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  • Create a simple VR environment with A-Frame using HTML Extending your A-Frame VR environment using Events and Sounds 3D modelling and animation: more advanced techniques 3D modelling and animation: soft surface modelling 3D modelling and animation: facial expressions 3D modelling and animation: rigging a 3D character 3D modelling and animation: using a 3D rig 3D modelling and animation: creating a rigged character animation
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Glossary

  • 2D Space |

    2D flat space is where you can only see things on one angle of a drawing unless it's being redrawn multiple times on different angles.

    Module 4 / Lesson 1 - Introduction to 3D
  • 3D modelling software | pūmanawa whakatauira ahu-toru

    3D models are created in different types of computer software. This is the tool you use to create the models and animation.

    Module 4 / Lesson 1 - Introduction to 3D
  • 3D model | pūnaha

    3D models are the objects that you find in 3D computer graphics. Models are created by manipulating forms/mesh and adding texture.

    Module 4 / Lesson 10 - Kiwiana
    Module 4 / Lesson 11 - Environment
    Module 4 / Lesson 12 - Management
    Module 4 / Lesson 13 - Small Project
    Module 4 / Lesson 14 - Diorama
    Module 4 / Lesson 15 - Diorama animated
    Module 4 / Lesson 16 - Diorama Character Beginning
    Module 4 / Lesson 17 - Diorama Character Creation
    Module 4 / Lesson 18 - Diorama Character Item
    Module 4 / Lesson 19 - Diorama Character Animation
    Module 4 / Lesson 20 - Diorama Final
    Module 4 / Lesson 2 - Creating buildings
    Module 4 / Lesson 3 - Creating Animals
    Module 4 / Lesson 4 - Edit Mode
    Module 4 / Lesson 5 - Mining Tools
    Module 4 / Lesson 6 - Animation
    Module 6 / Final Lesson: Export your VR Project
    Module 6 / Optional Lesson: Export 3D models into Unity
  • 3D Space |

    Three-dimensional space within a 3D program that allows you to see everything at any angle as you wish.

    Module 4 / Lesson 1 - Introduction to 3D
  • 3D View/Viewpoint |

    Means similar to the Scene, precisely what you can currently see in your 3D View

    Module 4 / Lesson 1 - Introduction to 3D
  • 3D Camera |

    Imagine a real camera but in a 3D world. You can look through it and shoot any kinds of angels that might be difficult in real life.

    Module 4 / Lesson 1 - Introduction to 3D
  • 12 Principles Of Animation |

    Rules to help you bring life to your animations.

    Module 4 / Lesson 6 - Animation
    Module 4 / Lesson 7 - Bouncing Ball
  • Abstraction | waitaratanga

    Focus on the important, relevant info. Take away or remove characteristics from something in order to reduce it to a set of essential characteristics.

  • Accessibility |

    How simple and intuitive an application or product is to use. Users should be able to use the application or product with no outside help.

    Module 2 / Lesson 11: Evaluation
  • Action |

    An action defines the code / output that occurs when a specified event happens.

    Bit 2 / Bit Size: A-Frame Event systems
    Module 2 / Lesson 13: A-Frame Events
  • Animation | hākoritanga

    The creation of moving images on a computer. An animation originates from a sequence of still images where each still image is slightly different from the preceding one. By showing the images at speed the animation is created.

    Bit 2 / Bit Size: A-Frame Event systems
    Module 2 / Lesson 13: A-Frame Events
    Module 4 / Lesson 10 - Kiwiana
    Module 4 / Lesson 13 - Small Project
    Module 4 / Lesson 15 - Diorama animated
    Module 4 / Lesson 18 - Diorama Character Item
    Module 4 / Lesson 19 - Diorama Character Animation
    Module 4 / Lesson 6 - Animation
    Module 6 / Lesson 05: Events and Animation
    Module 6 / Lesson 09: Adding Lighting and Effects
  • Algorithm | hātepe

    A set of rules, steps or instructions to accomplish a task.

    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 1 / Lesson 2: Algorithms
    Module 1 / Lesson 3: Programs
    Module 1 / Lesson 4: Decomposition & Debugging
    Module 1 / Lesson 5: Iteration and Loops
    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 1 / Lesson 14: Transformation in Systems
    Module 1 / Lesson 15: Black boxes in Systems
    Module 1 / Lesson 16: Control In Systems
    Module 1 / Lesson 17: Subsystems of Technological systems
    Module 1 / Lesson 18: Evaluation of a product
    Module 1 / Lesson 19: How to design a game
    Module 1 / Lesson 20: Game design practice
    Module 2 / Lesson 02: Efficiency
    Module 2 / Lesson 03: Error Detection and Efficient Code
    Module 2 / Lesson 08: Impact of AI
    Module 2 / Lesson 09: Brief Development
    Module 2 / Lesson 10: Brief Refinement
    Module 2 / Lesson 17: Starting our quiz maker
    Module 5 / Sequence and algorithms (unplugged)
    Module 5 / Programming in Repl!
    Module 5 / Making ByteEd move!
  • Array | tūtohi tukutuku

    An array is a data structure that holds multiple elements of the same data type. Arrays use an Index to point to which data should be accessed at any given time. Similar to a List.

    Module 2 / Lesson 14: Identifying needs. How do Arrays work?
    Module 2 / Lesson 15: Researching into a context. Reading data from a file
    Module 2 / Lesson 16: Creating Specifications and Sorting Data
  • Artificial Intelligence (AI) | atamai hangahanga

    The simulation of human intelligence in machines that are programmed to think like humans and mimic their actions.

    Module 2 / Lesson 07: Understand Artificial Intelligence
    Module 2 / Lesson 08: Impact of AI
  • Asset |

    An asset is any individual element, whether visual, audio, or interactive, that makes up a video game. These assets are the building blocks of the game world and include things like 3D models, textures, animations, sound effects, music, and even code that handles game logic.

    Module 6 / Lesson 03: Asset Collection
    Module 6 / Lesson 06: Poke Interactions
    Module 6 / Lesson 07: Coding our Keypad
    Module 6 / Lesson 09: Adding Lighting and Effects
    Module 6 / Final Lesson: Export your VR Project
    Module 6 / Lesson 10: Creating a Game Loop
    Module 6 / Optional Lesson: Export 3D models into Unity
  • Audio | topenga oro

    Sound the plays through the computer. This can occur from a programming event. Can be background music, sound effects or audio cues.

    Bit 2 / Bit Size: A-Frame Event systems
    Module 2 / Lesson 13: A-Frame Events
    Module 6 / Lesson 08: Adding Audio
  • Augmented Reality (AR) | ao niko

    A mixture of computer generated models and animations on a real world background.

    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 1 / Lesson 10: What is Virtual Reality
    Module 1 / Lesson 11: Impact of VR and making code efficient
  • Auto Keying |

    Automatically make a keyframe as soon as a character or an object is being moved.

  • Bias | rītaha

    Algorithmic bias describes systematic and repeatable errors in a computer system that create unfair outcomes, such as privileging one arbitrary group of users over others.

    Module 2 / Lesson 06: Fit for purpose and Randomness in programming
  • Base Colour |

    This is the colour that your model is currently

    Module 4 / Lesson 8 - Shadows and Colour
  • Bridge Edge Loops |

    Creates a bridge of faces between two or more selected edges.

    Module 4 / Lesson 11 - Environment
  • Binary code | waehere tāhūrua

    Binary code, code used in digital computers, based on a binary number system in which there are only two possible states, off and on, usually symbolised by 0 and 1. A binary code signal is a series of electrical pulses that represent numbers, characters, and operations. It has two states, on (1) or off (0).

    Module 1 / Lesson 6: Binary and Variables
    Module 1 / Lesson 8: Data Representation with text
    Module 1 / Lesson 9: Data Representation with images
  • Bit | moka

    A bit is a binary digit, the smallest increment of data on a computer. A bit can hold only one of two values: 0 or 1, corresponding to the electrical values of off or on, respectively.

    Module 1 / Lesson 6: Binary and Variables
    Module 1 / Lesson 8: Data Representation with text
    Module 1 / Lesson 9: Data Representation with images
    Module 2 / Lesson 02: Efficiency
  • Black box system |

    When you see a technological system but cannot describe the transformation from input to output.

    Module 1 / Lesson 15: Black boxes in Systems
  • Brainstorm/Mindmap | mahere huatau

    A mind map is a diagram used to represent words, ideas, tasks, or other items. These are linked to and arranged radially around a central key word or idea

    Module 2 / Lesson 01: Design Brief & C# Recap
    Module 2 / Lesson 09: Brief Development
    Module 2 / Lesson 14: Identifying needs. How do Arrays work?
    Module 3 / Lesson 01: Design Context & C# Recap
    Module 3 / Lesson 02: Stakeholder Reasearch & Practising C# in Unity
    Module 3 / Lesson 03: Product analysis & Mini game project in Unity
    Module 3 / Lesson 04: Initial Concepts. Using U.I elements in Unity
  • Bubble Sort |

    A type of sorting algorithm. This sorting algorithm slowly moves the intended property (e.g largest number) to one end of the list by slowly swapping adjacent elements around.

    Module 2 / Lesson 16: Creating Specifications and Sorting Data
  • Byte | paita

    Bits are usually assembled into a group of eight to form a byte.

    Module 1 / Lesson 6: Binary and Variables
    Module 2 / Lesson 02: Efficiency
  • Central Processing Unit (CPU) | pūtāhiko whakahaere

    A piece of hardware that enables your computer to interact with all of the applications and programs installed. A CPU interprets the program's instructions and creates the output that you interface with when you're using a computer

    Module 2 / Lesson 02: Efficiency
  • Closed loop System |

    Is where the output is measured and feedback is used in the system to alter the output.

    Module 1 / Lesson 16: Control In Systems
  • Coding | tuhiwaehere

    There are multiple meanings of the word coding in computing:
    (1) The process of writing computer code, or
    (2) Coding data, by using codes for error control, compression, encryption, etc. This form of coding helps to make things faster, more efficient, more secure, etc.

    Module 5 / Programming in Repl!
    Module 5 / Making ByteEd move!
    Module 5 / Let's make our own country!
    Module 5 / Data representation: images
    Module 5 / Pixel sprite: character
    Module 5 / Pixel sprite: obstacles
  • Conceptual statement |

    The conceptual statement in a developed brief communicates the purpose of the technological practice to be undertaken. For example, what is to be done, who it is for, where it is to be used, when it is to be done by, and why.

    Module 2 / Lesson 01: Design Brief & C# Recap
    Module 2 / Lesson 09: Brief Development
    Module 2 / Lesson 16: Creating Specifications and Sorting Data
    Module 3 / Lesson 01: Design Context & C# Recap
    Module 3 / Lesson 02: Stakeholder Reasearch & Practising C# in Unity
    Module 3 / Lesson 03: Product analysis & Mini game project in Unity
    Module 3 / Lesson 04: Initial Concepts. Using U.I elements in Unity
  • Conditionals/Comparative Operators | here

    In a comparative relationship, you use one or more of the following operators to compare match field values (a field in a source table and a field in a related table that contain values you want to use to find matching records) in the two related tables: =, ≠, <, >, ≤, ≥ or x.

    Module 1 / Lesson 5: Iteration and Loops
    Module 1 / Lesson 13: HCI in Virtual Reality & More complex comparison operators
    Module 2 / Lesson 01: Design Brief & C# Recap
    Module 2 / Lesson 04: Comparisons
    Module 2 / Lesson 07: Understand Artificial Intelligence
    Module 2 / Lesson 08: Impact of AI
    Module 3 / Lesson 01: Design Context & C# Recap
    Module 3 / Lesson 02: Stakeholder Reasearch & Practising C# in Unity
    Module 3 / Lesson 03: Product analysis & Mini game project in Unity
    Module 3 / Lesson 04: Initial Concepts. Using U.I elements in Unity
  • Context | horopaki

    The overall focus of a technological development (who will use it, what it could be, and where it will be used) or a description of where the learning experience takes place.

    Module 2 / Lesson 01: Design Brief & C# Recap
    Module 2 / Lesson 09: Brief Development
    Module 2 / Lesson 14: Identifying needs. How do Arrays work?
    Module 3 / Lesson 01: Design Context & C# Recap
    Module 3 / Lesson 02: Stakeholder Reasearch & Practising C# in Unity
    Module 3 / Lesson 03: Product analysis & Mini game project in Unity
    Module 3 / Lesson 04: Initial Concepts. Using U.I elements in Unity
    Module 4 / Lesson 2 - Creating buildings
    Module 4 / Lesson 9 - Reference
    Module 6 / Lesson 01: Installing Unity
    Module 6 / Lesson 01.1: (Optional) Installing KatVR Support for Unity
  • Control/Feedback | pūnaha whakahaere (control system)

    Part of a device or a process which has the function of controlling the device or process.

    Module 1 / Project 2: Change Calculator
    Module 1 / Project 1: Talent Show
    Module 1 / Lesson 7: Virtual Reality Devices
    Module 1 / Lesson 16: Control In Systems
    Module 1 / Lesson 17: Subsystems of Technological systems
    Module 1 / Lesson 18: Evaluation of a product
    Module 1 / Lesson 19: How to design a game
    Module 1 / Lesson 20: Game design practice
  • Crating |

    The use of geometric shapes and forms to create images and sketches.

    Module 4 / Lesson 3 - Creating Animals
    Module 4 / Lesson 5 - Mining Tools
    Module 4 / Lesson 9 - Reference
  • Cursor | pehu ringatauhu

    This small circle decides where all of your shapes will be spawning when adding a mesh.

    Module 4 / Lesson 1 - Introduction to 3D
  • Data | raraunga

    Information stored or processed by a computer.

    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 1 / Lesson 12: Virtual Reality through time
    Module 2 / Lesson 01: Design Brief & C# Recap
    Module 2 / Lesson 14: Identifying needs. How do Arrays work?
    Module 3 / Lesson 01: Design Context & C# Recap
    Module 3 / Lesson 02: Stakeholder Reasearch & Practising C# in Unity
    Module 3 / Lesson 03: Product analysis & Mini game project in Unity
    Module 3 / Lesson 04: Initial Concepts. Using U.I elements in Unity
    Module 5 / Data representation: images
  • Dissolve Vertices/Edges/Faces |

    In Edit Mode, you can remove Vertices, Edges or Faces in a mesh, however, it doesn’t delete the surface of a model, only the lines and dots of a mesh.

    Module 4 / Lesson 10 - Kiwiana
  • Data representation | raraunga (data)

    The methods used to represent information stored in a computer e.g. binary digits, ASCII and Unicode.

    Module 1 / Lesson 1: Introduction - Inputs and Outputs
    Module 1 / Lesson 2: Algorithms
    Module 1 / Lesson 3: Programs
    Module 1 / Lesson 4: Decomposition & Debugging
    Module 1 / Lesson 8: Data Representation with text
    Module 1 / Lesson 9: Data Representation with images
    Module 1 / 第一课:介绍 - 输入和输出
  • Debugging | patuiro

    Finding mistakes in a program and correcting them.

    Module 1 / Lesson 2: Algorithms
    Module 1 / Lesson 3: Programs
    Module 1 / Lesson 4: Decomposition & Debugging
    Module 1 / Lesson 5: Iteration and Loops
    Module 1 / Lesson 9: Data Representation with images
    Module 1 / Lesson 12: Virtual Reality through time
    Module 1 / Lesson 16: Control In Systems
    Module 1 / Lesson 17: Subsystems of Technological systems
    Module 1 / Lesson 18: Evaluation of a product
    Module 1 / Lesson 19: How to design a game
    Module 1 / Lesson 20: Game design practice
    Module 2 / Lesson 01: Design Brief & C# Recap
    Module 2 / Lesson 11: Evaluation
    Module 2 / Lesson 18: Programming a project
    Module 3 / Lesson 01: Design Context & C# Recap
    Module 3 / Lesson 02: Stakeholder Reasearch & Practising C# in Unity
    Module 3 / Lesson 03: Product analysis & Mini game project in Unity
    Module 3 / Lesson 04: Initial Concepts. Using U.I elements in Unity
    Module 5 / Sequence and algorithms (unplugged)
    Module 5 / Programming in Repl!
    Module 5 / Making ByteEd move!
    Module 5 / Pixel sprite: obstacles
  • Decomposition | whakamatariki

    Breaking down data, processes, or problems into smaller parts.

    Module 1 / Lesson 2: Algorithms
    Module 1 / Lesson 3: Programs
    Module 1 / Lesson 4: Decomposition & Debugging
    Module 1 / Lesson 5: Iteration and Loops
    Module 2 / Lesson 01: Design Brief & C# Recap
    Module 2 / Lesson 17: Starting our quiz maker
    Module 3 / Lesson 01: Design Context & C# Recap
    Module 3 / Lesson 02: Stakeholder Reasearch & Practising C# in Unity
    Module 3 / Lesson 03: Product analysis & Mini game project in Unity
    Module 3 / Lesson 04: Initial Concepts. Using U.I elements in Unity
    Module 5 / Decomposition (unplugged)
    Module 5 / Sequence and algorithms (unplugged)
    Module 5 / Programming in Repl!
    Module 5 / Making ByteEd move!
    Module 5 / Let's make our own country!
  • Design | hoahoa

    Creating ideas for a technological outcome.

    Module 2 / Lesson 17: Starting our quiz maker
    Module 4 / Lesson 10 - Kiwiana
    Module 4 / Lesson 13 - Small Project
    Module 4 / Lesson 16 - Diorama Character Beginning
    Module 4 / Lesson 18 - Diorama Character Item
    Module 4 / Lesson 5 - Mining Tools
    Module 4 / Lesson 9 - Reference
    Module 6 / Lesson 01: Installing Unity
    Module 6 / Lesson 01.1: (Optional) Installing KatVR Support for Unity
    Module 6 / Lesson 02: XR Interactables
    Module 6 / Lesson 03: Asset Collection
    Module 6 / Lesson 04: Socket Interactions
  • Design brief | mahere hoahoa

    The conceptual statement developed by the designer to fulfil an authentic need.

    Module 1 / Project 2: Change Calculator
    Module 1 / Project 1: Talent Show
    Module 1 / Lesson 7: Virtual Reality Devices
    Module 1 / Lesson 8: Data Representation with text
    Module 1 / Lesson 9: Data Representation with images
    Module 1 / Lesson 14: Transformation in Systems
    Module 1 / Lesson 15: Black boxes in Systems
    Module 1 / Lesson 16: Control In Systems
    Module 1 / Lesson 17: Subsystems of Technological systems
    Module 1 / Lesson 18: Evaluation of a product
    Module 1 / Lesson 19: How to design a game
    Module 1 / Lesson 20: Game design practice
    Module 2 / Lesson 01: Design Brief & C# Recap
    Module 2 / Lesson 09: Brief Development
    Module 2 / Lesson 10: Brief Refinement
    Module 2 / Lesson 11: Evaluation
    Module 2 / Lesson 14: Identifying needs. How do Arrays work?
    Module 2 / Lesson 15: Researching into a context. Reading data from a file
    Module 2 / Lesson 16: Creating Specifications and Sorting Data
    Module 3 / Lesson 01: Design Context & C# Recap
    Module 3 / Lesson 02: Stakeholder Reasearch & Practising C# in Unity
    Module 3 / Lesson 03: Product analysis & Mini game project in Unity
    Module 3 / Lesson 04: Initial Concepts. Using U.I elements in Unity
    Module 4 / Lesson 12 - Management
    Module 4 / Lesson 13 - Small Project
    Module 4 / Lesson 16 - Diorama Character Beginning
    Module 4 / Lesson 20 - Diorama Final
    Module 4 / Lesson 3 - Creating Animals
    Module 4 / Lesson 5 - Mining Tools
    Module 4 / Lesson 9 - Reference
    Module 5 / Let's make our own country!
    Module 5 / Data representation: images
    Module 5 / Pixel sprite: obstacles
  • Design process | tukanga hoahoa

    The design model that is used to design, develop, create, test , modify and evaluate the intended outcome or product.

    Module 2 / Lesson 01: Design Brief & C# Recap
    Module 2 / Lesson 11: Evaluation
    Module 2 / Lesson 14: Identifying needs. How do Arrays work?
    Module 2 / Lesson 15: Researching into a context. Reading data from a file
    Module 2 / Lesson 16: Creating Specifications and Sorting Data
    Module 2 / Lesson 17: Starting our quiz maker
    Module 2 / Lesson 18: Programming a project
    Module 3 / Lesson 01: Design Context & C# Recap
    Module 3 / Lesson 02: Stakeholder Reasearch & Practising C# in Unity
    Module 3 / Lesson 03: Product analysis & Mini game project in Unity
    Module 3 / Lesson 04: Initial Concepts. Using U.I elements in Unity
    Module 4 / Lesson 10 - Kiwiana
    Module 4 / Lesson 12 - Management
    Module 4 / Lesson 13 - Small Project
    Module 4 / Lesson 14 - Diorama
    Module 4 / Lesson 15 - Diorama animated
    Module 4 / Lesson 16 - Diorama Character Beginning
    Module 4 / Lesson 17 - Diorama Character Creation
    Module 4 / Lesson 18 - Diorama Character Item
    Module 4 / Lesson 19 - Diorama Character Animation
    Module 4 / Lesson 20 - Diorama Final
    Module 4 / Lesson 9 - Reference
    Module 5 / Let's make our own country!
    Module 5 / Data representation: images
    Module 5 / Pixel sprite: character
    Module 5 / Pixel sprite: obstacles
  • Display resolution | ariari (resolution of an image)

    The resolution of a screen refers to the number, or density, of pixels on the screen.

    Module 1 / Lesson 9: Data Representation with images
  • Duplicate |

    Make an exact copy of the original model or object that you’ve selected.

    Module 4 / Lesson 2 - Creating buildings
  • Digital Citizenship | tāurungi

    How we should act when we are using digital tools, interacting with others online to be safe and aware when using digital tools.

    Module 4 / Lesson 2 - Creating buildings
  • Download | tiki ake/tikiake

    The copying and moving of electronic data from computer to computer, or from the internet.

    Module 5 / Pixel sprite: character
    Module 5 / Pixel sprite: obstacles
    Module 6 / Lesson 01: Installing Unity
    Module 6 / Lesson 01.1: (Optional) Installing KatVR Support for Unity
    Module 6 / Lesson 03: Asset Collection
  • Efficiency | whāomo

    How you can minimise a resource to be more beneficial for an algorithm or program (e.g. time, steps).

    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 2 / Lesson 02: Efficiency
    Module 2 / Lesson 09: Brief Development
    Module 2 / Lesson 16: Creating Specifications and Sorting Data
  • Edge Loops |

    Same as Loop Cuts. However, it mainly means the entire Edge around an object.

    Module 4 / Lesson 10 - Kiwiana
    Module 4 / Lesson 11 - Environment
    Module 4 / Lesson 13 - Small Project
    Module 4 / Lesson 18 - Diorama Character Item
  • Encryption | whakamuna

    Encryption is used to protect digital data and systems.

    Module 1 / Lesson 8: Data Representation with text
  • Entity |

    An entity is something that can contain multiple different properties such as position, colour, size … etc. They are primarily used in programming to represent objects.

    Bit 1 / Bit Size: A-Frame basics
    Bit 2 / Bit Size: A-Frame Event systems
    Module 2 / Lesson 12: A-Frame basics
    Module 2 / Lesson 13: A-Frame Events
  • Edge |

    The edge of a shape or form

    Module 4 / Lesson 10 - Kiwiana
    Module 4 / Lesson 11 - Environment
    Module 4 / Lesson 4 - Edit Mode
    Module 4 / Lesson 5 - Mining Tools
  • Errors | hapa waihere (coding error)

    Errors are the problems or the faults that occur in the program, which makes the behaviour of the program abnormal.

    Module 1 / Lesson 4: Decomposition & Debugging
    Module 1 / Lesson 5: Iteration and Loops
    Module 2 / Lesson 01: Design Brief & C# Recap
    Module 2 / Lesson 03: Error Detection and Efficient Code
    Module 3 / Lesson 01: Design Context & C# Recap
    Module 3 / Lesson 02: Stakeholder Reasearch & Practising C# in Unity
    Module 3 / Lesson 03: Product analysis & Mini game project in Unity
    Module 3 / Lesson 04: Initial Concepts. Using U.I elements in Unity
    Module 5 / Sequence and algorithms (unplugged)
    Module 5 / Programming in Repl!
  • Error Control | hapa

    The use of error detection and error correction to control the number of errors found in a program.

    Module 2 / Lesson 03: Error Detection and Efficient Code
  • Evaluate | aratake

    Testing, trialling and reviewing if the design, model or final outcome fulfils the intended need or design brief.

    Module 1 / Lesson 7: Virtual Reality Devices
    Module 1 / Lesson 8: Data Representation with text
    Module 1 / Lesson 9: Data Representation with images
    Module 2 / Lesson 11: Evaluation
    Module 4 / Lesson 20 - Diorama Final
    Module 5 / Pixel sprite: obstacles
  • Event |

    An event in programming is something the computer listens for and has an assigned action to occur when the event takes place (e.g ‘jump’ on ‘Mouse Click’).

    Bit 2 / Bit Size: A-Frame Event systems
    Module 2 / Lesson 13: A-Frame Events
    Module 6 / Lesson 05: Events and Animation
    Module 6 / Lesson 06: Poke Interactions
    Module 6 / Lesson 07: Coding our Keypad
    Module 6 / Lesson 08: Adding Audio
    Module 6 / Lesson 09: Adding Lighting and Effects
    Module 6 / Final Lesson: Export your VR Project
    Module 6 / Lesson 10: Creating a Game Loop
    Module 6 / Optional Lesson: Export 3D models into Unity
  • Extended Reality (XR) |

    The umbrella term for all immersive technologies (AR, VR, MR, etc) now and in the future.

    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 1 / Lesson 10: What is Virtual Reality
    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 6 / Lesson 02: XR Interactables
  • Edit Mode | aratau takatā

    Edit mode is the mode in which you make changes to the geometry of the chosen object, e.g. vertices, faces.

    Bit 4 / Bit Size: 3D modelling and animation - soft surface modelling
    Module 4 / Lesson 4 - Edit Mode
    Module 4 / Lesson 5 - Mining Tools
  • File Reader | pūpānui kōnae

    A type of program that can be run inside other programs. This reads the contents of external files one line at a time and can store them in arrays to be used later.

    Module 2 / Lesson 15: Researching into a context. Reading data from a file
  • Fit for purpose | whaitake

    Does the outcome fulfil its intended brief and physical & functional attributes. Does it do what it was supposed to in a safe and suitable way?

    Module 1 / Project 2: Change Calculator
    Module 1 / Project 1: Talent Show
    Module 1 / Lesson 7: Virtual Reality Devices
    Module 2 / Lesson 06: Fit for purpose and Randomness in programming
    Module 2 / Lesson 09: Brief Development
    Module 2 / Lesson 11: Evaluation
  • Flowchart | hoahoa rerenga

    A diagram that depicts a process, system or computer algorithm.

    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 1 / Lesson 2: Algorithms
    Module 1 / Lesson 3: Programs
    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 1 / Lesson 14: Transformation in Systems
    Module 2 / Lesson 02: Efficiency
    Module 2 / Lesson 03: Error Detection and Efficient Code
    Module 2 / Lesson 07: Understand Artificial Intelligence
    Module 2 / Lesson 08: Impact of AI
    Module 2 / Lesson 09: Brief Development
    Module 2 / Lesson 17: Starting our quiz maker
  • Face | mata

    The side of a shape or form.

    Module 4 / Lesson 10 - Kiwiana
    Module 4 / Lesson 11 - Environment
    Module 4 / Lesson 4 - Edit Mode
    Module 4 / Lesson 5 - Mining Tools
  • Frame |

    Same thing as keyframe but shorter. However, this also means the speed of an animation or video, standard playing speed of movies are 24 frames per second. It can also mean the camera shot you're currently looking at.

    Module 4 / Lesson 6 - Animation
    Module 4 / Lesson 7 - Bouncing Ball
  • Function | tau mahi

    A function, is a set of instructions that perform a task. A function is not associated with an object.

    Module 1 / Lesson 12: Virtual Reality through time
  • Functional Attributes | āhuatanga āheinga

    Features of a product that have a function/job.

    Module 1 / Project 2: Change Calculator
    Module 1 / Project 1: Talent Show
    Module 1 / Lesson 7: Virtual Reality Devices
  • Form | āhua

    Three dimensional shapes, e.g. cube, sphere, cylinder etc.

    Module 4 / Lesson 3 - Creating Animals
  • Grid | mātiti

    Represents the 3D positions of your objects, within a scene.

    Module 4 / Lesson 1 - Introduction to 3D
    Module 4 / Lesson 2 - Creating buildings
    Module 4 / Lesson 3 - Creating Animals
    Module 4 / Lesson 4 - Edit Mode
    Module 4 / Lesson 5 - Mining Tools
  • Geometry | āhuahanga

    Means similar to Polygon, and it's another word to refer to a 3D model. Usually used when asking how good the Polygons are.

    Module 4 / Lesson 1 - Introduction to 3D
  • General |

    Give you most of the tools that Blender has to offer and is the standard for a 3D workspace.

    Module 4 / Lesson 1 - Introduction to 3D
  • Parent a Child |

    It gives you the ability to make a 3D object become a Parent of another object that becomes a Child of it. Any movement the Parent object does, the Child object will follow.

    Module 4 / Lesson 19 - Diorama Character Animation
  • Hardware | pūmārō

    The machines, wiring, and other physical components of a computer or other technological system.

    Module 1 / Project 2: Change Calculator
    Module 1 / Project 1: Talent Show
    Module 1 / Lesson 1: Introduction - Inputs and Outputs
    Module 1 / Lesson 7: Virtual Reality Devices
    Module 1 / 第一课:介绍 - 输入和输出
    Module 6 / Lesson 01: Installing Unity
    Module 6 / Lesson 01.1: (Optional) Installing KatVR Support for Unity
    Module 6 / Lesson 02: XR Interactables
    Module 6 / Lesson 03: Asset Collection
    Module 6 / Lesson 04: Socket Interactions
    Module 6 / Lesson 08: Adding Audio
  • HighPoly and LowPoly |

    Highpoly is a very detailed model with many faces, while Lowpoly is the opposite of that.

    Module 4 / Lesson 3 - Creating Animals
  • Head mounted display (HMD) | mata whakaata (visual display)

    A VR headset.

    Module 1 / Lesson 12: Virtual Reality through time
    Module 6 / Lesson 01: Installing Unity
    Module 6 / Lesson 01.1: (Optional) Installing KatVR Support for Unity
    Module 6 / Lesson 02: XR Interactables
    Module 6 / Lesson 04: Socket Interactions
  • HTML |

    HyperText Markup Language. The main programming language used in the construction of websites and web applications.

    Bit 1 / Bit Size: A-Frame basics
    Bit 2 / Bit Size: A-Frame Event systems
    Module 2 / Lesson 12: A-Frame basics
    Module 2 / Lesson 13: A-Frame Events
  • Human Computer Interaction |

    Is the focus on computer design and user experience.

    Module 1 / Lesson 13: HCI in Virtual Reality & More complex comparison operators
    Module 6 / Lesson 04: Socket Interactions
    Module 6 / Lesson 05: Events and Animation
    Module 6 / Lesson 06: Poke Interactions
    Module 6 / Lesson 07: Coding our Keypad
    Module 6 / Lesson 08: Adding Audio
    Module 6 / Lesson 09: Adding Lighting and Effects
    Module 6 / Lesson 10: Creating a Game Loop
  • Hand Keyed Animation |

    Animating a character or objects without much help from references or Rotoscoping.

  • Index | kuputohu

    Used to point to a certain position in an array/list to access the information there.

    Module 2 / Lesson 14: Identifying needs. How do Arrays work?
  • Inputs | tāuru

    Data or commands that are entered into a computer.

    Module 1 / Project 2: Change Calculator
    Module 1 / Project 1: Talent Show
    Module 1 / Lesson 1: Introduction - Inputs and Outputs
    Module 1 / Lesson 2: Algorithms
    Module 1 / Lesson 3: Programs
    Module 1 / Lesson 7: Virtual Reality Devices
    Module 1 / Lesson 8: Data Representation with text
    Module 1 / Lesson 15: Black boxes in Systems
    Module 1 / Lesson 16: Control In Systems
    Module 1 / Lesson 17: Subsystems of Technological systems
    Module 1 / Lesson 18: Evaluation of a product
    Module 1 / Lesson 19: How to design a game
    Module 1 / Lesson 20: Game design practice
    Module 1 / 第一课:介绍 - 输入和输出
    Module 2 / Lesson 03: Error Detection and Efficient Code
    Module 2 / Lesson 04: Comparisons
    Module 2 / Lesson 07: Understand Artificial Intelligence
  • Input Output(IO) |

    Input and Output is the type of library used for reading and writing from/to external files. Commonly used with .txt to store information.

    Module 2 / Lesson 15: Researching into a context. Reading data from a file
    Module 2 / Lesson 18: Programming a project
  • Interface | atanga rorohiko (computer interface)

    A physical device, port, or connection that interacts with the computer or other hardware device.

    Module 1 / Lesson 13: HCI in Virtual Reality & More complex comparison operators
  • Iteration (of a program) | takaruretanga

    The repeating part of an algorithm with a loop. When the first set of instructions is repeated, it is called an iteration.

    Module 1 / Lesson 5: Iteration and Loops
    Module 2 / Lesson 03: Error Detection and Efficient Code
  • Iteration (of a process) | tōaitanga

    The repeating of parts of the design process - cyclical process to develop and improve a product.

  • Integer | tau tōpū

    The set of whole numbers, e.g. 1, 2, 3, -4, -5, -6.

    Module 1 / Lesson 12: Virtual Reality through time
  • Key Attributes | āhuatanga (attributes)

    The most important features of a product to make it fulfill the need.

    Module 1 / Lesson 8: Data Representation with text
    Module 2 / Lesson 09: Brief Development
    Module 2 / Lesson 11: Evaluation
    Module 2 / Lesson 16: Creating Specifications and Sorting Data
    Module 2 / Lesson 17: Starting our quiz maker
    Module 2 / Lesson 18: Programming a project
    Module 4 / Lesson 13 - Small Project
    Module 4 / Lesson 16 - Diorama Character Beginning
    Module 4 / Lesson 20 - Diorama Final
    Module 5 / Let's make our own country!
    Module 5 / Data representation: images
    Module 5 / Pixel sprite: obstacles
  • Locomotion |

    Locomotion refers to the methods used for movement and navigation within virtual reality environments. It's a critical aspect of VR experiences, as it directly impacts user comfort, immersion, and overall engagement.

    Module 6 / Lesson 02: XR Interactables
    Module 6 / Lesson 04: Socket Interactions
  • Logic Gates |

    Logic gate is a kind of the basic building block of a digital circuit having two inputs and one output. Logic gates are the electronic circuits in a digital system.

    Module 2 / Lesson 04: Comparisons
  • Light source |

    The position a source of light wil originate from.

    Module 4 / Lesson 13 - Small Project
    Module 4 / Lesson 8 - Shadows and Colour
    Module 6 / Lesson 09: Adding Lighting and Effects
  • Layout Artist |

    An artist that sets up everything on a scene for other artists to use for whatever purpose they serve, like animating.

    Module 4 / Lesson 1 - Introduction to 3D
  • Loop | koromeke

    A sequence of instructions is continually repeated until a certain condition is reached e.g. when the counter reaches a prescribed number or when a dice rolls a particular number. An infinite loop continues indefinitely.

    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 1 / Lesson 5: Iteration and Loops
    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 2 / Lesson 01: Design Brief & C# Recap
    Module 2 / Lesson 03: Error Detection and Efficient Code
    Module 2 / Lesson 16: Creating Specifications and Sorting Data
    Module 2 / Lesson 17: Starting our quiz maker
    Module 3 / Lesson 01: Design Context & C# Recap
    Module 3 / Lesson 02: Stakeholder Reasearch & Practising C# in Unity
    Module 3 / Lesson 03: Product analysis & Mini game project in Unity
    Module 3 / Lesson 04: Initial Concepts. Using U.I elements in Unity
  • Loop Cuts |

    In Edit Mode this will allow you to create a whole Edge line around your model. Sometimes called Edge Loops.

    Module 4 / Lesson 10 - Kiwiana
  • Machine Learning |

    A branch of artificial intelligence based on the idea that systems can learn from data, identify patterns and make decisions with minimal human intervention.

    Module 2 / Lesson 07: Understand Artificial Intelligence
  • Methods | Tikanga

    A method is a programmed procedure that is defined.

    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 1 / Lesson 12: Virtual Reality through time
    Module 2 / Lesson 09: Brief Development
  • Mixed Reality |

    A mixture of computer generated immersive environments combined with real life activities.

    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 1 / Lesson 10: What is Virtual Reality
    Module 1 / Lesson 11: Impact of VR and making code efficient
  • Modify |

    The ability to change and improve design ideas and models.

    Module 4 / Lesson 9 - Reference
  • Mesh |

    Another word for a 3D model. A mesh is a collection of vertices, edges and faces that define a 3D shape. You drag the objects (faces, edges, vertices) to shape the mesh model. It can use polygons to represent the shape.

    Bit 4 / Bit Size: 3D modelling and animation - soft surface modelling
    Bit 5 / Bit Size: 3D facial expressions
    Module 4 / Lesson 15 - Diorama animated
    Module 4 / Lesson 1 - Introduction to 3D
    Module 4 / Lesson 2 - Creating buildings
    Module 4 / Lesson 3 - Creating Animals
    Module 4 / Lesson 4 - Edit Mode
  • Motion Capture |

    When a person is wearing a motion capture suit for the computer to copy every movement and animate a character for you.

    Module 4 / Lesson 6 - Animation
  • Material Properties |

    This allows you to change the materials of your models, what colour they should have and what textures you've made.

    Module 4 / Lesson 13 - Small Project
    Module 4 / Lesson 8 - Shadows and Colour
    Module 4 / Lesson 9 - Reference
  • Need | matea

    An identified requirement of a person, group, or environment. A need is identified from an issue and sits within a context.

    Module 2 / Lesson 01: Design Brief & C# Recap
    Module 2 / Lesson 09: Brief Development
    Module 2 / Lesson 11: Evaluation
    Module 2 / Lesson 14: Identifying needs. How do Arrays work?
    Module 3 / Lesson 01: Design Context & C# Recap
    Module 3 / Lesson 02: Stakeholder Reasearch & Practising C# in Unity
    Module 3 / Lesson 03: Product analysis & Mini game project in Unity
    Module 3 / Lesson 04: Initial Concepts. Using U.I elements in Unity
    Module 4 / Lesson 2 - Creating buildings
  • Nested Statements | tauroto

    A nested statement is something that occurs within another statement. ie an IF statement that runs inside of a LOOP statement. Statements can be nested as many times as you want to provide layers to your code.

    Module 2 / Lesson 18: Programming a project
  • Open loop System |

    A system that does not monitor or measure the output so there is no real feedback.

    Module 1 / Lesson 16: Control In Systems
  • Orthographic | pūnaha tātaki kupu

    The use of the X-Y-Z axis to help to explain the position of models.

    Module 4 / Lesson 9 - Reference
  • Origin to Geometry |

    Teleports the manipulator right in the middle of your model.

    Module 4 / Lesson 5 - Mining Tools
  • Object Mode | aratau takatā

    Object mode is the mode in which you make changes to the properties, e.g. position, rotation etc.

    Module 4 / Lesson 4 - Edit Mode
    Module 4 / Lesson 5 - Mining Tools
  • Outputs | huaputa

    Data generated by a computer. It could be physical e.g. a printed page or a software output as a result of a calculation e.g. the result of a mathematical operation on a calculator.

    Module 1 / Project 2: Change Calculator
    Module 1 / Project 1: Talent Show
    Module 1 / Lesson 1: Introduction - Inputs and Outputs
    Module 1 / Lesson 2: Algorithms
    Module 1 / Lesson 3: Programs
    Module 1 / Lesson 7: Virtual Reality Devices
    Module 1 / Lesson 8: Data Representation with text
    Module 1 / Lesson 15: Black boxes in Systems
    Module 1 / Lesson 16: Control In Systems
    Module 1 / Lesson 17: Subsystems of Technological systems
    Module 1 / Lesson 18: Evaluation of a product
    Module 1 / Lesson 19: How to design a game
    Module 1 / Lesson 20: Game design practice
    Module 1 / 第一课:介绍 - 输入和输出
    Module 2 / Lesson 03: Error Detection and Efficient Code
    Module 2 / Lesson 04: Comparisons
    Module 2 / Lesson 07: Understand Artificial Intelligence
  • Parity |

    Is a method for detecting errors in code.

  • Product Analysis |

    Exploring other products on the market - looking for inspiration and gaps in the market.

  • Parent and Child |

    It gives you the ability to make a 3D object become a Parent of another object that becomes a Child of it. Any movement the Parent object does, the Child object will follow.

    Module 4 / Lesson 19 - Diorama Character Animation
  • Peer Programming |

    A technique where developers work together in pairs. One developer writes the program while the other observes, providing an additional pair of eyes to catch any error. These two developers swap roles frequently.

    Module 2 / Lesson 10: Brief Refinement
  • Puppet Rig |

    Usually refers to a 2D character that works similar to a 3D rig.

    Module 4 / Lesson 6 - Animation
  • Physical Attributes | āhuatanga ōkiko

    The features of a technological outcome, e.g. shape, size, materials, colour, texture, etc.

    Module 1 / Project 2: Change Calculator
    Module 1 / Project 1: Talent Show
    Module 1 / Lesson 7: Virtual Reality Devices
  • Pixel | tongi

    Computer screens are divided into a grid of tiny coloured squares, which are called pixels. The word pixel is an abbreviation of 'picture element'.

    Module 1 / Lesson 9: Data Representation with images
    Module 5 / Data representation: images
    Module 5 / Pixel sprite: character
    Module 5 / Pixel sprite: obstacles
  • Product Analysis |

    Comparing and evaluating diffe t technological outcomes that have been manufactured/produced.

    Module 1 / Lesson 10: What is Virtual Reality
    Module 2 / Lesson 15: Researching into a context. Reading data from a file
    Module 4 / Lesson 10 - Kiwiana
    Module 4 / Lesson 11 - Environment
  • PixelGraphics | tongi (pixel)

    Simplified 2D drawing art style done by drawing on a computer with a digital pen.

    Module 4 / Lesson 1 - Introduction to 3D
  • Planning | hoahoa

    Organising the process of creating a technological outcome. Considering resources, time, stages and labour.

    Module 2 / Lesson 17: Starting our quiz maker
    Module 4 / Lesson 13 - Small Project
    Module 4 / Lesson 14 - Diorama
  • Production | whakaputa

    Making the final outcome.

    Module 2 / Lesson 18: Programming a project
    Module 4 / Lesson 13 - Small Project
    Module 4 / Lesson 14 - Diorama
    Module 4 / Lesson 15 - Diorama animated
    Module 4 / Lesson 16 - Diorama Character Beginning
    Module 4 / Lesson 17 - Diorama Character Creation
    Module 4 / Lesson 18 - Diorama Character Item
    Module 4 / Lesson 19 - Diorama Character Animation
    Module 4 / Lesson 20 - Diorama Final
    Module 5 / Let's make our own country!
    Module 5 / Data representation: images
    Module 5 / Pixel sprite: character
    Module 5 / Pixel sprite: obstacles
  • Program | papatono

    Programming is where letters, numbers and symbols are typed to determine inputs and outputs. They can be text based or block based.

    Bit 1 / Bit Size: A-Frame basics
    Bit 2 / Bit Size: A-Frame Event systems
    Module 1 / Lesson 1: Introduction - Inputs and Outputs
    Module 1 / Lesson 2: Algorithms
    Module 1 / Lesson 3: Programs
    Module 1 / Lesson 4: Decomposition & Debugging
    Module 1 / Lesson 5: Iteration and Loops
    Module 1 / Lesson 8: Data Representation with text
    Module 1 / Lesson 12: Virtual Reality through time
    Module 1 / Lesson 13: HCI in Virtual Reality & More complex comparison operators
    Module 1 / Lesson 14: Transformation in Systems
    Module 1 / Lesson 15: Black boxes in Systems
    Module 1 / Lesson 16: Control In Systems
    Module 1 / Lesson 17: Subsystems of Technological systems
    Module 1 / Lesson 18: Evaluation of a product
    Module 1 / Lesson 19: How to design a game
    Module 1 / Lesson 20: Game design practice
    Module 1 / 第一课:介绍 - 输入和输出
    Module 2 / Lesson 02: Efficiency
    Module 2 / Lesson 03: Error Detection and Efficient Code
    Module 2 / Lesson 05: Variable Scope and basic VR environment
    Module 2 / Lesson 08: Impact of AI
    Module 2 / Lesson 10: Brief Refinement
    Module 2 / Lesson 12: A-Frame basics
    Module 2 / Lesson 13: A-Frame Events
    Module 2 / Lesson 14: Identifying needs. How do Arrays work?
    Module 2 / Lesson 15: Researching into a context. Reading data from a file
    Module 2 / Lesson 16: Creating Specifications and Sorting Data
    Module 2 / Lesson 18: Programming a project
    Module 5 / Sequence and algorithms (unplugged)
    Module 5 / Programming in Repl!
    Module 5 / Making ByteEd move!
    Module 5 / Let's make our own country!
    Module 5 / Pixel sprite: character
    Module 5 / Pixel sprite: obstacles
    Module 6 / Lesson 07: Coding our Keypad
  • Programming language | reo paptono

    A programming language is a formal language comprising a set of instructions that produce various kinds of output. They are used in computer programming to implement algorithms. Most programming languages consist of instructions for computers.

    Module 1 / Lesson 3: Programs
    Module 5 / Sequence and algorithms (unplugged)
    Module 5 / Programming in Repl!
    Module 5 / Making ByteEd move!
    Module 6 / Lesson 01: Installing Unity
    Module 6 / Lesson 01.1: (Optional) Installing KatVR Support for Unity
    Module 6 / Lesson 02: XR Interactables
    Module 6 / Lesson 04: Socket Interactions
    Module 6 / Lesson 05: Events and Animation
    Module 6 / Lesson 06: Poke Interactions
    Module 6 / Lesson 07: Coding our Keypad
  • Proper function | āheinga

    The intended function of a technological outcome.

    Module 2 / Lesson 06: Fit for purpose and Randomness in programming
  • Property |

    A property is used to define or add aspects to an entity. A property could add physics, change colour, change shape, … etc

    Bit 1 / Bit Size: A-Frame basics
    Bit 2 / Bit Size: A-Frame Event systems
    Module 2 / Lesson 12: A-Frame basics
    Module 2 / Lesson 13: A-Frame Events
  • Prototype | tauira whakamātau

    A final outcome that has been developed through testing trialling and functional modelling. It is normally the final model made prior to mass manufacturer or product release - fully functioning working model.

    Module 2 / Lesson 11: Evaluation
    Module 2 / Lesson 18: Programming a project
  • Polygon | taparau

    3D models & meshes can be created by using polygons, these are straight sided (3+ sides) shapes (2D) that are connected by their edges. To create polygonal models you use polygon meshes.

    Module 4 / Lesson 17 - Diorama Character Creation
    Module 4 / Lesson 1 - Introduction to 3D
    Module 4 / Lesson 4 - Edit Mode
    Module 4 / Lesson 5 - Mining Tools
    Module 4 / Lesson 6 - Animation
  • Pseudocode |

    A detailed but readable description of what a computer program or algorithm must do. It uses the structural conventions of a normal programming language, but is intended to be read by humans rather than machines.

    Module 1 / Lesson 2: Algorithms
    Module 1 / Lesson 3: Programs
    Module 1 / Lesson 14: Transformation in Systems
    Module 1 / Lesson 15: Black boxes in Systems
    Module 1 / Lesson 16: Control In Systems
    Module 1 / Lesson 17: Subsystems of Technological systems
    Module 1 / Lesson 18: Evaluation of a product
    Module 1 / Lesson 19: How to design a game
    Module 1 / Lesson 20: Game design practice
    Module 2 / Lesson 02: Efficiency
    Module 2 / Lesson 16: Creating Specifications and Sorting Data
    Module 2 / Lesson 17: Starting our quiz maker
  • Randomness | matapōkere

    Any collection of data or information with no determined order, or is chosen in a way that is unknown beforehand.

    Module 2 / Lesson 06: Fit for purpose and Randomness in programming
  • Research | rangahau

    Exploring and gathering data into the context and need.

    Module 2 / Lesson 15: Researching into a context. Reading data from a file
    Module 2 / Lesson 16: Creating Specifications and Sorting Data
    Module 4 / Lesson 11 - Environment
    Module 4 / Lesson 13 - Small Project
    Module 4 / Lesson 16 - Diorama Character Beginning
    Module 4 / Lesson 18 - Diorama Character Item
    Module 4 / Lesson 2 - Creating buildings
    Module 4 / Lesson 3 - Creating Animals
    Module 4 / Lesson 5 - Mining Tools
    Module 4 / Lesson 9 - Reference
    Module 5 / Decomposition (unplugged)
    Module 5 / Let's make our own country!
    Module 5 / Pixel sprite: obstacles
  • RGB Screen |

    The screen of a computer or TV that uses Red, Green and Blue lights to create the pixel colours.

    Module 5 / Data representation: images
  • Rig |

    A rig defines the way the various parts of a model will move in relation to the other parts of a model when animating.

    Module 4 / Lesson 6 - Animation
  • Rotoscoping |

    An animation technique that animators use to trace over motion picture footage, frame by frame, to produce realistic action.

    Module 4 / Lesson 6 - Animation
    Module 4 / Lesson 7 - Bouncing Ball
  • Rendering | tāhuahua

    The use of tonal shading to make shapes and forms to appear realistic.

    Module 4 / Lesson 8 - Shadows and Colour
  • Reference |

    You find inspirations from either real life or online and use them as help to create original content.

    Module 4 / Lesson 10 - Kiwiana
    Module 4 / Lesson 9 - Reference
  • Selection | tīpakonga

    Choosing which part of an algorithm to execute based on some values. A question is asked, and depending on the answer, the program takes one of two courses of action, after which it moves on to the next event.

  • Scene | whakaariari (scenery)

    A scene is the environment in which you create the 3D model. Not only do the models need to be considered but the lighting effects and camera angles do too.

    Module 4 / Lesson 1 - Introduction to 3D
  • Sequencing | raupapa

    Putting instructions one after another. An action, or event, leads to the next ordered action in a predetermined order.

    Module 1 / Lesson 2: Algorithms
    Module 1 / Lesson 3: Programs
    Module 1 / Lesson 4: Decomposition & Debugging
    Module 1 / Lesson 5: Iteration and Loops
    Module 5 / Sequence and algorithms (unplugged)
    Module 5 / Programming in Repl!
    Module 5 / Making ByteEd move!
    Module 5 / Let's make our own country!
  • Semantics |

    The meaning of language. Does the programming language typed into a computer make sense?

    Module 1 / Lesson 3: Programs
  • Simulations |

    Computer generated animations that are as close to real life as possible such as water or explosions.

    Module 4 / Lesson 6 - Animation
  • Set Origin |

    Give the ability to change where the manipulator will be placed.

    Module 4 / Lesson 5 - Mining Tools
  • Software | pūmanawa

    Software is a general term which covers all computer programmes, applications and operating systems used by a computer.

    Module 1 / Project 2: Change Calculator
    Module 1 / Project 1: Talent Show
    Module 1 / Lesson 7: Virtual Reality Devices
    Module 1 / Lesson 10: What is Virtual Reality
    Module 6 / Lesson 01: Installing Unity
    Module 6 / Lesson 01.1: (Optional) Installing KatVR Support for Unity
    Module 6 / Lesson 02: XR Interactables
    Module 6 / Lesson 03: Asset Collection
    Module 6 / Lesson 04: Socket Interactions
    Module 6 / Lesson 05: Events and Animation
    Module 6 / Lesson 06: Poke Interactions
    Module 6 / Lesson 07: Coding our Keypad
    Module 6 / Lesson 08: Adding Audio
    Module 6 / Lesson 09: Adding Lighting and Effects
    Module 6 / Final Lesson: Export your VR Project
    Module 6 / Lesson 10: Creating a Game Loop
    Module 6 / Optional Lesson: Export 3D models into Unity
  • Sorting | Kōmaka

    The process of organising data in an array / list by a specific property. Ie. smallest to largest, Alphabetical, … etc.

    Module 2 / Lesson 16: Creating Specifications and Sorting Data
  • Specification | tautuhinga

    The points that the outcome must fulfil to be fit for purpose. They need to be specific to be easy to test and trial.

    Module 2 / Lesson 09: Brief Development
    Module 2 / Lesson 11: Evaluation
    Module 2 / Lesson 16: Creating Specifications and Sorting Data
    Module 2 / Lesson 17: Starting our quiz maker
    Module 2 / Lesson 18: Programming a project
  • Sprite |

    An image of a character that appears in computer games.

    Module 5 / Data representation: images
    Module 5 / Pixel sprite: character
    Module 5 / Pixel sprite: obstacles
  • Stakeholders | hunga whaipānga

    The key people/companies that will influence the design and development of a technological outcome.

    Module 1 / Project 2: Change Calculator
    Module 1 / Project 1: Talent Show
    Module 1 / Lesson 7: Virtual Reality Devices
    Module 2 / Lesson 01: Design Brief & C# Recap
    Module 2 / Lesson 11: Evaluation
    Module 2 / Lesson 14: Identifying needs. How do Arrays work?
    Module 2 / Lesson 15: Researching into a context. Reading data from a file
    Module 2 / Lesson 16: Creating Specifications and Sorting Data
    Module 3 / Lesson 01: Design Context & C# Recap
    Module 3 / Lesson 02: Stakeholder Reasearch & Practising C# in Unity
    Module 3 / Lesson 03: Product analysis & Mini game project in Unity
    Module 3 / Lesson 04: Initial Concepts. Using U.I elements in Unity
  • String | aho

    A string is a data type, which is used for data values that are made up of ordered sequences of characters, such as 'hello world'. A string can contain any sequence of characters, visible or invisible, and characters may be repeated.

    Module 2 / Lesson 08: Impact of AI
    Module 2 / Lesson 15: Researching into a context. Reading data from a file
  • Sub System |

    A part of the technological system.

    Module 1 / Lesson 1: Introduction - Inputs and Outputs
    Module 1 / Lesson 14: Transformation in Systems
    Module 1 / Lesson 17: Subsystems of Technological systems
    Module 1 / Lesson 18: Evaluation of a product
    Module 1 / Lesson 19: How to design a game
    Module 1 / Lesson 20: Game design practice
    Module 1 / 第一课:介绍 - 输入和输出
  • Syntax | tātaikupu

    The form or structure of the language, e.g. some use graphics like Bolt and Scratch and some are text based using words, numbers and punctuation like C#, Python and JavaScript.

    Module 1 / Lesson 3: Programs
    Module 2 / Lesson 01: Design Brief & C# Recap
    Module 2 / Lesson 18: Programming a project
    Module 3 / Lesson 01: Design Context & C# Recap
    Module 3 / Lesson 02: Stakeholder Reasearch & Practising C# in Unity
    Module 3 / Lesson 03: Product analysis & Mini game project in Unity
    Module 3 / Lesson 04: Initial Concepts. Using U.I elements in Unity
    Module 6 / Lesson 07: Coding our Keypad
  • System Diagram |

    A visual way to show the technological system of a product or outcome.

    Module 1 / Lesson 1: Introduction - Inputs and Outputs
    Module 1 / Lesson 15: Black boxes in Systems
    Module 1 / Lesson 16: Control In Systems
    Module 1 / Lesson 17: Subsystems of Technological systems
    Module 1 / Lesson 18: Evaluation of a product
    Module 1 / Lesson 19: How to design a game
    Module 1 / Lesson 20: Game design practice
  • Shape | āhua

    Two dimensional shapes, e.g. square, triangle, rectangle etc.

    Module 4 / Lesson 3 - Creating Animals
  • SCAMPER |

    A technique used to help to change, modify and develop design ideas.

    Module 4 / Lesson 9 - Reference
  • Shade/Shading | kauruku

    Shading is when you apply shadows and lights into your Scene and models.

    Module 4 / Lesson 10 - Kiwiana
    Module 4 / Lesson 8 - Shadows and Colour
  • Tags |

    Tags are keywords that define sections within HTML code. They always require an opening and closing variant. Example < Tag > . . . < /Tag > .

    Bit 1 / Bit Size: A-Frame basics
    Bit 2 / Bit Size: A-Frame Event systems
    Module 2 / Lesson 12: A-Frame basics
    Module 2 / Lesson 13: A-Frame Events
  • Technological Outcome | otinga hangarau

    A physical product or system designed and made by man to fulfil a need or a purpose. The intention is to make life better for humans in society.

    Module 1 / Project 2: Change Calculator
    Module 1 / Project 1: Talent Show
    Module 1 / Lesson 7: Virtual Reality Devices
    Module 1 / Lesson 8: Data Representation with text
    Module 2 / Lesson 18: Programming a project
    Module 4 / Lesson 13 - Small Project
    Module 4 / Lesson 14 - Diorama
    Module 4 / Lesson 15 - Diorama animated
    Module 4 / Lesson 17 - Diorama Character Creation
    Module 4 / Lesson 18 - Diorama Character Item
    Module 4 / Lesson 19 - Diorama Character Animation
    Module 4 / Lesson 20 - Diorama Final
  • Technological System | pūnaha (system)

    A product/process that converts inputs into outputs, through transformation.

    Module 1 / Project 2: Change Calculator
    Module 1 / Project 1: Talent Show
    Module 1 / Lesson 1: Introduction - Inputs and Outputs
    Module 1 / Lesson 2: Algorithms
    Module 1 / Lesson 3: Programs
    Module 1 / Lesson 7: Virtual Reality Devices
    Module 1 / Lesson 14: Transformation in Systems
    Module 1 / Lesson 15: Black boxes in Systems
    Module 1 / Lesson 16: Control In Systems
    Module 1 / Lesson 17: Subsystems of Technological systems
    Module 1 / Lesson 18: Evaluation of a product
    Module 1 / Lesson 19: How to design a game
    Module 1 / Lesson 20: Game design practice
    Module 1 / 第一课:介绍 - 输入和输出
  • Test and trial | whakamātau

    The process of improving a technological outcome. It can be tested by stakeholders and in situ Feedback is given by the tester to improve the outcome.

    Module 2 / Lesson 11: Evaluation
    Module 2 / Lesson 18: Programming a project
    Module 5 / Sequence and algorithms (unplugged)
    Module 5 / Programming in Repl!
    Module 5 / Pixel sprite: obstacles
  • Transformation (Process) | panoni

    How a system or a program converts an input into an output.

    Module 1 / Project 2: Change Calculator
    Module 1 / Project 1: Talent Show
    Module 1 / Lesson 2: Algorithms
    Module 1 / Lesson 3: Programs
    Module 1 / Lesson 7: Virtual Reality Devices
    Module 1 / Lesson 8: Data Representation with text
    Module 1 / Lesson 15: Black boxes in Systems
    Module 1 / Lesson 16: Control In Systems
    Module 1 / Lesson 17: Subsystems of Technological systems
    Module 1 / Lesson 18: Evaluation of a product
    Module 1 / Lesson 19: How to design a game
    Module 1 / Lesson 20: Game design practice
    Module 2 / Lesson 03: Error Detection and Efficient Code
  • Transmit | tuku

    To broadcast, or sent out.

    Module 1 / Lesson 6: Binary and Variables
  • Translate |

    Different words for moving an object around.

    Module 4 / Lesson 1 - Introduction to 3D
  • Texture |

    The use of shading and rendering techniques to make shapes and forms to appear realistic. Textures usually have repeated patterns.

    Module 4 / Lesson 8 - Shadows and Colour
  • User Interface | tāhono kaiwhakamahi

    Is where/when a computer and human interact.

    Module 1 / Lesson 13: HCI in Virtual Reality & More complex comparison operators
    Module 6 / Lesson 01: Installing Unity
    Module 6 / Lesson 01.1: (Optional) Installing KatVR Support for Unity
    Module 6 / Final Lesson: Export your VR Project
    Module 6 / Lesson 10: Creating a Game Loop
    Module 6 / Optional Lesson: Export 3D models into Unity
  • Undo/redo tools | change

    The tools that are used to either remove an action to a previous form or to recreate an action.

    Module 4 / Lesson 1 - Introduction to 3D
  • Upload | tuku atu/tukuatu

    Moving electronic data from your computer to the internet.

    Module 5 / Pixel sprite: character
    Module 5 / Pixel sprite: obstacles
  • UV Textures |

    UV Mapping (UV), which is the texture of an object. If you want to see all of the polygons at once in a sphere without rotating the model, it would have to be in a 2D form spread out like a mathematical net; that's a UV Map.

    Module 4 / Lesson 12 - Management
    Module 4 / Lesson 4 - Edit Mode
  • Variables | taurangi

    A value that can change, depending on conditions or on information passed to the program.

    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 1 / Lesson 3: Programs
    Module 1 / Lesson 6: Binary and Variables
    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 2 / Lesson 01: Design Brief & C# Recap
    Module 2 / Lesson 05: Variable Scope and basic VR environment
    Module 3 / Lesson 01: Design Context & C# Recap
    Module 3 / Lesson 02: Stakeholder Reasearch & Practising C# in Unity
    Module 3 / Lesson 03: Product analysis & Mini game project in Unity
    Module 3 / Lesson 04: Initial Concepts. Using U.I elements in Unity
    Module 6 / Lesson 07: Coding our Keypad
  • Virtual Reality (VR) | ao mariko

    An immersive virtual environment completely made and explored using a computer and VR equipment.

    Bit 2 / Bit Size: A-Frame Event systems
    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 1 / Lesson 10: What is Virtual Reality
    Module 1 / Lesson 11: Impact of VR and making code efficient
    Module 1 / Lesson 12: Virtual Reality through time
    Module 2 / Lesson 05: Variable Scope and basic VR environment
    Module 2 / Lesson 13: A-Frame Events
    Module 6 / Lesson 01: Installing Unity
    Module 6 / Lesson 01.1: (Optional) Installing KatVR Support for Unity
    Module 6 / Lesson 02: XR Interactables
    Module 6 / Lesson 04: Socket Interactions
    Module 6 / Lesson 05: Events and Animation
    Module 6 / Lesson 06: Poke Interactions
    Module 6 / Lesson 07: Coding our Keypad
    Module 6 / Lesson 08: Adding Audio
    Module 6 / Lesson 09: Adding Lighting and Effects
    Module 6 / Lesson 10: Creating a Game Loop
  • Vertex | akitu

    All of the corners and dots of your 3D model.

    Module 4 / Lesson 10 - Kiwiana
    Module 4 / Lesson 4 - Edit Mode
    Module 4 / Lesson 5 - Mining Tools
  • World Origin |

    The middle point of your Scene, exactly where the Red and Green lines are connecting. Everything there will have all of the values of your models be on default numbers, X-Y-Z Axis should all be number 0 except Scale, where it's number 1.

    Module 4 / Lesson 1 - Introduction to 3D
  • Wireframe |

    A viewing mode where it removes all of the Faces of every 3D model and allows you to see through everything in Edges.

    Module 4 / Lesson 8 - Shadows and Colour
  • X-Y-Z Axis | tuaka (axis)

    X, Y and Z are the three positions that you can manipulate your meshes and other objects. X and Y are forwards and backwards, depending on where you are facing. Z is up and down. However, in some programmes, Y and Z are switched.

    Module 4 / Lesson 10 - Kiwiana
    Module 4 / Lesson 12 - Management
    Module 4 / Lesson 4 - Edit Mode

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Newmarket, Auckland 1023

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