New game
Download
Get Academic Plan
Share game
Crossword Puzzle
Crossword Puzzle

desarrollo visual

Integrate it into your platform

You can integrate the game into an LMS compatible with LTI 1.1 or LTI 1.3 such as Canvas, Moodle, or Blackboard. This way, the scores will be automatically saved into the platform’s gradebook.
Download
You have exceeded the maximum number of games you can integrate into Google Classroom with your current Plan.

To integrate as many games as you want in Google Classroom, you need an Academic Plan or a Commercial Plan.

You have exceeded the maximum number of games you can integrate into Microsoft Teams with your current Plan.

To integrate as many games as you want in Microsoft Teams, you need an Academic Plan or a Commercial Plan.

Downloading games is an exclusive feature for users with an Academic Plan or a Commercial Plan.

Get your Academic Plan or your Commercial Plan now and start integrating your games into your LMS, website or blog.

If you wish, you can download a demo game here and test its integration:

desarrollo visual

Crossword Puzzle

(2)
Played 36

About this activity

etapa 1

Created by

Mexico

Download the paper version to play

Make your own free game from our game creator
Compete against your friends to see who gets the best score in this game

Top Games

%
Anonymous
Anonymous
%
%
%
You have exceeded the maximum number of games you can print with your current Plan.

To print as many games as you want, you need an Academic Plan or a Commercial Plan.

Print your game
desarrollo visual
 

Crossword Puzzle

desarrollo visualOnline version

etapa 1

by Mariana Gamez
1

1.La programación orientada a objetos se define como un

2

2.En la programación orientada a objetos se organiza el código en unidades denominadas

3

es como un libro que describe como son todos los objetos de un mismo tipo.

4

es la descripción de conjuntos similares

5

permitirán definir un determinado número de objetos.

6

cuando estamos programando las clases también son llamadas:

7

Es la acción de efectuar una llamada a un método:

8

palabra con la que especificamos que se tiene que crear una instancia de la clase que sigue a continuación

9

es una plantilla para la creación de datos según un modelo definido.

10

descripción de objetos similares

11

es un proceso por el cual un objeto hereda propiedades y métodos de otros.

12

es un procedimiento por el cual los datos y las funciones se encierran en un contenedor llamado objeto.

1
11
5
8
3
4
10
12
7
9
6
Are you sure you want to leave the page?

If you leave the page, you will lose your game progress.