3A-AP-13 |
Create prototypes that use algorithms to solve computational problems by leveraging prior student knowledge and personal interests. |
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1.1 Introduction to Programming With Karel
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1.2 More Basic Karel
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1.3 Karel Can't Turn Right
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1.4 Functions in Karel
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1.5 The Start Function
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1.6 Top Down Design and Decomposition in Karel
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1.7 Commenting Your Code
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1.9 For Loops
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1.10 If Statements
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1.11 If/Else Statements
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1.12 While Loops in Karel
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1.13 Control Structures Example
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1.14 More Karel Examples and Testing
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1.15 How to Indent Your Code
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3.1 Hello World
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3.2 Variables
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3.3 User Input
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3.4 Basic Math in JavaScript
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3.5 Using Graphics in JavaScript
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5.1 Booleans
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5.2 Logical Operators
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5.3 Comparison Operators
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5.4 If Statements
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5.5 For Loops in JavaScript
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5.6 General For Loops
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5.7 For Loop Practice
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5.8 Random Numbers
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5.9 While Loops
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5.10 Loop and a Half
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7.1 Functions and Parameters 1
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7.2 Functions and Parameters 2
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7.3 Functions and Parameters 3
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8.1 Functions Challenges
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9.2 Random Circles
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9.3 Random Ghosts
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9.4 Bouncing Ball
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9.9 Crazy Ball Game
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11.1 Breakout
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12.8 Intro to Objects/Maps
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12.11 When Do I Use an Object?
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13.1 Tic Tac Toe
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14.1 Game Design: Helicopter
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22.1 Fun Snake
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23.1 Conway's Game of Life
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23.2 Connect Four
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24.1 Evolution Simulation
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28.1 Visualizing Music
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3A-AP-14 |
Use lists to simplify solutions, generalizing computational problems instead of repeatedly using simple variables. |
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12.1 Intro to Lists/Arrays
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12.2 Indexing Into an Array
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12.3 Adding/Removing From an Array
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12.4 Array Length and Looping Through Arrays
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12.5 Iterating Over an Array
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12.6 Finding an Element in a List
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12.7 Removing an Element From an Array
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12.8 Intro to Objects/Maps
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12.9 Basics of Objects
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12.10 Iterating Over an Object
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12.11 When Do I Use an Object?
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12.12 Intro to Sets
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12.13 Intro to Grids
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12.14 Looping Over a Grid
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12.15 Grid Example: Get a Row
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12.16 Data Structures Challenges
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14.1 Game Design: Helicopter
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24.1 Evolution Simulation
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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. |
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5.4 If Statements
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5.5 For Loops in JavaScript
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5.6 General For Loops
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5.7 For Loop Practice
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5.9 While Loops
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5.10 Loop and a Half
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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. |
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9.5 Mouse Events: Mouse Clicked
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9.6 Mouse Events: Mouse Moved
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9.8 Key Events
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9.9 Crazy Ball Game
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11.1 Breakout
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12.16 Data Structures Challenges
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13.1 Tic Tac Toe
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14.1 Game Design: Helicopter
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22.1 Fun Snake
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23.1 Conway's Game of Life
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23.2 Connect Four
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24.1 Evolution Simulation
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28.1 Visualizing Music
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3A-AP-17 |
Decompose problems into smaller components through systematic analysis, using constructs such as procedures, modules, and/or objects. |
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1.4 Functions in Karel
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1.5 The Start Function
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1.6 Top Down Design and Decomposition in Karel
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1.7 Commenting Your Code
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1.8 Super Karel
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1.9 For Loops
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1.10 If Statements
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1.11 If/Else Statements
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1.12 While Loops in Karel
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1.13 Control Structures Example
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1.14 More Karel Examples and Testing
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1.15 How to Indent Your Code
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2.1 Challenge Problems
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3.1 Hello World
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3.2 Variables
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3.3 User Input
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3.4 Basic Math in JavaScript
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3.5 Using Graphics in JavaScript
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5.1 Booleans
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5.2 Logical Operators
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5.3 Comparison Operators
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5.4 If Statements
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5.5 For Loops in JavaScript
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5.6 General For Loops
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5.7 For Loop Practice
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5.8 Random Numbers
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5.9 While Loops
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5.10 Loop and a Half
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7.1 Functions and Parameters 1
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7.2 Functions and Parameters 2
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7.3 Functions and Parameters 3
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7.4 Functions and Return Values 1
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7.5 Functions and Return Values 2
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7.6 Local Variables and Scope
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8.1 Functions Challenges
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9.1 Timers
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9.2 Random Circles
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9.3 Random Ghosts
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9.4 Bouncing Ball
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9.5 Mouse Events: Mouse Clicked
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9.6 Mouse Events: Mouse Moved
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9.7 Drawing Lines
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9.8 Key Events
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9.9 Crazy Ball Game
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11.1 Breakout
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12.1 Intro to Lists/Arrays
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12.2 Indexing Into an Array
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12.3 Adding/Removing From an Array
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12.4 Array Length and Looping Through Arrays
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12.5 Iterating Over an Array
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12.6 Finding an Element in a List
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12.7 Removing an Element From an Array
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12.8 Intro to Objects/Maps
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12.9 Basics of Objects
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12.10 Iterating Over an Object
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12.11 When Do I Use an Object?
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12.12 Intro to Sets
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12.13 Intro to Grids
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12.14 Looping Over a Grid
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12.15 Grid Example: Get a Row
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12.16 Data Structures Challenges
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13.1 Tic Tac Toe
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14.1 Game Design: Helicopter
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18.1 Extra Karel Practice
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20.1 Functions and Parameters Practice
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21.1 Prime Numbers
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22.1 Fun Snake
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22.2 Fun Graphics Challenges
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23.1 Conway's Game of Life
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23.2 Connect Four
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24.1 Evolution Simulation
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28.1 Visualizing Music
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3A-AP-18 |
Create artifacts by using procedures within a program, combinations of data and procedures, or independent but interrelated programs. |
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1.1 Introduction to Programming With Karel
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1.2 More Basic Karel
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1.3 Karel Can't Turn Right
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1.4 Functions in Karel
-
1.5 The Start Function
-
1.6 Top Down Design and Decomposition in Karel
-
1.7 Commenting Your Code
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1.8 Super Karel
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1.9 For Loops
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1.10 If Statements
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1.11 If/Else Statements
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3.5 Using Graphics in JavaScript
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9.1 Timers
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9.2 Random Circles
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9.3 Random Ghosts
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9.4 Bouncing Ball
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9.5 Mouse Events: Mouse Clicked
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9.6 Mouse Events: Mouse Moved
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9.7 Drawing Lines
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9.8 Key Events
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9.9 Crazy Ball Game
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11.1 Breakout
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12.16 Data Structures Challenges
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13.1 Tic Tac Toe
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14.1 Game Design: Helicopter
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22.1 Fun Snake
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22.2 Fun Graphics Challenges
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23.1 Conway's Game of Life
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23.2 Connect Four
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24.1 Evolution Simulation
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28.1 Visualizing Music
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3A-AP-19 |
Systematically design and develop programs for broad audiences by incorporating feedback from users. |
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3A-AP-20 |
Evaluate licenses that limit or restrict use of computational artifacts when using resources such as libraries. |
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3A-AP-21 |
Evaluate and refine computational artifacts to make them more usable and accessible. |
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3A-AP-22 |
Design and develop computational artifacts working in team roles using collaborative tools. |
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4.1 Collaborative Programming
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3A-AP-23 |
Document design decisions using text, graphics, presentations, and/or demonstrations in the development of complex programs. |
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1.7 Commenting Your Code
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1.8 Super Karel
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1.9 For Loops
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1.10 If Statements
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1.11 If/Else Statements
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1.12 While Loops in Karel
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1.13 Control Structures Example
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1.14 More Karel Examples and Testing
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1.15 How to Indent Your Code
-
2.1 Challenge Problems
-
3.1 Hello World
-
3.2 Variables
-
3.3 User Input
-
3.4 Basic Math in JavaScript
-
3.5 Using Graphics in JavaScript
-
5.1 Booleans
-
5.2 Logical Operators
-
5.3 Comparison Operators
-
5.4 If Statements
-
5.5 For Loops in JavaScript
-
5.6 General For Loops
-
5.7 For Loop Practice
-
5.8 Random Numbers
-
5.9 While Loops
-
5.10 Loop and a Half
-
7.1 Functions and Parameters 1
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7.2 Functions and Parameters 2
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7.3 Functions and Parameters 3
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7.4 Functions and Return Values 1
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7.5 Functions and Return Values 2
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7.6 Local Variables and Scope
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8.1 Functions Challenges
-
9.1 Timers
-
9.2 Random Circles
-
9.3 Random Ghosts
-
9.4 Bouncing Ball
-
9.5 Mouse Events: Mouse Clicked
-
9.6 Mouse Events: Mouse Moved
-
9.7 Drawing Lines
-
9.8 Key Events
-
9.9 Crazy Ball Game
-
11.1 Breakout
-
12.1 Intro to Lists/Arrays
-
12.2 Indexing Into an Array
-
12.3 Adding/Removing From an Array
-
12.4 Array Length and Looping Through Arrays
-
12.5 Iterating Over an Array
-
12.6 Finding an Element in a List
-
12.7 Removing an Element From an Array
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12.8 Intro to Objects/Maps
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12.9 Basics of Objects
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12.10 Iterating Over an Object
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12.11 When Do I Use an Object?
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12.12 Intro to Sets
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12.13 Intro to Grids
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12.14 Looping Over a Grid
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12.15 Grid Example: Get a Row
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12.16 Data Structures Challenges
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13.1 Tic Tac Toe
-
14.1 Game Design: Helicopter
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18.1 Extra Karel Practice
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19.1 Extra Karel Puzzles
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20.1 Functions and Parameters Practice
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21.1 Prime Numbers
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22.1 Fun Snake
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22.2 Fun Graphics Challenges
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23.1 Conway's Game of Life
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23.2 Connect Four
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24.1 Evolution Simulation
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28.1 Visualizing Music
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3A-CS-01 |
Explain how abstractions hide the underlying implementation details of computing systems embedded in everyday objects. |
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1.8 Super Karel
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3A-CS-02 |
Compare levels of abstraction and interactions between application software, system software, and hardware layers. |
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3A-CS-03 |
Develop guidelines that convey systematic troubleshooting strategies that others can use to identify and fix errors. |
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1.2 More Basic Karel
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3A-DA-09 |
Translate between different bit representations of real-world phenomena, such as characters, numbers, and images. |
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3A-DA-10 |
Evaluate the tradeoffs in how data elements are organized and where data is stored. |
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3A-DA-11 |
Create interactive data visualizations using software tools to help others better understand real-world phenomena. |
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5.8 Random Numbers
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3A-DA-12 |
Create computational models that represent the relationships among different elements of data collected from a phenomenon or process. |
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5.8 Random Numbers
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3A-IC-24 |
Evaluate the ways computing impacts personal, ethical, social, economic, and cultural practices. |
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3A-IC-25 |
Test and refine computational artifacts to reduce bias and equity deficits. |
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3A-IC-26 |
Demonstrate ways a given algorithm applies to problems across disciplines. |
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3A-IC-27 |
Use tools and methods for collaboration on a project to increase connectivity of people in different cultures and career fields. |
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4.1 Collaborative Programming
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3A-IC-28 |
Explain the beneficial and harmful effects that intellectual property laws can have on innovation. |
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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. |
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3A-IC-30 |
Evaluate the social and economic implications of privacy in the context of safety, law, or ethics. |
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3A-NI-04 |
Evaluate the scalability and reliability of networks, by describing the relationship between routers, switches, servers, topology, and addressing. |
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3A-NI-05 |
Give examples to illustrate how sensitive data can be affected by malware and other attacks. |
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3A-NI-06 |
Recommend security measures to address various scenarios based on factors such as efficiency, feasibility, and ethical impacts. |
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3A-NI-07 |
Compare various security measures, considering tradeoffs between the usability and security of a computing system. |
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3A-NI-08 |
Explain tradeoffs when selecting and implementing cybersecurity recommendations. |
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