Across
- 1. Related to technology and electronic systems.
- 3. A step-by-step procedure for solving a problem.
- 4. Information given to learners about their performance.
- 8. A game-based platform used for quizzes and classroom engagement.
- 9. A visual programming language using blocks to teach coding basics.
- 10. A virtual model used to imitate real-world processes or experiments.
- 11. A feature that allows learners to actively engage with content and receive responses.
- 13. The ability to learn anytime and at your own pace.
- 14. Combining different subjects like math, science, and technology.
Down
- 2. A dynamic mathematics tool for graphing and modeling.
- 5. A digital environment used for delivering and managing learning content.
- 6. The use of images, graphs, or models to represent information.
- 7. The process of creating mathematical or scientific representations.
- 12. A popular programming language used for data analysis and STEM tasks.
