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Standards Mapping

for Florida Digital Discoveries in Society

114

Standards in this Framework

114

Standards Mapped

100%

Mapped to Course

Standard Lessons
1.01
Identify and explain the four parts of the problem solving process (Define, Prepare, Try, and Reflect).
  1. 1.2 How to Think Like a Programmer
1.02
Describe the strategies and processes to become a more effective problem solver.
  1. 1.2 How to Think Like a Programmer
  2. 1.7 Basic Functions
  3. 10.3 Comments & Pseudocode
1.03
Explain how computers help people to solve problems.
  1. 5.1 History of Computing
  2. 6.1 What Makes a Computer a Computer?
1.04
Compare and contrast how people and computers approach problems differently.
  1. 1.1 The Language of Computers
  2. 1.2 How to Think Like a Programmer
  3. 6.1 What Makes a Computer a Computer?
1.05
Explain what a computer needs from people in order to solve problems effectively.
  1. 1.1 The Language of Computers
  2. 1.2 How to Think Like a Programmer
  3. 6.1 What Makes a Computer a Computer?
2.01
Define "computer," and explain why it is important to have a basic understanding of how computers work.
  1. 5.1 History of Computing
  2. 6.1 What Makes a Computer a Computer?
  3. 6.2 Internal Components
2.02
Describe the four functions of the computing cycle (i.e., input, processing, output, storage).
  1. 6.1 What Makes a Computer a Computer?
  2. 6.2 Internal Components
  3. 6.3 Peripheral Devices
  4. 6.4 Storage Options
  5. 6.5 Cloud Computing
2.03
Identify the internal components of a computer (e.g., case, CPU, RAM, ROM, power supply, hard drive, motherboard, expansion cards, cabling).
  1. 6.2 Internal Components
2.04
Identify and know how to connect various computer input devices (e.g., mouse, keyboard, phone, camera, scanner, microphone, game controller, stylus, barcode reader, finger print scanner, GPS device, touch pad, graphics tablet) and describe their use.
  1. 6.3 Peripheral Devices
2.05
Identify and know how to connect various computer output devices (e.g., monitor, printer, projector, speakers, and headphones) and describe their use.
  1. 6.3 Peripheral Devices
2.06
Identify and know how to connect various storage devices (e.g., flash drive, external hard drive (SSD, network drive), memory card, discs, and cloud).
  1. 6.4 Storage Options
2.07
Identify various computer connection ports, including USB, FireWire, parallel, serial, Ethernet (RJ-45), RJ-11, HDMI, audio.
  1. 6.6 Network Devices
2.08
Illustrate and correctly label the parts of a computer system.
  1. 6.2 Internal Components
  2. 6.3 Peripheral Devices
2.09
Describe how people use computers at home, school and work.
  1. 5.1 History of Computing
2.10
Define the term "cloud storage" and explain the advantages and disadvantages of using cloud storage.
  1. 6.4 Storage Options
  2. 6.5 Cloud Computing
3.01
Identify types of networks and how they work.
  1. 6.7 Network Options
3.02
Define “privacy” and relate it to the term “digital footprint.”
  1. 7.1 Digital Footprint and Reputation
  2. 7.4 Privacy & Security
3.03
Practice cyber safety techniques to protect your personal information when using internet searches, email, chat rooms, and social network websites.
  1. 7.3 Internet Safety
  2. 7.4 Privacy & Security
3.04
Describe cyberbullying, its impact on perpetrators and victims and ways to respond.
  1. 7.2 Cyberbullying
3.05
Describe risks associated with online gaming, and identify ways to reduce these risks.
  1. 7.3 Internet Safety
3.06
Discuss issues related to downloading music, videos, or images from the Internet, including unethical vs. illegal actions.
  1. 7.6 Creative Credit & Copyright
3.07
Compare and contrast rules for copyright and fair use, especially in relation to using online resources for school and educational purposes.
  1. 7.6 Creative Credit & Copyright
3.08
Properly cite sources used for images and information obtained from the internet for projects and research.
  1. 7.6 Creative Credit & Copyright
3.09
Review your district/school Acceptable Use Policies when accessing the Internet and adhere to the AUP while using school equipment, internet and software.
  1. 7.6 Creative Credit & Copyright
4.01
Identify and use web terminology (WWW, Web Browser, Internet, Web Server, Web Page, Address Bar, Hyperlinks, Navigation Buttons, Search Bar, Bookmarks/Favorites, Tab, Downloading, Plug-ins, and Social Media Plug-ins).
  1. 5.4 What is the Internet?
  2. 5.5 IP Addresses
4.02
Define Universal Resource Locators (URLs) and associated protocols (e.g., http, https, ftp, telnet, mailto).
  1. 5.4 What is the Internet?
  2. 5.5 IP Addresses
4.03
Compare and contrast the types of Internet domains (e.g., .com, .org, .edu, .gov, .net, .mil).
  1. 7.5 Information Literacy
4.04
Demonstrate proficiency using search engines, including Boolean and other advanced search techniques.
  1. 7.5 Information Literacy
4.05
Demonstrate proficiency in uploading and downloading files, images, documents and music for class projects and collaboration.
  1. 2.4 Game Design Document (GDD)
  2. 5.2 Computers Speak Binary
  3. 7.8 Project: Public Service Announcement
4.06
Compare and contrast the roles of web browsers and search engines.
  1. 5.4 What is the Internet?
4.07
Evaluate online information for relevance, credibility and quality using basic guidelines and indicators (e.g. authority, affiliation, purpose, bias, date).
  1. 7.5 Information Literacy
4.08
Distinguish between copyright infringement, plagiarism and fair use in an educational setting and in relation to school projects, especially with music and pictures.
  1. 7.6 Creative Credit & Copyright
4.09
Identify and apply copyright and fair use guidelines, and explain plagiarism as an ethical and legal violation.
  1. 7.6 Creative Credit & Copyright
4.10
Incorporate results from Internet searches into a research project (e.g., report, summary, website design, app creation, etc.).
  1. 7.8 Project: Public Service Announcement
4.11
Download images as needed to support a research project, complying with copyright notices.
  1. 7.6 Creative Credit & Copyright
  2. 7.8 Project: Public Service Announcement
4.12
Properly cite internet sources used to obtain information for a research project.
  1. 7.8 Project: Public Service Announcement
4.13
Explain what creative commons licensing is and why it is important to web designers and programmers.
  1. 7.6 Creative Credit & Copyright
5.01
Identify website domains, and relate a site’s domain name and domain category to its purpose (.gov, .mil, .org, .com, etc.)
  1. 7.5 Information Literacy
5.02
Relate basic components of a webpage (e.g. color, space, written content, typography, images, links, multimedia) to aesthetic, functional and/or usable design principals.
  1. 9.1 Webpage Aesthetics
  2. 9.2 Webpage Design
5.03
Define aesthetic design, and explain how aesthetics can affect a visitors’ perception of a website’s information.
  1. 9.1 Webpage Aesthetics
  2. 9.2 Webpage Design
5.04
Demonstrate knowledge of color wheel concepts and effective use of color on a website.
  1. 8.7 Applying Styling
5.05
Explain the CARP principles of design (contrast, alignment, repetition, proximity), and give an example of how each principle is used in designing aesthetic layouts.
  1. 9.1 Webpage Aesthetics
  2. 9.2 Webpage Design
5.06
Critique the aesthetic design, usability and accessibility of sample websites.
  1. 9.1 Webpage Aesthetics
  2. 9.2 Webpage Design
5.07
Define multimedia, and identify its role in webpage interactivity.
  1. 9.1 Webpage Aesthetics
5.08
Explain the primary steps of the website planning process.
  1. 9.4 Planning Your Site
5.09
Apply the website planning process to plan the design for basic website.
  1. 9.4 Planning Your Site
5.10
Build the site navigation scheme for a website.
  1. 9.4 Planning Your Site
5.11
Define “HTML (Hypertext Markup Language)” and related terms, including tag vs. element, container vs. empty tag, block-level vs. inline element, attribute value, semantic tag.
  1. 8.1 Introduction to HTML
5.12
Identify HTML elements required to create webpage structure (!DOCTYPE, html, head, title, body)
  1. 8.2 Structure of an HTML Page
5.13
Create webpages using basic HTML tags (e.g., headings, lists, character styles, text alignment, tables, and comments).
  1. 8.3 Formatting Text
  2. 8.6 Using Lists
5.14
Use HTML to create hyperlinks to multiple pages in a website or to outside sources.
  1. 8.4 Creating Links
5.15
Use HTML to insert common image file formats into webpages, and use an image as a hyperlink.
  1. 8.5 Incorporating Images
5.16
Explain Cascading Style Sheet (CSS) technology.
  1. 8.8 Introduction to CSS Styling
5.17
Apply CSS styles to an HTML page.
  1. 8.7 Applying Styling
  2. 8.8 Introduction to CSS Styling
5.18
Review webpage content, verify copyright restrictions, and create meta-data before publishing a site to the internet.
  1. 9.5 Finishing Touches
5.19
Test webpages for display, functionality, and accessibility before publishing a site to the Internet.
  1. 9.5 Finishing Touches
5.20
Validate webpage code using W3C validation tools before publishing a site to the Internet.
  1. 9.5 Finishing Touches
5.21
Describe network issues relating to websites, including bandwidth, compression, streaming, web hosting.
  1. 6.8 Network Communication
5.22
Explain the purpose of File Transfer Protocol (FTP) in accessing information on the Internet.
  1. 6.8 Network Communication
5.23
Design and create a personal website using HTML and CSS with at least three different pages that are hyperlinked to the homepage.
  1. 9.4 Planning Your Site
  2. 9.5 Finishing Touches
5.24
Publish a website.
  1. 9.4 Planning Your Site
6.01
Describe the role of games in modern society (e.g., education, task training, social networking, therapy, recreation).
  1. 2.1 Intro to Games
  2. 2.3 Categorizing Games
6.02
Identify various types of games (e.g., chance, skill, knowledge, role-playing, and storytelling).
  1. 2.1 Intro to Games
  2. 2.3 Categorizing Games
6.03
Identify the steps of the design process for creating a game.
  1. 2.2 Unpacking a Game
  2. 2.4 Game Design Document (GDD)
6.04
Apply the design process to solving a problem.
  1. 2.2 Unpacking a Game
  2. 2.4 Game Design Document (GDD)
6.05
Analyze (deconstruct) existing games.
  1. 2.1 Intro to Games
  2. 2.2 Unpacking a Game
  3. 2.3 Categorizing Games
  4. 2.4 Game Design Document (GDD)
6.06
Identify the tools and skills needed for creating games.
  1. 2.4 Game Design Document (GDD)
  2. 2.5 Storyboard Gameplay
6.07
Identify design criteria and constraints.
  1. 2.2 Unpacking a Game
  2. 2.4 Game Design Document (GDD)
6.08
Create storyboards to model a game’s program flow and functionality.
  1. 2.5 Storyboard Gameplay
6.09
Identify the programmer’s role in creating games.
  1. 1.2 How to Think Like a Programmer
  2. 3.1 Introducing Libraries
6.10
Identify common programming languages and applications used to create computer games.
  1. 3.1 Introducing Libraries
6.11
Compare sequential, iteration (loop) and selection programming structures.
  1. 4.4 If/Else Statements
  2. 11.4 If/Else Statements
6.12
Define the term algorithm (i.e., a set of repeatable steps) and how it applies to problem solving.
  1. 1.2 How to Think Like a Programmer
6.13
Create an algorithm to solve a problem or complete a task.
  1. 1.2 How to Think Like a Programmer
  2. 11.5 Functions
6.14
Use pseudo-code to model a game program’s flow.
  1. 1.7 Basic Functions
  2. 4.5 Mini Golf - Interactions
  3. 10.3 Comments & Pseudocode
6.15
Define logic errors and identify them in a game program or model.
  1. 1.7 Basic Functions
6.16
Explain the types and uses of variables in game programming.
  1. 1.4 Variables
6.17
Describe basic Boolean concepts, including logical operators, order of precedence, expressions.
  1. 4.3 Booleans
6.18
Describe the use of events, event handlers and functions in game programming.
  1. 1.7 Basic Functions
6.19
Describe the use of parameters and arguments in game programming.
  1. 3.3 Understanding the Canvas
6.20
Describe the use of objects, classes and instances in game programming.
  1. 3.4 Your First Sprites
6.21
Describe the use of properties and methods with objects in game programming.
  1. 2.2 Unpacking a Game
6.22
Write appropriate code to create a simple game using structured programming.
  1. 3.2 Program Structure
  2. 3.4 Your First Sprites
  3. 3.5 The Physics of Sprites
  4. 4.5 Mini Golf - Interactions
6.23
Test and evaluate the game program you created.
  1. 4.2 Mini Golf - Sprites
6.24
Modify the game program as needed to solve a problem.
  1. 4.2 Mini Golf - Sprites
6.25
Create an animated object (i.e., sprite) to be used in a game program.
  1. 3.4 Your First Sprites
  2. 3.5 The Physics of Sprites
  3. 4.2 Mini Golf - Sprites
6.26
Use programming code to control the behavior of an animated object (i.e., sprite) in a game program.
  1. 3.4 Your First Sprites
  2. 3.5 The Physics of Sprites
  3. 4.5 Mini Golf - Interactions
  4. 4.7 Mini Golf - Hole #2 Challenge
7.01
Define “programming” and discuss its role in computing.
  1. 1.2 How to Think Like a Programmer
7.02
Explain the binary representation of data and programs in computers.
  1. 5.2 Computers Speak Binary
  2. 5.3 Bits, Text, and Numbers
7.03
Distinguish among the three types of programming languages (machine, assembly, high-level), and give examples.
  1. 1.1 The Language of Computers
7.04
Compare and contrast languages that are usually compiled (e.g., C++, Java) and interpreted (e.g., JavaScript, Python).
  1. 1.1 The Language of Computers
7.05
Describe the structure of a simple program, and explain why sequencing is important.
  1. 1.7 Basic Functions
  2. 11.5 Functions
7.06
Write a program design document using pseudo-code that shows program flow.
  1. 1.7 Basic Functions
  2. 10.3 Comments & Pseudocode
7.07
Define the term “algorithm,” and explain how it relates to problem-solving.
  1. 1.2 How to Think Like a Programmer
7.08
Explain the three types of programming errors (i.e., logic, syntax, runtime), and describe the forms of testing that can be used to locate and debug errors.
  1. 1.7 Basic Functions
7.09
Solve a problem using logic by planning a strategy, designing and testing a hypothesis, and/or creating a set of step-by-step instructions to perform a task.
  1. 4.1 Mini Golf - Setup
  2. 4.7 Mini Golf - Hole #2 Challenge
  3. 12.3 Follow a Step-by-Step Project
7.10
Define “structured programming” and discuss the advantages of this approach.
  1. 1.7 Basic Functions
  2. 3.2 Program Structure
7.11
Define the three main programming control structures used in structured programming: sequential, selection (decision), and iteration (loops).
  1. 1.7 Basic Functions
  2. 4.4 If/Else Statements
  3. 11.4 If/Else Statements
7.12
Describe iterative programming structures (e.g., while, do/while) and how they are used in programming.
  1. 11.2 While Loops
7.13
Describe selection programming structures (e.g., if/then, else) and explain the logic used for if statements.
  1. 4.4 If/Else Statements
  2. 11.4 If/Else Statements
7.14
Write a simple program in pseudo-code that uses structured programming to solve a problem.
  1. 1.7 Basic Functions
  2. 10.3 Comments & Pseudocode
7.15
Explain the types and uses of variables in programming.
  1. 1.4 Variables
  2. 10.4 Variables
7.16
Describe fundamental Boolean concepts, including Boolean algebra, operators, and logic.
  1. 4.3 Booleans
7.17
Convert a simple program from pseudo-code into a common high-level programming environment.
  1. 1.7 Basic Functions
  2. 10.3 Comments & Pseudocode
  3. 11.5 Functions
  4. 12.1 micro:bit Challenges
7.18
Troubleshoot and debug errors in code.
  1. 1.3 Intro to JavaScript
7.19
Define “programming” and discuss its role in computing.
  1. 10.1 Welcome to micro:bit!
8.01
View hardware as an approachable and fun topic in computing.
  1. 10.1 Welcome to micro:bit!
8.02
Believe that anyone can contribute to innovation.
  1. 10.1 Welcome to micro:bit!
8.03
Use physical computing (aka: Microbits, Circuit Playgrounds, Arduino, Lilypads, Makey-Makey, Piper Kits, Raspberry Pi’s, etc.) to solve problems.
  1. 10.1 Welcome to micro:bit!
8.04
Determine how computers sense and respond to their environment.
  1. 12.1 micro:bit Challenges
  2. 12.2 Explore a New Sensor
8.05
Determine the kind of information that can be communicated with hardware outputs.
  1. 12.1 micro:bit Challenges
8.06
Analyze how simple hardware can be used to develop innovative new products.
  1. 12.3 Follow a Step-by-Step Project
8.07
Define prototype in relation to digital design.
  1. 12.4 Final Project
8.08
Create a prototype of an original game that can be played using a physical computing device.
  1. 12.4 Final Project