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Arizona 6 Standards Mapping


Creative Computing (MS)

23 Standards in this Framework 12 Standards Mapped 52% Mapped to Course

Standard Lessons
6.CS.D.1 Compare computing device designs based on how humans interact with them.
6.CS.HS.1 Explain how hardware and software can be used to collect and exchange data.
  1. 10.3 Software
  2. 10.4 Hardware
  3. 12.2 Internet Hardware
  4. 12.5 Routing
6.CS.T.1 Identify problems that can occur in computing devices and their components within a system.
6.NI.C.1 Identify multiple methods of encryption to secure the transmission of information.
6.NI.C.2 Identify different physical and digital security measures that protect electronic information.
6.NI.NCO.1 Discuss how protocols are used in transmitting data across networks and the Internet.
  1. 12.6 Packets and Protocols
6.DA.CVT.1 Compare different computational tools used to collect, analyze and present data that is meaningful and useful.
6.DA.S.1 Identify multiple encoding schemes used to represent data, including binary and ASCII.
  1. 11.2 Number Systems
  2. 11.3 Encoding Text with Binary
  3. 11.4 Pixel Images
  4. 11.5 Hexadecimal
  5. 11.6 Pixel Colors!
  6. 11.7 Image Manipulation
6.DA.IM.1 Discuss the validity of a computational model based on the reliability of the data.
6.AP.A.1 Identify planning strategies such as flowcharts or pseudocode, to simulate algorithms that solve problems.
  1. 2.6 Top Down Design and Decomposition in Karel
  2. 2.7 Commenting Your Code
  3. 3.10 Top Down Design
6.AP.V.1 Identify variables that represent different data types and perform operations on their values.
  1. 3.11 Variables
  2. 3.12 User Input
  3. 3.13 Parameters
  4. 3.17 If/ Else Statements
  5. 3.18 While Loops
  6. 3.19 Putting Together Control Structures
6.AP.C.1 Design programs that combine control structures, including nested loops and compound conditionals.
  1. 2.13 Control Structures Example
  2. 2.14 More Karel Examples and Testing
  3. 2.16 Karel Challenges
  4. 3.19 Putting Together Control Structures
6.AP.M.1 Decompose problems into parts to facilitate the design, implementation, and review of programs.
  1. 2.6 Top Down Design and Decomposition in Karel
  2. 2.13 Control Structures Example
  3. 2.16 Karel Challenges
  4. 3.10 Top Down Design
  5. 3.19 Putting Together Control Structures
6.AP.M.2 Use procedures to organize code and make it easier to reuse.
  1. 3.8 Functions
  2. 3.13 Parameters
  3. 3.19 Putting Together Control Structures
6.AP.PD.1 Seek and incorporate feedback from team members and users to refine a solution that meets user needs.
6.AP.PD.2 Incorporate existing code into programs and give attribution.
6.AP.PD.3 Test programs using a range of inputs and identify expected outputs.
  1. 3.16 If Statements
  2. 3.17 If/ Else Statements
  3. 3.18 While Loops
  4. 3.19 Putting Together Control Structures
6.AP.PD.4 Maintain a timeline with specific tasks while collaboratively developing computational artifacts.
  1. 3.19 Putting Together Control Structures
6.AP.PD.5 Document programs in order to make them easier to follow, test, and debug
  1. 3.6 Comments
6.IC.C.1 Identify some of the tradeoffs associated with computing technologies that can affect people's everyday activities and career options.
  1. 12.7 The Impact of the Internet
  2. 12.8 Project: The Effects of the Internet
6.IC.C.2 Identify issues of bias and accessibility in the design of existing technologies.
6.IC.SI.1 Identify the advantages of creating a computational product by collaborating with others using digital technologies.
6.IC.SLE.1 Describe how some digital information can be public or can be kept private and secure.