CLass 6

12345678910
Across
  1. 2. Breaking a large problem into smaller, manageable parts.
  2. 5. A diagram that uses symbols and arrows to represent the steps of an algorithm.
  3. 9. Repeating a set of instructions until a condition is met or for a fixed number of times.
  4. 10. The part of a program through which a user interacts with it.
Down
  1. 1. A programming construct that allows a program to choose between different paths based on a condition.
  2. 3. An early model of a product or program created to test an idea.
  3. 4. A named group of instructions that performs a particular task and can be reused.
  4. 6. The order in which instructions are carried out in a program.
  5. 7. A named storage location used to hold data that can change while a program runs.
  6. 8. A message or instruction given to a computer or AI tool to tell it what to do.