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