for Connecticut 3A — Introduction to Computer Science in JavaScript (Bulldog) (2022)
Total Standards: 30Mapped: 13Completion: 43%
3A-AP-13
Create prototypes that use algorithms to solve computational problems by leveraging prior student knowledge and personal interests.
1.1 Introduction to Programming With Karel
1.1 Introduction to Programming With Karel
1.2 More Basic Karel
1.2 More Basic Karel
1.3 Karel Can't Turn Right
1.3 Karel Can't Turn Right
1.4 Functions in Karel
1.4 Functions in Karel
1.5 The Start Function
1.5 The Start Function
1.6 Top Down Design and Decomposition in Karel
1.6 Top Down Design and Decomposition in Karel
1.7 Commenting Your Code
1.7 Commenting Your Code
1.9 For Loops
1.9 For Loops
1.10 If Statements
1.10 If Statements
1.11 If/Else Statements
1.11 If/Else Statements
1.12 While Loops in Karel
1.12 While Loops in Karel
1.13 Control Structures Example
1.13 Control Structures Example
1.14 More Karel Examples and Testing
1.14 More Karel Examples and Testing
1.15 How to Indent Your Code
1.15 How to Indent Your Code
3.1 Hello World
3.1 Hello World
3.2 Variables
3.2 Variables
3.3 User Input
3.3 User Input
3.4 Basic Math in JavaScript
3.4 Basic Math in JavaScript
3.5 Using Graphics in JavaScript
3.5 Using Graphics in JavaScript
5.1 Booleans
5.1 Booleans
5.2 Logical Operators
5.2 Logical Operators
5.3 Comparison Operators
5.3 Comparison Operators
5.4 If Statements
5.4 If Statements
5.5 For Loops in JavaScript
5.5 For Loops in JavaScript
5.6 General For Loops
5.6 General For Loops
5.7 For Loop Practice
5.7 For Loop Practice
5.8 Random Numbers
5.8 Random Numbers
5.9 While Loops
5.9 While Loops
5.10 Loop and a Half
5.10 Loop and a Half
7.1 Functions and Parameters 1
7.1 Functions and Parameters 1
7.2 Functions and Parameters 2
7.2 Functions and Parameters 2
7.3 Functions and Parameters 3
7.3 Functions and Parameters 3
8.1 Functions Challenges
8.1 Functions Challenges
9.2 Random Circles
9.2 Random Circles
9.3 Random Ghosts
9.3 Random Ghosts
9.4 Bouncing Ball
9.4 Bouncing Ball
9.9 Crazy Ball Game
9.9 Crazy Ball Game
11.1 Breakout
11.1 Breakout
12.8 Intro to Objects/Maps
12.8 Intro to Objects/Maps
12.11 When Do I Use an Object?
12.11 When Do I Use an Object?
13.1 Tic Tac Toe
13.1 Tic Tac Toe
14.1 Game Design: Helicopter
14.1 Game Design: Helicopter
22.1 Fun Snake
22.1 Fun Snake
23.1 Conway's Game of Life
23.1 Conway's Game of Life
23.2 Connect Four
23.2 Connect Four
24.1 Evolution Simulation
24.1 Evolution Simulation
28.1 Visualizing Music
28.1 Visualizing Music
3A-AP-14
Use lists to simplify solutions, generalizing computational problems instead of repeatedly using simple variables.
12.1 Intro to Lists/Arrays
12.1 Intro to Lists/Arrays
12.2 Indexing Into an Array
12.2 Indexing Into an Array
12.3 Adding/Removing From an Array
12.3 Adding/Removing From an Array
12.4 Array Length and Looping Through Arrays
12.4 Array Length and Looping Through Arrays
12.5 Iterating Over an Array
12.5 Iterating Over an Array
12.6 Finding an Element in a List
12.6 Finding an Element in a List
12.7 Removing an Element From an Array
12.7 Removing an Element From an Array
12.8 Intro to Objects/Maps
12.8 Intro to Objects/Maps
12.9 Basics of Objects
12.9 Basics of Objects
12.10 Iterating Over an Object
12.10 Iterating Over an Object
12.11 When Do I Use an Object?
12.11 When Do I Use an Object?
12.12 Intro to Sets
12.12 Intro to Sets
12.13 Intro to Grids
12.13 Intro to Grids
12.14 Looping Over a Grid
12.14 Looping Over a Grid
12.15 Grid Example: Get a Row
12.15 Grid Example: Get a Row
12.16 Data Structures Challenges
12.16 Data Structures Challenges
14.1 Game Design: Helicopter
14.1 Game Design: Helicopter
24.1 Evolution Simulation
24.1 Evolution Simulation
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.
5.4 If Statements
5.4 If Statements
5.5 For Loops in JavaScript
5.5 For Loops in JavaScript
5.6 General For Loops
5.6 General For Loops
5.7 For Loop Practice
5.7 For Loop Practice
5.9 While Loops
5.9 While Loops
5.10 Loop and a Half
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.
9.5 Mouse Events: Mouse Clicked
9.5 Mouse Events: Mouse Clicked
9.6 Mouse Events: Mouse Moved
9.6 Mouse Events: Mouse Moved
9.8 Key Events
9.8 Key Events
9.9 Crazy Ball Game
9.9 Crazy Ball Game
11.1 Breakout
11.1 Breakout
12.16 Data Structures Challenges
12.16 Data Structures Challenges
13.1 Tic Tac Toe
13.1 Tic Tac Toe
14.1 Game Design: Helicopter
14.1 Game Design: Helicopter
22.1 Fun Snake
22.1 Fun Snake
23.1 Conway's Game of Life
23.1 Conway's Game of Life
23.2 Connect Four
23.2 Connect Four
24.1 Evolution Simulation
24.1 Evolution Simulation
28.1 Visualizing Music
28.1 Visualizing Music
3A-AP-17
Decompose problems into smaller components through systematic analysis, using constructs such as procedures, modules, and/or objects.
1.4 Functions in Karel
1.4 Functions in Karel
1.5 The Start Function
1.5 The Start Function
1.6 Top Down Design and Decomposition in Karel
1.6 Top Down Design and Decomposition in Karel
1.7 Commenting Your Code
1.7 Commenting Your Code
1.8 Super Karel
1.8 Super Karel
1.9 For Loops
1.9 For Loops
1.10 If Statements
1.10 If Statements
1.11 If/Else Statements
1.11 If/Else Statements
1.12 While Loops in Karel
1.12 While Loops in Karel
1.13 Control Structures Example
1.13 Control Structures Example
1.14 More Karel Examples and Testing
1.14 More Karel Examples and Testing
1.15 How to Indent Your Code
1.15 How to Indent Your Code
2.1 Challenge Problems
2.1 Challenge Problems
3.1 Hello World
3.1 Hello World
3.2 Variables
3.2 Variables
3.3 User Input
3.3 User Input
3.4 Basic Math in JavaScript
3.4 Basic Math in JavaScript
3.5 Using Graphics in JavaScript
3.5 Using Graphics in JavaScript
5.1 Booleans
5.1 Booleans
5.2 Logical Operators
5.2 Logical Operators
5.3 Comparison Operators
5.3 Comparison Operators
5.4 If Statements
5.4 If Statements
5.5 For Loops in JavaScript
5.5 For Loops in JavaScript
5.6 General For Loops
5.6 General For Loops
5.7 For Loop Practice
5.7 For Loop Practice
5.8 Random Numbers
5.8 Random Numbers
5.9 While Loops
5.9 While Loops
5.10 Loop and a Half
5.10 Loop and a Half
7.1 Functions and Parameters 1
7.1 Functions and Parameters 1
7.2 Functions and Parameters 2
7.2 Functions and Parameters 2
7.3 Functions and Parameters 3
7.3 Functions and Parameters 3
7.4 Functions and Return Values 1
7.4 Functions and Return Values 1
7.5 Functions and Return Values 2
7.5 Functions and Return Values 2
7.6 Local Variables and Scope
7.6 Local Variables and Scope
8.1 Functions Challenges
8.1 Functions Challenges
9.1 Timers
9.1 Timers
9.2 Random Circles
9.2 Random Circles
9.3 Random Ghosts
9.3 Random Ghosts
9.4 Bouncing Ball
9.4 Bouncing Ball
9.5 Mouse Events: Mouse Clicked
9.5 Mouse Events: Mouse Clicked
9.6 Mouse Events: Mouse Moved
9.6 Mouse Events: Mouse Moved
9.7 Drawing Lines
9.7 Drawing Lines
9.8 Key Events
9.8 Key Events
9.9 Crazy Ball Game
9.9 Crazy Ball Game
11.1 Breakout
11.1 Breakout
12.1 Intro to Lists/Arrays
12.1 Intro to Lists/Arrays
12.2 Indexing Into an Array
12.2 Indexing Into an Array
12.3 Adding/Removing From an Array
12.3 Adding/Removing From an Array
12.4 Array Length and Looping Through Arrays
12.4 Array Length and Looping Through Arrays
12.5 Iterating Over an Array
12.5 Iterating Over an Array
12.6 Finding an Element in a List
12.6 Finding an Element in a List
12.7 Removing an Element From an Array
12.7 Removing an Element From an Array
12.8 Intro to Objects/Maps
12.8 Intro to Objects/Maps
12.9 Basics of Objects
12.9 Basics of Objects
12.10 Iterating Over an Object
12.10 Iterating Over an Object
12.11 When Do I Use an Object?
12.11 When Do I Use an Object?
12.12 Intro to Sets
12.12 Intro to Sets
12.13 Intro to Grids
12.13 Intro to Grids
12.14 Looping Over a Grid
12.14 Looping Over a Grid
12.15 Grid Example: Get a Row
12.15 Grid Example: Get a Row
12.16 Data Structures Challenges
12.16 Data Structures Challenges
13.1 Tic Tac Toe
13.1 Tic Tac Toe
14.1 Game Design: Helicopter
14.1 Game Design: Helicopter
18.1 Extra Karel Practice
18.1 Extra Karel Practice
20.1 Functions and Parameters Practice
20.1 Functions and Parameters Practice
21.1 Prime Numbers
21.1 Prime Numbers
22.1 Fun Snake
22.1 Fun Snake
22.2 Fun Graphics Challenges
22.2 Fun Graphics Challenges
23.1 Conway's Game of Life
23.1 Conway's Game of Life
23.2 Connect Four
23.2 Connect Four
24.1 Evolution Simulation
24.1 Evolution Simulation
28.1 Visualizing Music
28.1 Visualizing Music
3A-AP-18
Create artifacts by using procedures within a program, combinations of data and procedures, or independent but interrelated programs.
1.1 Introduction to Programming With Karel
1.1 Introduction to Programming With Karel
1.2 More Basic Karel
1.2 More Basic Karel
1.3 Karel Can't Turn Right
1.3 Karel Can't Turn Right
1.4 Functions in Karel
1.4 Functions in Karel
1.5 The Start Function
1.5 The Start Function
1.6 Top Down Design and Decomposition in Karel
1.6 Top Down Design and Decomposition in Karel
1.7 Commenting Your Code
1.7 Commenting Your Code
1.8 Super Karel
1.8 Super Karel
1.9 For Loops
1.9 For Loops
1.10 If Statements
1.10 If Statements
1.11 If/Else Statements
1.11 If/Else Statements
3.5 Using Graphics in JavaScript
3.5 Using Graphics in JavaScript
9.1 Timers
9.1 Timers
9.2 Random Circles
9.2 Random Circles
9.3 Random Ghosts
9.3 Random Ghosts
9.4 Bouncing Ball
9.4 Bouncing Ball
9.5 Mouse Events: Mouse Clicked
9.5 Mouse Events: Mouse Clicked
9.6 Mouse Events: Mouse Moved
9.6 Mouse Events: Mouse Moved
9.7 Drawing Lines
9.7 Drawing Lines
9.8 Key Events
9.8 Key Events
9.9 Crazy Ball Game
9.9 Crazy Ball Game
11.1 Breakout
11.1 Breakout
12.16 Data Structures Challenges
12.16 Data Structures Challenges
13.1 Tic Tac Toe
13.1 Tic Tac Toe
14.1 Game Design: Helicopter
14.1 Game Design: Helicopter
22.1 Fun Snake
22.1 Fun Snake
22.2 Fun Graphics Challenges
22.2 Fun Graphics Challenges
23.1 Conway's Game of Life
23.1 Conway's Game of Life
23.2 Connect Four
23.2 Connect Four
24.1 Evolution Simulation
24.1 Evolution Simulation
28.1 Visualizing Music
28.1 Visualizing Music
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.
4.1 Collaborative Programming
4.1 Collaborative Programming
3A-AP-23
Document design decisions using text, graphics, presentations, and/or demonstrations in the development of complex programs.
1.7 Commenting Your Code
1.7 Commenting Your Code
1.8 Super Karel
1.8 Super Karel
1.9 For Loops
1.9 For Loops
1.10 If Statements
1.10 If Statements
1.11 If/Else Statements
1.11 If/Else Statements
1.12 While Loops in Karel
1.12 While Loops in Karel
1.13 Control Structures Example
1.13 Control Structures Example
1.14 More Karel Examples and Testing
1.14 More Karel Examples and Testing
1.15 How to Indent Your Code
1.15 How to Indent Your Code
2.1 Challenge Problems
2.1 Challenge Problems
3.1 Hello World
3.1 Hello World
3.2 Variables
3.2 Variables
3.3 User Input
3.3 User Input
3.4 Basic Math in JavaScript
3.4 Basic Math in JavaScript
3.5 Using Graphics in JavaScript
3.5 Using Graphics in JavaScript
5.1 Booleans
5.1 Booleans
5.2 Logical Operators
5.2 Logical Operators
5.3 Comparison Operators
5.3 Comparison Operators
5.4 If Statements
5.4 If Statements
5.5 For Loops in JavaScript
5.5 For Loops in JavaScript
5.6 General For Loops
5.6 General For Loops
5.7 For Loop Practice
5.7 For Loop Practice
5.8 Random Numbers
5.8 Random Numbers
5.9 While Loops
5.9 While Loops
5.10 Loop and a Half
5.10 Loop and a Half
7.1 Functions and Parameters 1
7.1 Functions and Parameters 1
7.2 Functions and Parameters 2
7.2 Functions and Parameters 2
7.3 Functions and Parameters 3
7.3 Functions and Parameters 3
7.4 Functions and Return Values 1
7.4 Functions and Return Values 1
7.5 Functions and Return Values 2
7.5 Functions and Return Values 2
7.6 Local Variables and Scope
7.6 Local Variables and Scope
8.1 Functions Challenges
8.1 Functions Challenges
9.1 Timers
9.1 Timers
9.2 Random Circles
9.2 Random Circles
9.3 Random Ghosts
9.3 Random Ghosts
9.4 Bouncing Ball
9.4 Bouncing Ball
9.5 Mouse Events: Mouse Clicked
9.5 Mouse Events: Mouse Clicked
9.6 Mouse Events: Mouse Moved
9.6 Mouse Events: Mouse Moved
9.7 Drawing Lines
9.7 Drawing Lines
9.8 Key Events
9.8 Key Events
9.9 Crazy Ball Game
9.9 Crazy Ball Game
11.1 Breakout
11.1 Breakout
12.1 Intro to Lists/Arrays
12.1 Intro to Lists/Arrays
12.2 Indexing Into an Array
12.2 Indexing Into an Array
12.3 Adding/Removing From an Array
12.3 Adding/Removing From an Array
12.4 Array Length and Looping Through Arrays
12.4 Array Length and Looping Through Arrays
12.5 Iterating Over an Array
12.5 Iterating Over an Array
12.6 Finding an Element in a List
12.6 Finding an Element in a List
12.7 Removing an Element From an Array
12.7 Removing an Element From an Array
12.8 Intro to Objects/Maps
12.8 Intro to Objects/Maps
12.9 Basics of Objects
12.9 Basics of Objects
12.10 Iterating Over an Object
12.10 Iterating Over an Object
12.11 When Do I Use an Object?
12.11 When Do I Use an Object?
12.12 Intro to Sets
12.12 Intro to Sets
12.13 Intro to Grids
12.13 Intro to Grids
12.14 Looping Over a Grid
12.14 Looping Over a Grid
12.15 Grid Example: Get a Row
12.15 Grid Example: Get a Row
12.16 Data Structures Challenges
12.16 Data Structures Challenges
13.1 Tic Tac Toe
13.1 Tic Tac Toe
14.1 Game Design: Helicopter
14.1 Game Design: Helicopter
18.1 Extra Karel Practice
18.1 Extra Karel Practice
19.1 Extra Karel Puzzles
19.1 Extra Karel Puzzles
20.1 Functions and Parameters Practice
20.1 Functions and Parameters Practice
21.1 Prime Numbers
21.1 Prime Numbers
22.1 Fun Snake
22.1 Fun Snake
22.2 Fun Graphics Challenges
22.2 Fun Graphics Challenges
23.1 Conway's Game of Life
23.1 Conway's Game of Life
23.2 Connect Four
23.2 Connect Four
24.1 Evolution Simulation
24.1 Evolution Simulation
28.1 Visualizing Music
28.1 Visualizing Music
3A-CS-01
Explain how abstractions hide the underlying implementation details of computing systems embedded in everyday objects.
1.8 Super Karel
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.
1.2 More Basic Karel
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.
5.8 Random Numbers
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.
5.8 Random Numbers
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.
4.1 Collaborative Programming
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.