Year 7 programming 1
Across
- 1. A classification that specifies the kind of value a variable can hold, such as numbers, text, or Boolean values (true/false).
- 4. A programming technique that repeats a set of instructions multiple times for efficiency.
- 6. A visual programming language that allows users to create projects through drag-and-drop programming blocks.
- 7. A programming construct that allows the execution of different actions based on specific conditions, often implemented using if/else statements.
- 8. A symbolic name associated with a value that can change, used to store data within a Scratch project.
- 9. A directive given to a computer that instructs it to perform a specific action.
- 10. Something that your program responds to by changing the flow of the program
Down
- 2. Basic mathematical operations, including addition, subtraction, multiplication, and division, used to perform calculations.
- 3. A step-by-step set of instructions designed to perform a task or solve a problem.
- 5. A method in Scratch to send messages between sprites, enabling them to coordinate actions.
- 7. A specific order in which commands are executed in a program to achieve a desired outcome.