diff --git a/curriculum/challenges/english/21-a2-english-for-developers/learn-how-to-clarify-information-in-different-interactions/663bce49cc4c88ac83a3d618.md b/curriculum/challenges/english/21-a2-english-for-developers/learn-how-to-clarify-information-in-different-interactions/663bce49cc4c88ac83a3d618.md index 43d095560b7..f11bcae1eeb 100644 --- a/curriculum/challenges/english/21-a2-english-for-developers/learn-how-to-clarify-information-in-different-interactions/663bce49cc4c88ac83a3d618.md +++ b/curriculum/challenges/english/21-a2-english-for-developers/learn-how-to-clarify-information-in-different-interactions/663bce49cc4c88ac83a3d618.md @@ -9,9 +9,9 @@ dashedName: task-36 # --description-- -`To guess` means to try to answer or think of something when you are not sure if it is correct. For example, if you do not know someone's age, you can say, "I guess they are 20 years old.", meaning you think they are 20, but you're not sure of it. +`To guess` means to try to answer or think of something when you are not sure if it is correct. For example, if you do not know someone's age, you can say, `I guess they are 20 years old.`, meaning you think they are 20, but you're not sure of it. -`To name` means to say the name of something or someone. For example, if you see a picture of an animal and say "This is a dog," you are saying this is the name - in this case, the breed - of the animal. +`To name` means to say the name of something or someone. For example, if you see a picture of an animal and say `This is a dog,` you are saying this is the name - in this case, the breed - of the animal. Finally, a `guessing game` is a fun activity where you try to guess the right answer. For example, someone might describe an object or name it (if the name is a strange word), and you have to guess what it is. diff --git a/curriculum/challenges/english/21-a2-english-for-developers/learn-how-to-have-a-conversation-about-preferences-and-motivations/65a7996c848275dbf2083044.md b/curriculum/challenges/english/21-a2-english-for-developers/learn-how-to-have-a-conversation-about-preferences-and-motivations/65a7996c848275dbf2083044.md index aada942a4ab..15d1abfd0a6 100644 --- a/curriculum/challenges/english/21-a2-english-for-developers/learn-how-to-have-a-conversation-about-preferences-and-motivations/65a7996c848275dbf2083044.md +++ b/curriculum/challenges/english/21-a2-english-for-developers/learn-how-to-have-a-conversation-about-preferences-and-motivations/65a7996c848275dbf2083044.md @@ -9,7 +9,7 @@ dashedName: task-140 # --description-- -`Spare time` is the time when you're not working or doing essential tasks, and you can choose what you want to do. For example, "I like to read books in my spare time" means when you have free time, you enjoy reading. +`Spare time` is the time when you're not working or doing essential tasks, and you can choose what you want to do. For example, `I like to read books in my spare time` means when you have free time, you enjoy reading. This statement is about someone considering using their free time to join a project, inspired by hearing about someone else's reasons for doing something they enjoy. diff --git a/curriculum/challenges/english/21-a2-english-for-developers/learn-how-to-offer-technical-support-and-guidance/6620d3003ddaf50aac1bc76d.md b/curriculum/challenges/english/21-a2-english-for-developers/learn-how-to-offer-technical-support-and-guidance/6620d3003ddaf50aac1bc76d.md index 676794d0d73..b5c054e3691 100644 --- a/curriculum/challenges/english/21-a2-english-for-developers/learn-how-to-offer-technical-support-and-guidance/6620d3003ddaf50aac1bc76d.md +++ b/curriculum/challenges/english/21-a2-english-for-developers/learn-how-to-offer-technical-support-and-guidance/6620d3003ddaf50aac1bc76d.md @@ -9,7 +9,7 @@ dashedName: task-16 A `statement` in programming is a line of code that performs a specific action. For example, `print("Hello World")` is a statement that displays text. -A `condition` is a test in code that checks if something is true or false. For instance, `if x > 5` checks if "x" is greater than 5. +A `condition` is a test in code that checks if something is true or false. For instance, `if x > 5` checks if `x` is greater than 5. A `conditional` is generally an adjective referring to something that depends on a `condition` or `conditions`. In programming, it is used to describe any expression or feature that involves logical `conditions`. It's not limited to explicit "if-then" structure but can also refer to any setup that alters behavior based on `conditions`, including loops or even ternary operators.