Year 7 programming 1

12345678910
Across
  1. 1. A classification that specifies the kind of value a variable can hold, such as numbers, text, or Boolean values (true/false).
  2. 4. A programming technique that repeats a set of instructions multiple times for efficiency.
  3. 6. A visual programming language that allows users to create projects through drag-and-drop programming blocks.
  4. 7. A programming construct that allows the execution of different actions based on specific conditions, often implemented using if/else statements.
  5. 8. A symbolic name associated with a value that can change, used to store data within a Scratch project.
  6. 9. A directive given to a computer that instructs it to perform a specific action.
  7. 10. Something that your program responds to by changing the flow of the program
Down
  1. 2. Basic mathematical operations, including addition, subtraction, multiplication, and division, used to perform calculations.
  2. 3. A step-by-step set of instructions designed to perform a task or solve a problem.
  3. 5. A method in Scratch to send messages between sprites, enabling them to coordinate actions.
  4. 7. A specific order in which commands are executed in a program to achieve a desired outcome.