NCEA Level 3 Digital Technologies key terms
NCEA Level 3 Digital Technologies · Get comfortable with the vocabulary.
- Algorithm
- Related: Pseudocode, Decomposition, Computational Thinking
A finite ordered set of unambiguous steps that transforms inputs into a defined output. It must terminate and be precise enough for another person or machine to follow without extra judgement.
- Decomposition
- Related: Abstraction, Modularity, Algorithm
Breaking a large, complex problem into smaller subproblems that can be solved, tested, and reused independently. It makes complexity manageable and lets teams divide work across modules or functions.
- Abstraction
- Related: Decomposition, Encapsulation, Interface
Removing detail that is irrelevant to the task so the essential features can be represented and reasoned about. Good abstraction hides complexity behind a simpler interface or model.
- Computational Thinking
- Related: Algorithm, Decomposition, Abstraction
A problem-solving approach that formulates problems so they can be solved by computation, using decomposition, pattern recognition, abstraction, and algorithm design. It applies to human processes as well as to writing code.
- Pseudocode
- Related: Algorithm, Syntax
A structured, language-independent notation describing an algorithm's logic. It uses plain keywords and indentation rather than strict syntax, so it can be translated into any programming language.
- Iteration
- Related: Recursion, Algorithm, Control Structure
Repetition of a block of instructions, controlled by a loop condition or a counter. Iteration avoids duplicating code and is the main tool for processing collections of data.
- Recursion
- Related: Iteration, Algorithm, Stack
A technique where a function calls itself on a smaller version of the same problem, stopping at a base case. It suits naturally nested structures such as trees and directories.
- Control Structure
- Related: Iteration, Boolean Expression, Algorithm
A construct that determines the order in which instructions execute, such as sequence, selection (if/else), and iteration. Control structures give an algorithm its decision-making and repetition behaviour.
- Boolean Expression
- Related: Control Structure, Iteration
An expression that evaluates to either true or false, typically built from comparison and logical operators (AND, OR, NOT). It supplies the conditions that drive selection and loops.
- Variable Scope
- Related: Function, Parameter, Encapsulation
The region of a program in which a variable's name is visible and usable. Local scope limits a variable to one function or block, while global scope makes it accessible throughout the program.
- Function
- Related: Parameter, Return Value, Modularity
A named, reusable block of code that takes inputs, performs a task, and may return a value. Functions reduce duplication and make programs easier to test and maintain.
- Parameter
- Related: Function, Return Value, Variable Scope
A named input declared in a function's definition that receives a value when the function is called. Parameters let one function operate on different data without being rewritten.
- Return Value
- Related: Function, Parameter
The result a function sends back to the code that called it. A function without an explicit return value typically yields a null or undefined result.
- Data Type
- Related: Variable Scope, Data Structure
A classification of values that determines what can be stored and which operations are valid, such as integer, float, string, Boolean, or list. Choosing appropriate types prevents errors and saves memory.
- Data Structure
- Related: Data Type, Stack, Queue
A way of organising related data in memory so it can be accessed and modified efficiently, for example arrays, lists, stacks, queues, or dictionaries. The choice affects speed and code clarity.
- Stack
- Related: Queue, Data Structure, Recursion
A last-in-first-out data structure where items are added and removed at one end only. It is used for undo histories, expression evaluation, and tracking function calls.
- Queue
- Related: Stack, Data Structure
A first-in-first-out data structure where items are added at one end and removed at the other. It models fair waiting lines and is used in scheduling and breadth-first traversal.
- Sorting Algorithm
- Related: Searching Algorithm, Time Complexity
A procedure that arranges items into a defined order, such as ascending numeric or alphabetical. Common examples include bubble sort, insertion sort, merge sort, and quicksort, which differ in efficiency.
- Searching Algorithm
- Related: Sorting Algorithm, Time Complexity
A procedure for locating a value within a collection. Linear search checks items one by one, while binary search repeatedly halves a sorted list for much faster results on large data.
- Time Complexity
- Related: Sorting Algorithm, Searching Algorithm
A measure of how an algorithm's running time grows as input size increases, usually expressed in Big O notation such as O(n) or O(log n). It allows algorithms to be compared independently of hardware.
- Debugging
- Related: Syntax Error, Logic Error, Test Case
The systematic process of finding, isolating, and fixing errors in a program. Techniques include reading error messages, tracing variables, adding print statements, and using a debugger.
- Syntax Error
- Related: Logic Error, Debugging
A mistake that breaks the grammar rules of a programming language, such as a missing bracket or misspelled keyword. The program will not compile or run until it is corrected.
- Logic Error
- Related: Syntax Error, Test Case, Debugging
A flaw in a program's reasoning that produces incorrect output even though the code runs. It is found by comparing expected and actual results through testing and tracing.
- Test Case
- Related: Boundary Value, Logic Error, Debugging
A defined set of inputs, preconditions, and expected outputs used to verify that a program behaves correctly. Good suites include valid, invalid, and boundary cases.
- Boundary Value
- Related: Test Case, Logic Error
An input at the edge of a valid range, such as the minimum, maximum, or just outside the limit. Errors cluster at these edges, so they make high-value test cases.
- Version Control
- Related: Repository, Branch, Merge Conflict
A system that records changes to files over time so previous versions can be reviewed, compared, and restored. Distributed tools also let multiple developers work on branches and merge their changes.
- Repository
- Related: Version Control, Commit, Branch
A storage location holding a project's files together with its complete version history and metadata. It may exist locally on a developer's machine and remotely on a hosting service.
- Commit
- Related: Repository, Version Control, Branch
A saved snapshot of changes in version control, accompanied by a message and author details. Commits form a traceable history that can be reviewed or reverted.
- Branch
- Related: Merge Conflict, Commit, Version Control
An independent line of development within a repository, allowing features or fixes to be built without affecting the main code. Branches are later merged back together.
- Merge Conflict
- Related: Branch, Version Control, Commit
A situation where version control cannot automatically combine changes because two branches edited the same part of a file. A developer must resolve it manually before merging completes.
- Modularity
- Related: Encapsulation, Interface, Decomposition
Designing a system as separate, interchangeable components with clear responsibilities. Modular code is easier to test, reuse, and maintain because changes stay localised.
- Encapsulation
- Related: Abstraction, Interface, Modularity
Bundling data with the methods that operate on it and restricting direct outside access. It protects an object's internal state from unintended interference and hides implementation detail.
- Interface
- Related: Abstraction, Encapsulation, Application Programming Interface
The defined boundary through which components communicate, specifying what operations are available without revealing how they work. Well-designed interfaces let implementations change without breaking callers.
- Application Programming Interface
- Related: Interface, Representational State Transfer
A documented set of rules and endpoints that lets one piece of software request services or data from another. It defines permitted requests, formats, and authentication requirements.
- Relational Database
- Related: Primary Key, Foreign Key, Structured Query Language
A data store that organises information into tables of rows and columns linked by keys, queried with SQL. Relationships between tables are enforced through primary and foreign keys.
- Primary Key
- Related: Foreign Key, Relational Database
A column or combination of columns whose value uniquely identifies each row in a table. It must be unique and cannot be null.
- Foreign Key
- Related: Primary Key, Relational Database
A column that references the primary key of another table, creating a link between records. It enforces referential integrity so child rows cannot point to nonexistent parents.
- Structured Query Language
- Related: Relational Database, Primary Key
The standard language for defining, querying, and modifying relational databases. Statements such as SELECT, INSERT, UPDATE, and DELETE manipulate data, while JOIN combines related tables.
- Normalisation
- Related: Relational Database, Primary Key, Foreign Key
Structuring database tables to reduce duplicated data and prevent update anomalies, usually by splitting data into related tables. It trades some query complexity for consistency.
- Representational State Transfer
- Related: Application Programming Interface, Hypertext Transfer Protocol
An architectural style for web services using stateless HTTP requests and standard methods such as GET, POST, PUT, and DELETE to act on resources identified by URLs. Responses are commonly JSON.
- Hypertext Transfer Protocol
- Related: Representational State Transfer, Encryption
The request-response protocol that underpins the web, defining methods, status codes, and headers used to transfer resources between clients and servers. HTTPS is its encrypted form.
- Encryption
- Related: Hashing, Authentication, Hypertext Transfer Protocol
Converting readable data into ciphertext using a key so that only authorised parties can reverse it. It protects confidentiality in transit and at rest.
- Hashing
- Related: Encryption, Authentication
Applying a one-way function that turns data into a fixed-length value, used to verify integrity or store passwords. Hashes cannot practically be reversed, unlike encryption.
- Authentication
- Related: Authorisation, Hashing, Encryption
Verifying that a user or system is who they claim to be, typically through passwords, tokens, or multi-factor methods. It is distinct from authorisation, which decides what they may access.
- Authorisation
- Related: Authentication, Encryption
Determining which resources or actions an authenticated user is permitted to access. It is enforced after identity is confirmed and is often role-based.
- Usability
- Related: User Experience, Iterative Design, Accessibility
The extent to which a product can be used effectively, efficiently, and satisfactorily by its intended users. It is evaluated through heuristics, observation, and user testing.
- Accessibility
- Related: Usability, User Experience
Designing digital products so people with diverse abilities can perceive and operate them, guided by principles such as perceivable, operable, understandable, and robust. It includes alternatives for visual and auditory content.
- User Experience
- Related: Usability, Iterative Design, Accessibility
The overall quality of a person's interaction with a product, covering ease of use, usefulness, emotion, and accessibility. It is shaped by research, prototyping, and iterative testing.
- Iterative Design
- Related: User Experience, Usability, Prototype
A cyclical process of prototyping, testing with users, and refining a solution based on evidence. Each cycle reduces risk by revealing problems before full development.
- Prototype
- Related: Iterative Design, User Experience
An early, simplified model of a product used to explore ideas and gather feedback before committing to full development. Prototypes range from paper sketches to interactive mock-ups.
- Intellectual Property
- Related: Copyright, Creative Commons
Legal rights over creations of the mind, including copyright, patents, trademarks, and designs. It governs who may copy, license, or profit from original work.
- Copyright
- Related: Intellectual Property, Creative Commons
Automatic legal protection giving creators exclusive rights to copy, distribute, and adapt their original work for a limited period. Using others' work generally requires permission or a valid exception.
- Creative Commons
- Related: Copyright, Intellectual Property
A set of standard public licences that let creators grant permission to share and adapt their work under stated conditions such as attribution or non-commercial use.
- Privacy
- Related: Personal Data, Authentication
A person's control over how their personal information is collected, used, stored, and shared. Digital systems must handle it lawfully and ethically, often guided by privacy principles.
- Personal Data
- Related: Privacy, Authentication
Information that identifies or could reasonably identify a living individual, alone or combined with other data. Its collection and use are subject to legal obligations and ethical expectations.
- Digital Divide
- Related: Accessibility, Usability
The gap between groups with reliable access to digital technologies and the skills to use them, and those without. It affects education, employment, and access to services.