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KS3 - Mobile Apps
Year 8 - KS3 - Mobile App Development
| Term | Definition |
|---|---|
| Object | Any item on the app screen for example a text label or a button |
| Identifier (ID) | The unique name given to each object within the app |
| Text Label | A small amount of text used on the app screen |
| Button | A pressable object on the screen usually used as a trigger for an event |
| Trigger | Something to start an event like a button click or keypress |
| Mobile App | A program that runs on a mobile device |
| Variable | A value in memory that is used to store values that could change |
| Sequence | When a program runs in order, one instruction after another |
| Selection | The process of making a decision determining which path the program will take next. |
| Iteration | Repeating instructions or code |
| IF-ELSE | allows you to do one thing if something happens and another if it doesn’t |
| Event | Something that happens when there is a trigger such as a mouse click or key press |
| Analysis | Look at the initial problem, generate ideas and break it down to plan a solution |
| Design | Sketches, rough drafts and creating assets for the product |
| Implementation | Making and coding the actual app |
| Testing | Making sure everything works correctly |
| Evaluation | Reviewing your completed product and looking for improvements |
| Test Table | A special list of planned tests used to make sure everything works correctly |
| Decomposition | Breaking down a problem into smaller chunks |
| Success Criteria | A list of things to include to make sure something is good/successful |
| input box | A text box which allowed user input |
| Triggered | When something is activated or runs |
| Console | A log of events from an application |
| Identifier | A unique name given to objects in an app |
| If-Else statement | Allows a program to do different actions based on a condition |