Answer:
Algorithmic thinking is the use of algorithms, or step-by-step sets of instructions, to complete a task. Teaching students to use algorithmic thinking prepares them for novelty.
Answer:
As defined by Jeannette Wing, computational thinking is “a way of solving problems, designing systems, and understanding human behavior by drawing on the concepts of computer science.” To the students at my school, it’s an approach to tackling challenging questions and ambiguous puzzles. We explicitly integrate computational thinking into all of our classes, allowing students to draw parallels between what they’re learning and how they’re approaching problems across all disciplines.
Our students rely on four computational thinking skills, as well as a set of essential attitudes.
Which statement describes a biotic factor interacting with the environment?
Water flows down a creek bed.
Soil contains nutrients for growth.
Deer graze through the grassland.
The sun emits solar rays that reach Earth.
Answer:
Deer graze through the grassland.
Explanation:
Biotic factors are living components of the environment that shapes the ecosystem. Abiotic factors are the non-living component of the environment.
These biotic factors are plants, animals and micro-organisms.
A deer grazing through the grassland is a a biotic factor interacting the environment. The other choices contains abiotic factors.Abiotic factors are soil, sunlight, nutrients etc.
Answer:
C
Explanation:
Which group of Indians was native to Roanoke and not very friendly?
Croatan
Cherokee
Iroquois
Plain Indians
Answer:
Croatan I think if I remember it right.
Explanation:
Identify the tasks that people can perform using a web browser. View a web page Program a computer Record a video Organize the entire hard drive Shop from a web page Download an MP3 file Upload photographs to an Internet site Search for a web page
Answer:
1,3,5,6,7,8 on edge2020
Explanation:
Answer: 1, 3, 5, 6, 7, 8
Explanation: got a 100
Martha is typing on her computer. What type of communication is this? A. human-to-human B. human-to-machine C. machine-to-human D. machine-to-machine
Answer:
Human-to-machine
Explanation:
It is a human typing into a machine.
I hope this helped <3
The left and right margins of the page should always be the same.
True
False
Answer:true
Explanation:
identify the final stage of the object found in the image in the given text
Answer:
science fiction book
Explanation:
How do you skip the drawing steps in turtle graphics and just get the result? Thank you.
Answer:
Turtle graphics is a popular way for introducing programming to kids. It was part of the original Logo programming language developed by Wally Feurzig and Seymour Papert in 1966.
Imagine a robotic turtle starting at (0, 0) in the x-y plane. Give it the command turtle.forward(15), and it moves (on-screen!) 15 pixels in the direction it is facing, drawing a line as it moves. Give it the command turtle.left(25), and it rotates in-place 25 degrees clockwise.
By combining together these and similar commands, intricate shapes and pictures can easily be drawn.
The turtle module is an extended reimplementation of the same-named module from the Python standard distribution up to version Python 2.5.
It tries to keep the merits of the old turtle module and to be (nearly) 100% compatible with it. This means in the first place to enable the learning programmer to use all the commands, classes and methods interactively when using the module from within IDLE run with the -n switch.
The turtle module provides turtle graphics primitives, in both object-oriented and procedure-oriented ways. Because it uses tkinter for the underlying graphics, it needs a version of Python installed with Tk support.
The object-oriented interface uses essentially two+two classes:
The TurtleScreen class defines graphics windows as a playground for the drawing turtles. Its constructor needs a tkinter.Canvas or a ScrolledCanvas as argument. It should be used when turtle is used as part of some application.
The function Screen() returns a singleton object of a TurtleScreen subclass. This function should be used when turtle is used as a standalone tool for doing graphics. As a singleton object, inheriting from its class is not possible.
All methods of TurtleScreen/Screen also exist as functions, i.e. as part of the procedure-oriented interface.
RawTurtle (alias: RawPen) defines Turtle objects which draw on a TurtleScreen. Its constructor needs a Canvas, ScrolledCanvas or TurtleScreen as argument, so the RawTurtle objects know where to draw.
Derived from RawTurtle is the subclass Turtle (alias: Pen), which draws on “the” Screen instance which is automatically created, if not already present.
All methods of RawTurtle/Turtle also exist as functions, i.e. part of the procedure-oriented interface.
The procedural interface provides functions which are derived from the methods of the classes Screen and Turtle. They have the same names as the corresponding methods. A screen object is automatically created whenever a function derived from a Screen method is called. An (unnamed) turtle object is automatically created whenever any of the functions derived from a Turtle method is called.
To use multiple turtles on a screen one has to use the object-oriented interface.
Note In the following documentation the argument list for functions is given. Methods, of course, have the additional first argument self which is omitted here.
Explanation:
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