Across
- 2. a set of instructions for the computer to follow
- 4. construct rough drafts or sketches of your ideas
- 5. how a computer takes in information from the world (keyboard, mouse, touchscreen)
- 8. long term-memory even when the computer is turned off
- 9. random access memory
- 11. shows what your program will look running on a micro:bit
- 12. learning about your target audience
- 14. how the computer remembers things
- 15. understand and identify your audience's problems or needs
- 16. a self contained set of instructions for performing a specific task within a computer program
Down
- 1. test your prototype solutions
- 3. how a computer displays or communicates information
- 4. detailed outline or rough draft of a program. natural language and code
- 6. a set of (often repeated) steps used to solve a problem
- 7. a chip inside the computer and it's how the computer transforms information
- 10. A handheld microcomputer with many inputs and outputs
- 12. something that happens outside a program that the program can respond to (like a screen tap or mouse click)
- 13. brainstorm several possible creative solutions