Unit 1 and 2 Vocab- Intro to Computer Science

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Across
  1. 4. brainstorm several possible creative solutions
  2. 7. short-term memory that disappears when the computer is turned off.
  3. 9. a self contained set of instructions for performing a specific task within a computer program.
  4. 10. how a computer displays or communicates information
  5. 14. A set of instructions that a computer can follow.
  6. 16. A handheld microcomputer with many inputs and outputs.
  7. 17. Thinking A framework for identifying problems, designing solutions, testing and refining
  8. 20. how the computer remembers things
  9. 22. part of a program that runs when a specific event happens
  10. 24. MakeCode A coding editor in Code Connection that lets you code with two programming languages: Block or JavaScript.
  11. 26. 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.
  12. 27. Thinking Steps empathize, define, ideate, prototype, test
  13. 28. A set of instructions that a computer can follow.
Down
  1. 1. where you will build your programs
  2. 2. this is a chip inside the computer and it's how the computer transforms information
  3. 3. A text-based programming language that uses letters, numbers, and symbols. It's one of the most popular programming languages in the world
  4. 5. random access memory
  5. 6. construct rough drafts or sketches of your ideas
  6. 8. learning more about your target audience
  7. 11. a set of (often repeated) steps used to solve a problem
  8. 12. A rough draft, sketch or working model of your idea.
  9. 13. shows what your program will look like running on a micro:bit
  10. 15. understand and identify your audience's problems or needs
  11. 18. long-term memory even when the computer is turned off.
  12. 19. detailed outline or rough draft of a program. natural language and code.
  13. 21. something that happens outside a program that the program can respond to (like a screen tap or mouse click)
  14. 23. test your prototype solutions
  15. 25. how a computer takes in information from the world (keyboard, mouse, touchscreen)