Vocabulary
- Programming Language
- A set of rules in which symbols represent actions.
- Behavior
- Actions performed by a robot defined by the programming language.
- Coder Cards
- Physical cards that represent commands to be used in the Coder.
- Command
- Instructions used to create behaviors that are executed by the robot.
- Project
- A list of commands sequenced together in order for a robot to execute behaviors.
- Bug
- An error in the code that prevents a project from running as expected.
- Sequence
- The order in which commands are executed, one after another.
- Debugging
- Finding and fixing problems in a project.
Encouraging Vocabulary Usage
General notes on encouraging vocabulary usage with young children:
- Remind students that as they try new vocabulary words that they may not be able to explain everything in detail the first time. Encourage failure and remind students that it is an important part in the learning process.
- Students tend to pick up on vocabulary and language that they hear in their environment. During discussions and explanations, ensure to use vocabulary as much as possible.
Tips for Encouraging Vocabulary Usage
- Work language into classroom management conversations - Much of this unit talks about the connection between a command and a behavior, or in human terms, a thought and an action. Work the terms into behavior reminders, saying things like “How can you debug your behavior program right now?” Or, “What command is your teacher telling you to do? What behavior should you do then?” Or, into positive reinforcement with things like “Wow! That was a great sequence to line up so smoothly!”
- Vocabulary Matching Game - Invite students to draw interpretations of each vocabulary word, then mix up the terms and their drawings and offer students opportunities to match them. Seeing different children’s interpretations of the same definitions could help children see a new perspective on something they were wondering about, and think about it differently.