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

Crucigrama de Programación

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:

Crucigrama de Programación

Crossword Puzzle

Played 2

About this activity

Descubre conceptos básicos de programación.

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
Crucigrama de Programación
 

Crossword Puzzle

Crucigrama de ProgramaciónOnline version

Descubre conceptos básicos de programación.

by Jazmin Velarde
1

Conjunto de pasos ordenados para resolver un problema.

2

Conjunto de pasos ordenados para resolver un problema.

3

Elemento que puede cambiar de valor durante la ejecución.

4

Valor fijo que no cambia durante la ejecución.

5

Estructura de repetición que ejecuta un bloque varias veces.

6

Plantilla que define atributos y métodos de objetos.

7

Instancia de una clase que posee estado y comportamiento.

8

Relación entre clases que transmite propiedades y comportamientos.

9

Contrato que especifica métodos que una clase debe implementar.

10

Estructura de datos tipo LIFO para almacenar elementos.

11

Estructura de datos tipo FIFO para procesar elementos.

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

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