Across
- 3. An extra piece of information passed to a function to customize it for a specific need
- 4. A label for a piece of information used in a program
- 5. A character on the screen with properties that describe its location, movement, and look.
- 8. Search a list or group of things for a match.
- 9. First step of the problem-solving process
- 16. A label for a characteristic of a sprite, such as its location and appearance.
- 17. Keep track of how many of something there are.
- 19. saving information to use in the future
- 20. Carry out your plan
- 21. Finding & fixing problems in an algorithm/program
Down
- 1. Listens carefully to the instructions, but does not look at the paper!
- 2. The thinking work computers do to turn input into output
- 6. A machine that works with information
- 7. The information computers get from users, devices, or computers
- 10. If something is true, do something else.
- 11. The information computers give to users, devices, or other computers
- 12. Compare the pros and cons
- 13. Describes the drawing in detail, but does not look at the computer screen!
- 14. Check whether things are the same, or one is bigger than the other.
- 15. Part of a program that does not work correctly
- 18. How you log into Code.org
