Widely used ideas from computer science, math, and art that kids meet — by doing — across the arcade, the camp, and the studios.
Computational thinking
Solving a problem the way you would if you had to explain it to a computer: decomposition, pattern recognition, abstraction, and clear step-by-step algorithms. A way of thinking, not a programming language. See What is computational thinking for kids?
Decomposition
Breaking a large problem into smaller, doable parts. One of the four moves of computational thinking.
Pattern recognition
Noticing what repeats, so a solution can be reused instead of rebuilt each time. One of the four moves of computational thinking.
Abstraction
Ignoring the details that don't matter and keeping the ones that do — like a subway map that keeps the route and drops the geography.
Algorithm
A clear, ordered set of steps that reliably solves a problem — precise enough that another person, or a computer, could follow it exactly.
Debugging
Finding and fixing the one thing that's broken in an otherwise working system — a core skill for reading and judging code, including code an AI wrote.
Reward hacking
Winning by exploiting the letter of a rule or scoring system rather than its intent. Kids meet it firsthand when a tuned bot "wins" through a loophole; it's also a central idea in AI safety. See Games as thinking laboratories.
Game theory
The study of strategic decisions in which each participant's best move depends on what the others do. At Lucas Academy it shows up in snake-bot duels and Monkey Republic.
Nash equilibrium
A combination of strategies in which no player can do better by changing only their own strategy. Kids meet the intuition when no single bot always wins and the best move depends on the matchup.
Law of reflection
A ball or ray leaves a surface at the same angle it arrived, measured from the perpendicular — in vectors, v' = v − 2(v·n)n. It's the law of light reflection and the core rule of Breaker. See The geometry of a bounce.
Reaction-diffusion
A pair of simple rules, modeled on interacting chemicals, that grow spots, stripes, and coral-like patterns. Used as an art material in the Computational Art Studio.
Voronoi diagram
A way of dividing space into regions — one per seed point — where every location belongs to its nearest seed. It turns a photo into mosaic- or stained-glass-like cells.
Segmentation
Dividing an image into meaningful regions — the parts a computer treats as "one thing." A form of computer vision used to reinterpret photos as art.
Computer vision
Getting a computer to extract meaning from images — finding edges, regions, colors, or shapes. In the studio, children control what the machine sees rather than accepting a finished output. See Computer vision as a paintbrush.