Terminology

Horses Computer Science Content

This section is a quick overview of definitions we’ve already covered, but these are the definitions you definitely want to get across to the students before starting the lesson. There are multiple ways you could introduce these definitions to the students, but we encourage using examples to drive the definitions in.

Boolean

A boolean (true/false) is a type of variable that can take one of two values: true or false. Booleans can be used as the condition in a conditional (if/then) statement or as a condition (sometimes called the loop guard) in a while loop. In Alice, functions can return a boolean variable. For example, the world has a function “both a and b” that takes as input two booleans, a and b, and returns true if both are true, and false if otherwise.

Comment

A comment is a region of text in code that is not meant to be executed, but instead provides information about the executable code around it.

Conditional Statement

A conditional (if/then) statement controls whether or not certain lines of code are executed. A boolean (true/false) value or expression is given as input, and if that value is true, then the code is executed. For this reason, conditional statements are sometimes referred to as if/then statements. In Alice, if/else blocks can be found at the bottom of the programming environment, all if blocks have an else block that follows. Code in the else block is executed if the input value is false. We see conditional statements in everyday language as well! For example: if the day is Monday, then we go to school.

Property

A property is a variable that describes an object. In Alice, all objects (e.g., horse) have properties, including skin texture and isShowing. You can see the list of properties for an object by clicking on the object in your scene, then select in the properties tab under objects details in the bottom left hand corner.

Variable

A variable is a value that stores information to describe an object or method. The value can be a number (e.g., height), a string (e.g., name), or even a color. In Alice, for example, a variable is used when the user wants to specify the number of jumps an object should take.