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Standards Mapping

for CSTA 3A

30

Standards in this Framework

13

Standards Mapped

43%

Mapped to Course

Standard Lessons
3A-AP-13
Create prototypes that use algorithms to solve computational problems by leveraging prior student knowledge and personal interests.
  1. 1.1 Introduction to Programming With Karel
  2. 1.2 More Basic Karel
  3. 1.3 Karel Can't Turn Right
  4. 1.4 Functions in Karel
  5. 1.5 The Start Function
  6. 1.6 Top Down Design and Decomposition in Karel
  7. 1.7 Commenting Your Code
  8. 1.9 For Loops
  9. 1.10 If Statements
  10. 1.11 If/Else Statements
  11. 1.12 While Loops in Karel
  12. 1.13 Control Structures Example
  13. 1.14 More Karel Examples and Testing
  14. 1.15 How to Indent Your Code
  15. 3.1 Hello World
  16. 3.2 Variables
  17. 3.3 User Input
  18. 3.4 Basic Math in JavaScript
  19. 3.5 Using Graphics in JavaScript
  20. 5.1 Booleans
  21. 5.2 Logical Operators
  22. 5.3 Comparison Operators
  23. 5.4 If Statements
  24. 5.5 For Loops in JavaScript
  25. 5.6 General For Loops
  26. 5.7 For Loop Practice
  27. 5.8 Random Numbers
  28. 5.9 While Loops
  29. 5.10 Loop and a Half
  30. 7.1 Functions and Parameters 1
  31. 7.2 Functions and Parameters 2
  32. 7.3 Functions and Parameters 3
  33. 8.1 Functions Challenges
  34. 9.1 Functions Challenges
  35. 14.1 Fun Snake
  36. 15.1 Conway's Game of Life
  37. 15.2 Connect Four
  38. 16.1 Evolution Simulation
  39. 20.1 Visualizing Music
  40. 21.8 Intro to Objects/Maps
  41. 21.11 When Do I Use an Object?
  42. 22.1 Tic Tac Toe
  43. 23.1 Game Design: Helicopter
3A-AP-14
Use lists to simplify solutions, generalizing computational problems instead of repeatedly using simple variables.
  1. 16.1 Evolution Simulation
  2. 21.1 Intro to Lists/Arrays
  3. 21.2 Indexing Into an Array
  4. 21.3 Adding/Removing From an Array
  5. 21.4 Array Length and Looping Through Arrays
  6. 21.5 Iterating Over an Array
  7. 21.6 Finding an Element in a List
  8. 21.7 Removing an Element From an Array
  9. 21.8 Intro to Objects/Maps
  10. 21.9 Basics of Objects
  11. 21.10 Iterating Over an Object
  12. 21.11 When Do I Use an Object?
  13. 21.12 Intro to Sets
  14. 21.13 Intro to Grids
  15. 21.14 Looping Over a Grid
  16. 21.15 Grid Example: Get a Row
  17. 21.16 Data Structures Challenges
  18. 23.1 Game Design: Helicopter
3A-AP-15
Justify the selection of specific control structures when tradeoffs involve implementation, readability, and program performance, and explain the benefits and drawbacks of choices made.
  1. 5.4 If Statements
  2. 5.5 For Loops in JavaScript
  3. 5.6 General For Loops
  4. 5.7 For Loop Practice
  5. 5.9 While Loops
  6. 5.10 Loop and a Half
3A-AP-16
Design and iteratively develop computational artifacts for practical intent, personal expression, or to address a societal issue by using events to initiate instructions.
  1. 14.1 Fun Snake
  2. 15.1 Conway's Game of Life
  3. 15.2 Connect Four
  4. 16.1 Evolution Simulation
  5. 20.1 Visualizing Music
  6. 21.16 Data Structures Challenges
  7. 22.1 Tic Tac Toe
  8. 23.1 Game Design: Helicopter
3A-AP-17
Decompose problems into smaller components through systematic analysis, using constructs such as procedures, modules, and/or objects.
  1. 1.4 Functions in Karel
  2. 1.5 The Start Function
  3. 1.6 Top Down Design and Decomposition in Karel
  4. 1.7 Commenting Your Code
  5. 1.8 Super Karel
  6. 1.9 For Loops
  7. 1.10 If Statements
  8. 1.11 If/Else Statements
  9. 1.12 While Loops in Karel
  10. 1.13 Control Structures Example
  11. 1.14 More Karel Examples and Testing
  12. 1.15 How to Indent Your Code
  13. 2.1 Challenge Problems
  14. 3.1 Hello World
  15. 3.2 Variables
  16. 3.3 User Input
  17. 3.4 Basic Math in JavaScript
  18. 3.5 Using Graphics in JavaScript
  19. 5.1 Booleans
  20. 5.2 Logical Operators
  21. 5.3 Comparison Operators
  22. 5.4 If Statements
  23. 5.5 For Loops in JavaScript
  24. 5.6 General For Loops
  25. 5.7 For Loop Practice
  26. 5.8 Random Numbers
  27. 5.9 While Loops
  28. 5.10 Loop and a Half
  29. 7.1 Functions and Parameters 1
  30. 7.2 Functions and Parameters 2
  31. 7.3 Functions and Parameters 3
  32. 7.4 Functions and Return Values 1
  33. 7.5 Functions and Return Values 2
  34. 7.6 Local Variables and Scope
  35. 8.1 Functions Challenges
  36. 9.1 Functions Challenges
  37. 10.1 Extra Karel Practice
  38. 12.1 Functions and Parameters Practice
  39. 13.1 Prime Numbers
  40. 14.1 Fun Snake
  41. 14.2 Fun Graphics Challenges
  42. 15.1 Conway's Game of Life
  43. 15.2 Connect Four
  44. 16.1 Evolution Simulation
  45. 20.1 Visualizing Music
  46. 21.1 Intro to Lists/Arrays
  47. 21.2 Indexing Into an Array
  48. 21.3 Adding/Removing From an Array
  49. 21.4 Array Length and Looping Through Arrays
  50. 21.5 Iterating Over an Array
  51. 21.6 Finding an Element in a List
  52. 21.7 Removing an Element From an Array
  53. 21.8 Intro to Objects/Maps
  54. 21.9 Basics of Objects
  55. 21.10 Iterating Over an Object
  56. 21.11 When Do I Use an Object?
  57. 21.12 Intro to Sets
  58. 21.13 Intro to Grids
  59. 21.14 Looping Over a Grid
  60. 21.15 Grid Example: Get a Row
  61. 21.16 Data Structures Challenges
  62. 22.1 Tic Tac Toe
  63. 23.1 Game Design: Helicopter
3A-AP-18
Create artifacts by using procedures within a program, combinations of data and procedures, or independent but interrelated programs.
  1. 1.1 Introduction to Programming With Karel
  2. 1.2 More Basic Karel
  3. 1.3 Karel Can't Turn Right
  4. 1.4 Functions in Karel
  5. 1.5 The Start Function
  6. 1.6 Top Down Design and Decomposition in Karel
  7. 1.7 Commenting Your Code
  8. 1.8 Super Karel
  9. 1.9 For Loops
  10. 1.10 If Statements
  11. 1.11 If/Else Statements
  12. 3.5 Using Graphics in JavaScript
  13. 14.1 Fun Snake
  14. 14.2 Fun Graphics Challenges
  15. 15.1 Conway's Game of Life
  16. 15.2 Connect Four
  17. 16.1 Evolution Simulation
  18. 20.1 Visualizing Music
  19. 21.16 Data Structures Challenges
  20. 22.1 Tic Tac Toe
  21. 23.1 Game Design: Helicopter
3A-AP-19
Systematically design and develop programs for broad audiences by incorporating feedback from users.
3A-AP-20
Evaluate licenses that limit or restrict use of computational artifacts when using resources such as libraries.
3A-AP-21
Evaluate and refine computational artifacts to make them more usable and accessible.
3A-AP-22
Design and develop computational artifacts working in team roles using collaborative tools.
  1. 4.1 Collaborative Programming
3A-AP-23
Document design decisions using text, graphics, presentations, and/or demonstrations in the development of complex programs.
  1. 1.7 Commenting Your Code
  2. 1.8 Super Karel
  3. 1.9 For Loops
  4. 1.10 If Statements
  5. 1.11 If/Else Statements
  6. 1.12 While Loops in Karel
  7. 1.13 Control Structures Example
  8. 1.14 More Karel Examples and Testing
  9. 1.15 How to Indent Your Code
  10. 2.1 Challenge Problems
  11. 3.1 Hello World
  12. 3.2 Variables
  13. 3.3 User Input
  14. 3.4 Basic Math in JavaScript
  15. 3.5 Using Graphics in JavaScript
  16. 5.1 Booleans
  17. 5.2 Logical Operators
  18. 5.3 Comparison Operators
  19. 5.4 If Statements
  20. 5.5 For Loops in JavaScript
  21. 5.6 General For Loops
  22. 5.7 For Loop Practice
  23. 5.8 Random Numbers
  24. 5.9 While Loops
  25. 5.10 Loop and a Half
  26. 7.1 Functions and Parameters 1
  27. 7.2 Functions and Parameters 2
  28. 7.3 Functions and Parameters 3
  29. 7.4 Functions and Return Values 1
  30. 7.5 Functions and Return Values 2
  31. 7.6 Local Variables and Scope
  32. 8.1 Functions Challenges
  33. 9.1 Functions Challenges
  34. 10.1 Extra Karel Practice
  35. 11.1 Extra Karel Puzzles
  36. 12.1 Functions and Parameters Practice
  37. 13.1 Prime Numbers
  38. 14.1 Fun Snake
  39. 14.2 Fun Graphics Challenges
  40. 15.1 Conway's Game of Life
  41. 15.2 Connect Four
  42. 16.1 Evolution Simulation
  43. 20.1 Visualizing Music
  44. 21.1 Intro to Lists/Arrays
  45. 21.2 Indexing Into an Array
  46. 21.3 Adding/Removing From an Array
  47. 21.4 Array Length and Looping Through Arrays
  48. 21.5 Iterating Over an Array
  49. 21.6 Finding an Element in a List
  50. 21.7 Removing an Element From an Array
  51. 21.8 Intro to Objects/Maps
  52. 21.9 Basics of Objects
  53. 21.10 Iterating Over an Object
  54. 21.11 When Do I Use an Object?
  55. 21.12 Intro to Sets
  56. 21.13 Intro to Grids
  57. 21.14 Looping Over a Grid
  58. 21.15 Grid Example: Get a Row
  59. 21.16 Data Structures Challenges
  60. 22.1 Tic Tac Toe
  61. 23.1 Game Design: Helicopter
3A-CS-01
Explain how abstractions hide the underlying implementation details of computing systems embedded in everyday objects.
  1. 1.8 Super Karel
3A-CS-02
Compare levels of abstraction and interactions between application software, system software, and hardware layers.
3A-CS-03
Develop guidelines that convey systematic troubleshooting strategies that others can use to identify and fix errors.
  1. 1.2 More Basic Karel
3A-DA-09
Translate between different bit representations of real-world phenomena, such as characters, numbers, and images.
3A-DA-10
Evaluate the tradeoffs in how data elements are organized and where data is stored.
3A-DA-11
Create interactive data visualizations using software tools to help others better understand real-world phenomena.
  1. 5.8 Random Numbers
3A-DA-12
Create computational models that represent the relationships among different elements of data collected from a phenomenon or process.
  1. 5.8 Random Numbers
3A-IC-24
Evaluate the ways computing impacts personal, ethical, social, economic, and cultural practices.
3A-IC-25
Test and refine computational artifacts to reduce bias and equity deficits.
3A-IC-26
Demonstrate ways a given algorithm applies to problems across disciplines.
3A-IC-27
Use tools and methods for collaboration on a project to increase connectivity of people in different cultures and career fields.
  1. 4.1 Collaborative Programming
3A-IC-28
Explain the beneficial and harmful effects that intellectual property laws can have on innovation.
3A-IC-29
Explain the privacy concerns related to the collection and generation of data through automated processes that may not be evident to users.
3A-IC-30
Evaluate the social and economic implications of privacy in the context of safety, law, or ethics.
3A-NI-04
Evaluate the scalability and reliability of networks, by describing the relationship between routers, switches, servers, topology, and addressing.
3A-NI-05
Give examples to illustrate how sensitive data can be affected by malware and other attacks.
3A-NI-06
Recommend security measures to address various scenarios based on factors such as efficiency, feasibility, and ethical impacts.
3A-NI-07
Compare various security measures, considering tradeoffs between the usability and security of a computing system.
3A-NI-08
Explain tradeoffs when selecting and implementing cybersecurity recommendations.