NCEA L1 Hangarau study materials
NCEA L1 Hangarau study resources

NCEA L1 Hangarau key terms

NCEA L1 Hangarau · Get comfortable with the vocabulary.

Hangarau

The Māori term for technology, covering the design, development and use of digital and physical tools to meet a need or solve a problem.

Related: Tikanga, Mātauranga Māori
Tikanga

Māori customary values and correct procedure. In technology practice it guides how a solution respects people, place and cultural knowledge throughout design and use.

Related: Mātauranga Māori, Cultural Appropriation
Mātauranga Māori

Māori knowledge, including traditional and contemporary understanding passed through generations. It can inform technology design and must be used with permission and respect.

Related: Tikanga, Cultural Appropriation
Cultural Appropriation

Taking or using another culture's knowledge, symbols or designs without permission or understanding. In technology this can cause harm and breach tikanga.

Related: Tikanga, Mātauranga Māori
Digital Technology Outcome

The intended result or change produced by a digital technology solution, such as improved access, safety, learning or efficiency for a particular group of users.

Related: Brief, Stakeholder
Brief

A short written statement defining the problem, the intended users, the constraints and what a successful outcome must achieve before design work begins.

Related: Constraints, Specifications, Stakeholder
Stakeholder

Any person or group affected by or interested in a technology outcome, including users, whānau, community members and the people who will maintain the solution.

Related: End User, Brief
End User

The specific person or group who will actually operate or experience the final digital technology outcome, as opposed to those who commission or fund it.

Related: Stakeholder, Usability
Constraints

The limits within which a solution must be developed, such as budget, time, available equipment, skills, legal requirements or cultural obligations.

Related: Specifications, Brief
Specifications

The measurable requirements a finished outcome must meet, describing what it must do and how well, so that success can be tested objectively.

Related: Constraints, Testing
Usability

How easily and effectively intended users can learn and operate a solution to achieve their goal, including clarity, consistency and error recovery.

Related: End User, Accessibility
Accessibility

Designing so people with diverse abilities, devices, languages or connection speeds can use a solution, for example through captions, contrast and keyboard navigation.

Related: Usability, Inclusive Design
Inclusive Design

An approach that deliberately considers the widest range of users and situations from the start, rather than adapting a finished product afterwards.

Related: Accessibility, End User
Iteration

Repeating the design cycle of planning, making and testing to improve a solution based on evidence gathered from each attempt.

Related: Prototype, Testing
Prototype

An early, simplified version of a solution built to test ideas and gather feedback before committing time and resources to full development.

Related: Iteration, Testing
Testing

Gathering evidence by trialling a solution against specifications with real or representative users, then recording what worked and what failed.

Related: Specifications, Iteration, Prototype
Feedback

Information from users or stakeholders about how well a solution meets their needs, used to decide the next improvement.

Related: Testing, Iteration
Algorithm

An ordered set of unambiguous steps that transforms an input into an output and always finishes, forming the logic behind a program.

Related: Pseudocode, Flowchart, Control Structure
Pseudocode

A structured, plain-language way of writing an algorithm using keywords such as IF, WHILE and INPUT, independent of any programming language syntax.

Related: Algorithm, Flowchart
Flowchart

A diagram using standard shapes and arrows to show the sequence, decisions and repetition in an algorithm or process.

Related: Algorithm, Pseudocode
Variable

A named storage location in a program whose value can be changed while the program runs, such as a score or a username.

Related: Data Type, Assignment
Data Type

The category of a value that determines what operations are valid, for example integer, float, string or Boolean.

Related: Variable, String
String

A data type holding a sequence of characters, such as text or a name, which can be joined, compared or searched.

Related: Data Type, Variable
Boolean

A data type with only two possible values, true or false, used to represent conditions and to control decisions in a program.

Related: Condition, Control Structure
Assignment

The operation that stores a value into a variable, replacing any previous value, often written with an equals sign in code.

Related: Variable, Data Type
Sequence

A control structure in which instructions are carried out one after another in the order they are written.

Related: Control Structure, Selection
Selection

A control structure that chooses between paths using a condition, such as an IF or IF-ELSE statement.

Related: Condition, Control Structure
Iteration (Loop)

A control structure that repeats a block of instructions, either a set number of times or while a condition remains true.

Related: Control Structure, Condition
Control Structure

A construct that determines the order in which instructions run: sequence, selection or iteration. These three combine to build any algorithm.

Related: Sequence, Selection, Iteration (Loop)
Condition

An expression that evaluates to true or false and is used by selection or iteration to decide which path or repetition to take.

Related: Boolean, Selection
Input

Data supplied to a program from a user, sensor, file or another source, which the program then processes to produce output.

Related: Output, Variable
Output

Information a program presents or sends after processing, such as displayed text, a saved file, a sound or a signal to a device.

Related: Input, End User
Debugging

The process of finding, diagnosing and fixing errors in a program by reading code, tracing values and testing with sample inputs.

Related: Syntax Error, Logic Error, Testing
Syntax Error

A mistake in the grammar or spelling of code that stops a program running at all, such as a missing bracket or misspelled keyword.

Related: Logic Error, Debugging
Logic Error

A flaw in a program's reasoning that lets it run but produces the wrong result, such as using the wrong comparison operator.

Related: Syntax Error, Debugging
Function

A named, reusable block of code that performs a task, may take parameters and may return a value, reducing repetition.

Related: Parameter, Variable
Parameter

A named value that a function or procedure accepts when it is called, allowing the same code to work with different data.

Related: Function, Input
Decomposition

Breaking a large, complex problem into smaller manageable parts that can be solved and tested separately before being combined.

Related: Algorithm, Function