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"Computational Thinking PO 2": HTML5 Crossword |
Across2. The order in which related things follow each other. (8)
5. Choosing which line(s) of code to follow depending upon the evaluation of a condition (9)
7. The ability to think logically about a problem and apply techniques for solving it. (13,8)
11. A result produced by a computer. (6)
12. List of instructions (algorithms) that tell a computer what to do. (8,7)
13. A puzzle in which the answer can be deduced from a given set of data. (5,7)
14. A character or visual representation of an object in a computer game, simulation or application (app). (6)
15. A set of rules/instructions to be followed to solve a problem. (9)
16. When a process is repeated until a certain condition is met. (9)
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Down1. Breaking something down into small parts, typically to make it easier to solve a large problem. (13)
3. The process of one state changing to another. (10)
4. Building something up to be a whole program so that it performs all the tasks that required (11)
6. Real-life contexts relevant to year 2-3 students. (9,8)
8. Information supplied to a computer or program such as text instructions or key presses. (5)
9. Identifying and removing errors. (9)
10. Computer program designed to introduce the basics of computational thinking. (7)
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ACROSS
2. The order in which related things follow each other. (8)
5. Choosing which line(s) of code to follow depending upon the evaluation of a condition (9)
7. The ability to think logically about a problem and apply techniques for solving it. (13,8)
11. A result produced by a computer. (6)
12. List of instructions (algorithms) that tell a computer what to do. (8,7)
13. A puzzle in which the answer can be deduced from a given set of data. (5,7)
14. A character or visual representation of an object in a computer game, simulation or application (app). (6)
15. A set of rules/instructions to be followed to solve a problem. (9)
16. When a process is repeated until a certain condition is met. (9)
DOWN
1. Breaking something down into small parts, typically to make it easier to solve a large problem. (13)
3. The process of one state changing to another. (10)
4. Building something up to be a whole program so that it performs all the tasks that required (11)
6. Real-life contexts relevant to year 2-3 students. (9,8)
8. Information supplied to a computer or program such as text instructions or key presses. (5)
9. Identifying and removing errors. (9)
10. Computer program designed to introduce the basics of computational thinking. (7)

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