Content Area 1: Problem Solving Flashcards

1
Q

Computational thinking

A

The ability to analyse problems and express their solutions in a way that a computer could also execute. This involves skills such as decomposition, pattern recognition, abstraction, and algorithm design.

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2
Q

Top-down approach

A

A problem-solving technique where a large problem is broken down into smaller, more manageable sub-problems to be solved independently.

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3
Q

Bottom-up approach

A

A problem-solving technique where a solution is built by starting with small, individual components and gradually combining them to create a complete solution.

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4
Q

Modularisation

A

The process of dividing a program or system into smaller, independent, and reusable units called modules, each performing a specific task.

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5
Q

Decomposition

A

The process of breaking down a complex problem or process into smaller, more manageable parts to understand its main features and make it easier to solve.

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6
Q

Pattern recognition

A

Identifying and describing trends and similarities within and between problems and processes, and recognising common features between a given problem and existing solutions to make predictions and assumptions.

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7
Q

Abstraction

A

The process of identifying the essential information needed to solve a problem and filtering out unnecessary details at different stages. This includes defining inputs, expected outputs, things that vary and remain constant, key actions, and repeated processes.

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8
Q

Algorithm

A

A well-defined sequence of instructions or steps, typically in a logical order, to solve a problem or achieve a specific outcome.

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9
Q

Flowchart

A

A visual representation of an algorithm using standardised symbols to illustrate the sequence of steps and decisions.

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10
Q

Pseudocode

A

A way of describing an algorithm using a combination of natural language and programming-like constructs, without adhering to the exact syntax of a specific programming language. It is used for planning a digital solution.

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11
Q

Programming constructs (sequence)

A

The order in which instructions in an algorithm or program are executed, one after the other.

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12
Q

Programming constructs (selection/branching)

A

A control flow structure in an algorithm or program that allows different sets of instructions to be executed based on whether a certain condition is true or false (e.g., IF, THEN, ELSE, ELSEIF, CASE).

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13
Q

Programming constructs (iteration/looping)

A

A control flow structure in an algorithm or program that allows a set of instructions to be repeated a certain number of times (e.g., For loop) or while a certain condition is met (e.g., While loop).

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14
Q

Algorithm output

A

The result or outcome produced by executing an algorithm with a given set of inputs.

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15
Q

Algorithm errors

A

Mistakes or faults in the design or implementation of an algorithm that cause it to produce incorrect results or behave unexpectedly.

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