Unit I + II

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