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