NCEA L1 Hangarau key terms
NCEA L1 Hangarau · Get comfortable with the vocabulary.
- Hangarau
- Related: Tikanga, Mātauranga Māori
The Māori term for technology, covering the design, development and use of digital and physical tools to meet a need or solve a problem.
- Tikanga
- Related: Mātauranga Māori, Cultural Appropriation
Māori customary values and correct procedure. In technology practice it guides how a solution respects people, place and cultural knowledge throughout design and use.
- Mātauranga Māori
- Related: Tikanga, Cultural Appropriation
Māori knowledge, including traditional and contemporary understanding passed through generations. It can inform technology design and must be used with permission and respect.
- Cultural Appropriation
- Related: Tikanga, Mātauranga Māori
Taking or using another culture's knowledge, symbols or designs without permission or understanding. In technology this can cause harm and breach tikanga.
- Digital Technology Outcome
- Related: Brief, Stakeholder
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.
- Brief
- Related: Constraints, Specifications, Stakeholder
A short written statement defining the problem, the intended users, the constraints and what a successful outcome must achieve before design work begins.
- Stakeholder
- Related: End User, Brief
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.
- End User
- Related: Stakeholder, Usability
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.
- Constraints
- Related: Specifications, Brief
The limits within which a solution must be developed, such as budget, time, available equipment, skills, legal requirements or cultural obligations.
- Specifications
- Related: Constraints, Testing
The measurable requirements a finished outcome must meet, describing what it must do and how well, so that success can be tested objectively.
- Usability
- Related: End User, Accessibility
How easily and effectively intended users can learn and operate a solution to achieve their goal, including clarity, consistency and error recovery.
- Accessibility
- Related: Usability, Inclusive Design
Designing so people with diverse abilities, devices, languages or connection speeds can use a solution, for example through captions, contrast and keyboard navigation.
- Inclusive Design
- Related: Accessibility, End User
An approach that deliberately considers the widest range of users and situations from the start, rather than adapting a finished product afterwards.
- Iteration
- Related: Prototype, Testing
Repeating the design cycle of planning, making and testing to improve a solution based on evidence gathered from each attempt.
- Prototype
- Related: Iteration, Testing
An early, simplified version of a solution built to test ideas and gather feedback before committing time and resources to full development.
- Testing
- Related: Specifications, Iteration, Prototype
Gathering evidence by trialling a solution against specifications with real or representative users, then recording what worked and what failed.
- Feedback
- Related: Testing, Iteration
Information from users or stakeholders about how well a solution meets their needs, used to decide the next improvement.
- Algorithm
- Related: Pseudocode, Flowchart, Control Structure
An ordered set of unambiguous steps that transforms an input into an output and always finishes, forming the logic behind a program.
- Pseudocode
- Related: Algorithm, Flowchart
A structured, plain-language way of writing an algorithm using keywords such as IF, WHILE and INPUT, independent of any programming language syntax.
- Flowchart
- Related: Algorithm, Pseudocode
A diagram using standard shapes and arrows to show the sequence, decisions and repetition in an algorithm or process.
- Variable
- Related: Data Type, Assignment
A named storage location in a program whose value can be changed while the program runs, such as a score or a username.
- Data Type
- Related: Variable, String
The category of a value that determines what operations are valid, for example integer, float, string or Boolean.
- String
- Related: Data Type, Variable
A data type holding a sequence of characters, such as text or a name, which can be joined, compared or searched.
- Boolean
- Related: Condition, Control Structure
A data type with only two possible values, true or false, used to represent conditions and to control decisions in a program.
- Assignment
- Related: Variable, Data Type
The operation that stores a value into a variable, replacing any previous value, often written with an equals sign in code.
- Sequence
- Related: Control Structure, Selection
A control structure in which instructions are carried out one after another in the order they are written.
- Selection
- Related: Condition, Control Structure
A control structure that chooses between paths using a condition, such as an IF or IF-ELSE statement.
- Iteration (Loop)
- Related: Control Structure, Condition
A control structure that repeats a block of instructions, either a set number of times or while a condition remains true.
- Control Structure
- Related: Sequence, Selection, Iteration (Loop)
A construct that determines the order in which instructions run: sequence, selection or iteration. These three combine to build any algorithm.
- Condition
- Related: Boolean, Selection
An expression that evaluates to true or false and is used by selection or iteration to decide which path or repetition to take.
- Input
- Related: Output, Variable
Data supplied to a program from a user, sensor, file or another source, which the program then processes to produce output.
- Output
- Related: Input, End User
Information a program presents or sends after processing, such as displayed text, a saved file, a sound or a signal to a device.
- Debugging
- Related: Syntax Error, Logic Error, Testing
The process of finding, diagnosing and fixing errors in a program by reading code, tracing values and testing with sample inputs.
- Syntax Error
- Related: Logic Error, Debugging
A mistake in the grammar or spelling of code that stops a program running at all, such as a missing bracket or misspelled keyword.
- Logic Error
- Related: Syntax Error, Debugging
A flaw in a program's reasoning that lets it run but produces the wrong result, such as using the wrong comparison operator.
- Function
- Related: Parameter, Variable
A named, reusable block of code that performs a task, may take parameters and may return a value, reducing repetition.
- Parameter
- Related: Function, Input
A named value that a function or procedure accepts when it is called, allowing the same code to work with different data.
- Decomposition
- Related: Algorithm, Function
Breaking a large, complex problem into smaller manageable parts that can be solved and tested separately before being combined.