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Standards Mapping

for Hawaii 3A

30

Standards in this Framework

5

Standards Mapped

16%

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. 1.1 Introduction to Programming With Karel
  3. 1.2 More Basic Karel
  4. 1.2 More Basic Karel
  5. 1.3 Java Programs and the Run Method
  6. 1.3 Java Programs and the Run Method
  7. 1.4 Karel Can't Turn Right
  8. 1.4 Karel Can't Turn Right
  9. 1.5 Methods in Karel
  10. 1.5 Methods in Karel
  11. 1.6 Top Down Design and Decomposition in Karel
  12. 1.6 Top Down Design and Decomposition in Karel
  13. 1.7 Commenting Your Code
  14. 1.7 Commenting Your Code
  15. 1.8 Super Karel
  16. 1.8 Super Karel
  17. 1.9 For Loops
  18. 1.9 For Loops
  19. 1.10 While Loops in Karel
  20. 1.10 While Loops in Karel
  21. 1.11 If Statements
  22. 1.11 If Statements
  23. 1.12 If/Else Statements
  24. 1.12 If/Else Statements
  25. 1.13 Control Structures Example
  26. 1.13 Control Structures Example
  27. 1.14 More Karel Examples and Testing
  28. 1.14 More Karel Examples and Testing
  29. 1.15 How to Indent Your Code
  30. 1.15 How to Indent Your Code
  31. 1.16 Karel Challenges
  32. 1.16 Karel Challenges
  33. 2.1 Printing in Java
  34. 2.1 Printing in Java
  35. 2.2 Variables and Types
  36. 2.2 Variables and Types
  37. 2.3 User Input
  38. 2.3 User Input
  39. 2.4 Arithmetic Expressions
  40. 2.4 Arithmetic Expressions
  41. 2.5 Casting
  42. 2.5 Casting
  43. 2.6 Booleans
  44. 2.6 Booleans
  45. 2.7 Logical Operators
  46. 2.7 Logical Operators
  47. 2.8 Comparison Operators
  48. 2.8 Comparison Operators
  49. 2.9 For Loops
  50. 2.9 For Loops
  51. 2.10 While Loops
  52. 2.10 While Loops
  53. 2.11 If Statements
  54. 2.11 If Statements
  55. 2.12 Loop-and-a-Half
  56. 2.12 Loop-and-a-Half
  57. 2.13 Short-Circuit Evaluation
  58. 2.13 Short-Circuit Evaluation
  59. 2.14 De Morgan's Laws
  60. 2.14 De Morgan's Laws
  61. 2.15 Strings
  62. 2.15 Strings
  63. 3.1 Java Methods
  64. 3.1 Java Methods
  65. 3.2 Methods and Parameters
  66. 3.2 Methods and Parameters
  67. 3.3 Methods and Return Values
  68. 3.3 Methods and Return Values
  69. 3.4 Javadocs and More Methods
  70. 3.4 Javadocs and More Methods
  71. 3.5 Strings Methods
  72. 3.5 Strings Methods
  73. 3.6 Strings and Characters
  74. 3.6 Strings and Characters
  75. 3.7 Exceptions
  76. 3.7 Exceptions
  77. 3.8 String Processing
  78. 3.8 String Processing
  79. 4.1 Introduction to Classes and Objects
  80. 4.1 Introduction to Classes and Objects
  81. 4.2 Classes vs. Objects
  82. 4.2 Classes vs. Objects
  83. 4.3 Using a Class as a Client
  84. 4.3 Using a Class as a Client
  85. 4.4 Writing Classes
  86. 4.4 Writing Classes
  87. 4.5 Writing Classes and Instance Methods
  88. 4.5 Writing Classes and Instance Methods
  89. 4.6 Getter and Setter Methods
  90. 4.6 Getter and Setter Methods
  91. 4.7 Class Methods and Class Variables
  92. 4.7 Class Methods and Class Variables
  93. 4.8 Method Overloading
  94. 4.8 Method Overloading
  95. 4.9 Local Variables and Scope
  96. 4.9 Local Variables and Scope
  97. 4.10 Key Terms for Classes
  98. 4.10 Key Terms for Classes
  99. 4.11 Objects vs Primitives
  100. 4.11 Objects vs Primitives
  101. 4.12 Inheritance
  102. 4.12 Inheritance
  103. 4.13 Class Design and Abstract Classes
  104. 4.13 Class Design and Abstract Classes
  105. 4.14 Polymorphism
  106. 4.14 Polymorphism
  107. 4.15 Interfaces
  108. 4.15 Interfaces
  109. 5.1 What are Data Structures?
  110. 5.1 What are Data Structures?
  111. 5.2 Introduction to Arrays
  112. 5.2 Introduction to Arrays
  113. 5.3 Using Arrays
  114. 5.3 Using Arrays
  115. 5.4 ArrayList Methods
  116. 5.4 ArrayList Methods
  117. 5.5 Arrays vs ArrayLists
  118. 5.5 Arrays vs ArrayLists
  119. 5.6 The List Interface
  120. 5.6 The List Interface
  121. 5.7 2D Arrays (Matrices or Grids)
  122. 5.7 2D Arrays (Matrices or Grids)
  123. 5.8 HashMaps
  124. 5.8 HashMaps
  125. 5.9 Binary
  126. 5.9 Binary
  127. 5.10 Writing BlackJack
  128. 5.10 Writing BlackJack
  129. 5.11 Battleship
  130. 5.11 Battleship
  131. 6.1 What is an Algorithm?
  132. 6.1 What is an Algorithm?
  133. 6.2 Linear Search
  134. 6.2 Linear Search
  135. 6.3 Binary Search
  136. 6.3 Binary Search
  137. 6.4 Selection Sort
  138. 6.4 Selection Sort
  139. 6.5 Insertion Sort
  140. 6.5 Insertion Sort
  141. 6.6 Advanced: Recursion
  142. 6.6 Advanced: Recursion
  143. 6.7 Mergesort
  144. 6.7 Mergesort
  145. 8.1 Final Project
  146. 8.1 Final Project
  147. 9.1 Pokemon Simulation
  148. 9.1 Pokemon Simulation
  149. 10.1 Mad Libs
  150. 10.1 Mad Libs
  151. 11.1 Java Outside of CodeHS
  152. 11.1 Java Outside of CodeHS
3A-AP-14
Use lists to simplify solutions, generalizing computational problems instead of repeatedly using simple variables.
  1. 5.2 Introduction to Arrays
  2. 5.2 Introduction to Arrays
  3. 5.3 Using Arrays
  4. 5.3 Using Arrays
  5. 5.4 ArrayList Methods
  6. 5.4 ArrayList Methods
  7. 5.5 Arrays vs ArrayLists
  8. 5.5 Arrays vs ArrayLists
  9. 5.6 The List Interface
  10. 5.6 The List Interface
  11. 5.7 2D Arrays (Matrices or Grids)
  12. 5.7 2D Arrays (Matrices or Grids)
  13. 5.8 HashMaps
  14. 5.8 HashMaps
  15. 5.9 Binary
  16. 5.9 Binary
  17. 5.10 Writing BlackJack
  18. 5.10 Writing BlackJack
  19. 5.11 Battleship
  20. 5.11 Battleship
  21. 8.1 Final Project
  22. 8.1 Final Project
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.
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. 5.10 Writing BlackJack
  2. 5.10 Writing BlackJack
  3. 5.11 Battleship
  4. 5.11 Battleship
  5. 8.1 Final Project
  6. 8.1 Final Project
  7. 9.1 Pokemon Simulation
  8. 9.1 Pokemon Simulation
  9. 10.1 Mad Libs
  10. 10.1 Mad Libs
  11. 11.1 Java Outside of CodeHS
  12. 11.1 Java Outside of CodeHS
3A-AP-17
Decompose problems into smaller components through systematic analysis, using constructs such as procedures, modules, and/or objects.
  1. 1.13 Control Structures Example
  2. 1.13 Control Structures Example
  3. 1.14 More Karel Examples and Testing
  4. 1.14 More Karel Examples and Testing
  5. 1.15 How to Indent Your Code
  6. 1.15 How to Indent Your Code
  7. 1.16 Karel Challenges
  8. 1.16 Karel Challenges
  9. 2.8 Comparison Operators
  10. 2.8 Comparison Operators
  11. 2.9 For Loops
  12. 2.9 For Loops
  13. 2.10 While Loops
  14. 2.10 While Loops
  15. 2.11 If Statements
  16. 2.11 If Statements
  17. 2.12 Loop-and-a-Half
  18. 2.12 Loop-and-a-Half
  19. 2.13 Short-Circuit Evaluation
  20. 2.13 Short-Circuit Evaluation
  21. 2.14 De Morgan's Laws
  22. 2.14 De Morgan's Laws
  23. 2.15 Strings
  24. 2.15 Strings
  25. 3.1 Java Methods
  26. 3.1 Java Methods
  27. 3.2 Methods and Parameters
  28. 3.2 Methods and Parameters
  29. 3.3 Methods and Return Values
  30. 3.3 Methods and Return Values
  31. 3.4 Javadocs and More Methods
  32. 3.4 Javadocs and More Methods
  33. 3.5 Strings Methods
  34. 3.5 Strings Methods
  35. 3.6 Strings and Characters
  36. 3.6 Strings and Characters
  37. 3.7 Exceptions
  38. 3.7 Exceptions
  39. 3.8 String Processing
  40. 3.8 String Processing
  41. 4.1 Introduction to Classes and Objects
  42. 4.1 Introduction to Classes and Objects
  43. 4.2 Classes vs. Objects
  44. 4.2 Classes vs. Objects
  45. 4.3 Using a Class as a Client
  46. 4.3 Using a Class as a Client
  47. 4.4 Writing Classes
  48. 4.4 Writing Classes
  49. 4.5 Writing Classes and Instance Methods
  50. 4.5 Writing Classes and Instance Methods
  51. 4.6 Getter and Setter Methods
  52. 4.6 Getter and Setter Methods
  53. 4.7 Class Methods and Class Variables
  54. 4.7 Class Methods and Class Variables
  55. 4.8 Method Overloading
  56. 4.8 Method Overloading
  57. 4.9 Local Variables and Scope
  58. 4.9 Local Variables and Scope
  59. 4.10 Key Terms for Classes
  60. 4.10 Key Terms for Classes
  61. 4.11 Objects vs Primitives
  62. 4.11 Objects vs Primitives
  63. 4.12 Inheritance
  64. 4.12 Inheritance
  65. 4.13 Class Design and Abstract Classes
  66. 4.13 Class Design and Abstract Classes
  67. 4.14 Polymorphism
  68. 4.14 Polymorphism
  69. 4.15 Interfaces
  70. 4.15 Interfaces
  71. 5.1 What are Data Structures?
  72. 5.1 What are Data Structures?
  73. 5.2 Introduction to Arrays
  74. 5.2 Introduction to Arrays
  75. 5.3 Using Arrays
  76. 5.3 Using Arrays
  77. 5.4 ArrayList Methods
  78. 5.4 ArrayList Methods
  79. 5.5 Arrays vs ArrayLists
  80. 5.5 Arrays vs ArrayLists
  81. 5.6 The List Interface
  82. 5.6 The List Interface
  83. 5.7 2D Arrays (Matrices or Grids)
  84. 5.7 2D Arrays (Matrices or Grids)
  85. 5.8 HashMaps
  86. 5.8 HashMaps
  87. 5.9 Binary
  88. 5.9 Binary
  89. 5.10 Writing BlackJack
  90. 5.10 Writing BlackJack
  91. 5.11 Battleship
  92. 5.11 Battleship
  93. 6.1 What is an Algorithm?
  94. 6.1 What is an Algorithm?
  95. 6.2 Linear Search
  96. 6.2 Linear Search
  97. 6.3 Binary Search
  98. 6.3 Binary Search
  99. 6.4 Selection Sort
  100. 6.4 Selection Sort
  101. 6.5 Insertion Sort
  102. 6.5 Insertion Sort
  103. 6.6 Advanced: Recursion
  104. 6.6 Advanced: Recursion
  105. 6.7 Mergesort
  106. 6.7 Mergesort
  107. 8.1 Final Project
  108. 8.1 Final Project
  109. 9.1 Pokemon Simulation
  110. 9.1 Pokemon Simulation
  111. 10.1 Mad Libs
  112. 10.1 Mad Libs
  113. 11.1 Java Outside of CodeHS
  114. 11.1 Java Outside of CodeHS
3A-AP-18
Create artifacts by using procedures within a program, combinations of data and procedures, or independent but interrelated programs.
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.
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. 1.7 Commenting Your Code
  3. 1.8 Super Karel
  4. 1.8 Super Karel
  5. 1.9 For Loops
  6. 1.9 For Loops
  7. 1.10 While Loops in Karel
  8. 1.10 While Loops in Karel
  9. 1.11 If Statements
  10. 1.11 If Statements
  11. 1.12 If/Else Statements
  12. 1.12 If/Else Statements
  13. 1.13 Control Structures Example
  14. 1.13 Control Structures Example
  15. 1.14 More Karel Examples and Testing
  16. 1.14 More Karel Examples and Testing
  17. 1.15 How to Indent Your Code
  18. 1.15 How to Indent Your Code
  19. 1.16 Karel Challenges
  20. 1.16 Karel Challenges
  21. 2.8 Comparison Operators
  22. 2.8 Comparison Operators
  23. 2.9 For Loops
  24. 2.9 For Loops
  25. 2.10 While Loops
  26. 2.10 While Loops
  27. 2.11 If Statements
  28. 2.11 If Statements
  29. 2.12 Loop-and-a-Half
  30. 2.12 Loop-and-a-Half
  31. 2.13 Short-Circuit Evaluation
  32. 2.13 Short-Circuit Evaluation
  33. 2.14 De Morgan's Laws
  34. 2.14 De Morgan's Laws
  35. 2.15 Strings
  36. 2.15 Strings
  37. 3.1 Java Methods
  38. 3.1 Java Methods
  39. 3.2 Methods and Parameters
  40. 3.2 Methods and Parameters
  41. 3.3 Methods and Return Values
  42. 3.3 Methods and Return Values
  43. 3.4 Javadocs and More Methods
  44. 3.4 Javadocs and More Methods
  45. 3.5 Strings Methods
  46. 3.5 Strings Methods
  47. 3.6 Strings and Characters
  48. 3.6 Strings and Characters
  49. 3.7 Exceptions
  50. 3.7 Exceptions
  51. 3.8 String Processing
  52. 3.8 String Processing
  53. 4.1 Introduction to Classes and Objects
  54. 4.1 Introduction to Classes and Objects
  55. 4.2 Classes vs. Objects
  56. 4.2 Classes vs. Objects
  57. 4.3 Using a Class as a Client
  58. 4.3 Using a Class as a Client
  59. 4.4 Writing Classes
  60. 4.4 Writing Classes
  61. 4.5 Writing Classes and Instance Methods
  62. 4.5 Writing Classes and Instance Methods
  63. 4.6 Getter and Setter Methods
  64. 4.6 Getter and Setter Methods
  65. 4.7 Class Methods and Class Variables
  66. 4.7 Class Methods and Class Variables
  67. 4.8 Method Overloading
  68. 4.8 Method Overloading
  69. 4.9 Local Variables and Scope
  70. 4.9 Local Variables and Scope
  71. 4.10 Key Terms for Classes
  72. 4.10 Key Terms for Classes
  73. 4.11 Objects vs Primitives
  74. 4.11 Objects vs Primitives
  75. 4.12 Inheritance
  76. 4.12 Inheritance
  77. 4.13 Class Design and Abstract Classes
  78. 4.13 Class Design and Abstract Classes
  79. 4.14 Polymorphism
  80. 4.14 Polymorphism
  81. 4.15 Interfaces
  82. 4.15 Interfaces
  83. 5.1 What are Data Structures?
  84. 5.1 What are Data Structures?
  85. 5.2 Introduction to Arrays
  86. 5.2 Introduction to Arrays
  87. 5.3 Using Arrays
  88. 5.3 Using Arrays
  89. 5.4 ArrayList Methods
  90. 5.4 ArrayList Methods
  91. 5.5 Arrays vs ArrayLists
  92. 5.5 Arrays vs ArrayLists
  93. 5.6 The List Interface
  94. 5.6 The List Interface
  95. 5.7 2D Arrays (Matrices or Grids)
  96. 5.7 2D Arrays (Matrices or Grids)
  97. 5.8 HashMaps
  98. 5.8 HashMaps
  99. 5.9 Binary
  100. 5.9 Binary
  101. 5.10 Writing BlackJack
  102. 5.10 Writing BlackJack
  103. 5.11 Battleship
  104. 5.11 Battleship
  105. 6.1 What is an Algorithm?
  106. 6.1 What is an Algorithm?
  107. 6.2 Linear Search
  108. 6.2 Linear Search
  109. 6.3 Binary Search
  110. 6.3 Binary Search
  111. 6.4 Selection Sort
  112. 6.4 Selection Sort
  113. 6.5 Insertion Sort
  114. 6.5 Insertion Sort
  115. 6.6 Advanced: Recursion
  116. 6.6 Advanced: Recursion
  117. 6.7 Mergesort
  118. 6.7 Mergesort
  119. 8.1 Final Project
  120. 8.1 Final Project
  121. 9.1 Pokemon Simulation
  122. 9.1 Pokemon Simulation
  123. 10.1 Mad Libs
  124. 10.1 Mad Libs
  125. 11.1 Java Outside of CodeHS
  126. 11.1 Java Outside of CodeHS
3A-CS-01
Explain how abstractions hide the underlying implementation details of computing systems embedded in everyday objects.
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.
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.
3A-DA-12
Create computational models that represent the relationships among different elements of data collected from a phenomenon or process.
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.
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.