Unit 1 & 2 Vocab

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Across
  1. 3. brainstorm several possible creative solutions
  2. 5. A text-based programming language that uses letters, numbers, and symbols. It's one of the most popular programming languages in the world
  3. 8. A handheld microcomputer with many inputs and outputs.
  4. 10. Thinking A framework for identifying problems, designing solutions, testing and refining
  5. 11. how a computer takes in information from the world (keyboard, mouse, touchscreen)
  6. 13. detailed outline or rough draft of a program. natural language and code.
  7. 15. test your prototype solutions
  8. 18. shows what your program will look like running on a micro:bit
  9. 19. or computer program A set of instructions that a computer can follow.
  10. 21. Thinking Steps empathize, define, ideate, prototype, test
  11. 22. where you will build your programs
  12. 24. learning more about your target audience
  13. 25. random access memory
Down
  1. 1. this is a chip inside the computer and it's how the computer transforms information
  2. 2. part of a program that runs when a specific event happens
  3. 4. something that happens outside a program that the program can respond to (like a screen tap or mouse click)
  4. 6. how a computer displays or communicates information
  5. 7. MakeCode A coding editor in Code Connection that lets you code with two programming languages: Block or JavaScript.
  6. 9. Coding A programming language found in editors—such as Microsoft MakeCode and Scratch—that uses different colored and shaped blocks that connect in a specific order to allow beginners to learn concepts without having to worry about syntax.
  7. 12. construct rough drafts or sketches of your ideas
  8. 14. short-term memory that disappears when the computer is turned off.
  9. 16. long-term memory even when the computer is turned off.
  10. 17. a set of (often repeated) steps used to solve a problem
  11. 20. a self contained set of instructions for performing a specific task within a computer program.
  12. 21. understand and identify your audience's problems or needs
  13. 23. how the computer remembers things