algorithm picks the right path at the edge.
38bug
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.
39design 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.

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.

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.

More Victorian Curriculum Hangman

Investigating Issues in Technology21 key terms 5-6 Digital Technologies Vic Curric - Digital Systems & Security52 key terms 5-6 Digital Technologies Vic Curric - Data, Information and Privacy41 key terms 5-6 Digital Technologies Vic Curric - Creating Digital Solutions70 key terms 7-8 Digital Technologies Vic Curric - Digital Systems and Security74 key terms 9-10 Digital Technologies Vic Curric - Digital Systems and Security83 key terms Make your own hangman →Paste any word list and play