Unit 1 and 2 Vocabulary

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Across
  1. 5. A programming language found in editors like Scratch and Microsoft Makecode.
  2. 6. An outline that allows you to define problems and find solutions.
  3. 8. Empathize, Define, Ideate, Prototype, and Test.
  4. 10. A handheld Microcomputer.
  5. 11. Shows what your program will look like.
  6. 15. Where you build your programs.
  7. 17. Rought Draft.
  8. 18. Brainstorm creative ideas.
  9. 20. Computer Displaying Information.
  10. 22. Set of instructions a computer can follow.
  11. 23. Learn about the target audience.
  12. 24. Long-term memory
  13. 25. Identify the Audience's needs.
Down
  1. 1. Part of the program that runs when something specific happens.
  2. 2. Self-contained set of instructions for performing a specific task.
  3. 3. A text-based programming language that uses letters, numbers, and symbols.
  4. 4. Computer Taking in information.
  5. 7. A coding connector that lets you code.
  6. 9. Something that happens outside the program that the program can respond to.
  7. 12. How a computer remembers things.
  8. 13. Set of steps used to solve problems.
  9. 14. How the computer transforms information
  10. 16. Random Access memory.
  11. 19. Detailed outline or rough draft of the program
  12. 21. Trying out solutions.