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