5th Grade Coding Crossword

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Across
  1. 5. A loop that continues to repeat while a condition is true.
  2. 7. A monitor for a specific event or action on a computer. When you write code for an event handler, it will be executed every time that event or action occurs. Many event-handlers respond to human actions such as mouse clicks.
  3. 9. Use a variable in a program.
  4. 10. Trying again and again, even when something is very hard.
  5. 12. An extra piece of information passed to a function to customize it for a specific need.
  6. 13. (domain name service)
  7. 14. The art of creating a program.
  8. 15. A connection that uses light to transmit information.
  9. 16. service that translates URLs to IP addresses.
  10. 17. To do something again.
  11. 20. The piece of code that you add to a program to indicate that the program should run the code inside a function at a certain time.
  12. 21. A repetitive action or command typically created with programming loops.
  13. 23. The design of products, devices, services, or environments taking into consideration the ability for all users to access, including people who experience disabilities or those who are limited by older or slower technology.
  14. 24. Computers that exist only to provide things to others.
Down
  1. 1. The white area on the right side of Code.org's online learning system where you drag and drop commands to build your program.
  2. 2. Getting help from a large group of people to finish something faster.
  3. 3. A wireless method of sending information using radio waves.
  4. 4. A collection of interlinked web pages on the World Wide Web.
  5. 6. A number assigned to any item that is connected to the Internet.
  6. 8. Any programming language that lets users create programs by manipulating “blocks” or graphical programing elements, rather than writing code using text. Examples include Code Studio, Scratch, Blockly, and Swift. (Sometimes called visual coding, drag and drop programming, or graphical programming blocks)
  7. 11. An action that causes something to happen.
  8. 14. Small chunks of information that have been carefully formed from larger chunks of information.
  9. 18. The code inside a function that instructs the program on what to do when the function is called.
  10. 19. A simplified representation of something more complex.
  11. 22. The tall grey bar in the middle section of Code.org's online learning system that contains all of the commands you can use to write your program.