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Standards Mapping

for IA

Oklahoma Computer Science II

120

Standards in this Framework

21

Standards Mapped

17%

Mapped to Course

Standard Lessons
1A-AP-08
Model daily processes by creating and following algorithms (sets of step-by-step instructions) to complete tasks.
1A-AP-09
Model the way programs store and manipulate data by using numbers or other symbols to represent information.
1A-AP-10
Develop programs with sequences and simple loops, to express ideas or address a problem.
1A-AP-11
Decompose (break down) the steps needed to solve a problem into a precise sequence of instructions.
1A-AP-12
Develop plans that describe a program’s sequence of events, goals, and expected outcomes.
1A-AP-13
Give attribution when using the ideas and creations of others while developing programs.
1A-AP-14
Debug (identify and fix) errors in an algorithm or program that includes sequences and simple loops.
1A-AP-15
Using correct terminology, describe steps taken and choices made during the iterative process of program development.
1A-CS-01
Select and operate appropriate software to perform a variety of tasks, and recognize that users have different needs and preferences for the technology they use.
1A-CS-02
Use appropriate terminology in identifying and describing the function of common physical components of computing systems (hardware).
1A-CS-03
Describe basic hardware and software problems using accurate terminology.
1A-DA-05
Store, copy, search, retrieve, modify, and delete information using a computing device and define the information stored as data.
1A-DA-06
Collect and present the same data in various visual formats.
1A-DA-07
Identify and describe patterns in data visualizations, such as charts or graphs, to make predictions.
1A-IC-16
Compare how people live and work before and after the implementation or adoption of new computing technology.
1A-IC-17
Work respectfully and responsibly with others online.
1A-IC-18
Keep login information private, and log off of devices appropriately.
1A-NI-04
Explain what passwords are and why we use them, and use strong passwords to protect devices and information from unauthorized access.
1B-AP-08
Compare and refine multiple algorithms for the same task and determine which is the most appropriate.
1B-AP-09
Create programs that use variables to store and modify data.
1B-AP-10
Create programs that include sequences, events, loops, and conditionals.
1B-AP-11
Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process.
1B-AP-12
Modify, remix, or incorporate portions of an existing program into one's own work, to develop something new or add more advanced features.
1B-AP-13
Use an iterative process to plan the development of a program by including others' perspectives and considering user preferences.
1B-AP-14
Observe intellectual property rights and give appropriate attribution when creating or remixing programs.
1B-AP-15
Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended.
1B-AP-16
Take on varying roles, with teacher guidance, when collaborating with peers during the design, implementation, and review stages of program development.
1B-AP-17
Describe choices made during program development using code comments, presentations, and demonstrations.
1B-CS-01
Describe how internal and external parts of computing devices function to form a system.
1B-CS-02
Model how computer hardware and software work together as a system to accomplish tasks.
1B-CS-03
Determine potential solutions to solve simple hardware and software problems using common troubleshooting strategies.
1B-DA-06
Organize and present collected data visually to highlight relationships and support a claim.
1B-DA-07
Use data to highlight or propose cause-and-effect relationships, predict outcomes, or communicate an idea.
1B-IC-18
Discuss computing technologies that have changed the world, and express how those technologies influence, and are influenced by, cultural practices.
1B-IC-19
Brainstorm ways to improve the accessibility and usability of technology products for the diverse needs and wants of users.
1B-IC-20
Seek diverse perspectives for the purpose of improving computational artifacts.
1B-IC-21
Use public domain or creative commons media, and refrain from copying or using material created by others without permission.
1B-NI-04
Model how information is broken down into smaller pieces, transmitted as packets through multiple devices over networks and the Internet, and reassembled at the destination.
1B-NI-05
Discuss real-world cybersecurity problems and how personal information can be protected.
2-AP-10
Use flowcharts and/or pseudocode to address complex problems as algorithms.
  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
2-AP-11
Create clearly named variables that represent different data types and perform operations on their values.
  1. 3.2 Variables
  2. 3.3 User Input
  3. 3.4 Basic Math in JavaScript
  4. 3.5 Using Graphics in JavaScript
  5. 5.1 Booleans
  6. 5.2 Logical Operators
  7. 5.3 Comparison Operators
  8. 5.4 If Statements
  9. 5.5 For Loops in JavaScript
  10. 5.6 General For Loops
  11. 5.7 For Loop Practice
  12. 5.9 While Loops
  13. 5.10 Loop and a Half
  14. 7.1 Functions and Parameters 1
  15. 7.2 Functions and Parameters 2
  16. 7.3 Functions and Parameters 3
  17. 7.4 Functions and Return Values 1
  18. 7.5 Functions and Return Values 2
  19. 8.1 Timers
  20. 8.2 Random Circles
  21. 8.3 Random Ghosts
  22. 8.4 Bouncing Ball
  23. 8.5 Mouse Events: Mouse Clicked
  24. 9.1 Intro to Lists/Arrays
  25. 9.2 Adding/Removing From an Array
  26. 9.3 Array Length and Looping Through Arrays
  27. 9.4 Iterating Over an Array
  28. 9.5 Finding an Element in a List
  29. 9.6 Removing an Element From an Array
  30. 13.1 Extra Karel Practice
  31. 14.1 Extra Karel Puzzles
  32. 15.1 Functions and Parameters Practice
  33. 16.1 Mouse Events: Mouse Moved
  34. 16.2 Drawing Lines
  35. 16.3 Key Events
  36. 16.4 Crazy Ball Game
  37. 17.1 Intro to Objects/Maps
  38. 17.2 Basics of Objects
  39. 17.3 Iterating Over an Object
  40. 17.4 When Do I Use an Object?
  41. 17.5 Intro to Sets
  42. 17.6 Intro to Grids
  43. 17.7 Looping Over a Grid
  44. 17.8 Grid Example: Get a Row
  45. 17.9 Data Structures Challenges
2-AP-12
Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.
  1. 1.13 While Loops in Karel
  2. 1.14 Control Structures Example
  3. 8.3 Random Ghosts
  4. 8.4 Bouncing Ball
  5. 8.5 Mouse Events: Mouse Clicked
  6. 9.1 Intro to Lists/Arrays
  7. 9.2 Adding/Removing From an Array
  8. 9.3 Array Length and Looping Through Arrays
  9. 9.4 Iterating Over an Array
  10. 9.5 Finding an Element in a List
  11. 9.6 Removing an Element From an Array
  12. 13.1 Extra Karel Practice
  13. 14.1 Extra Karel Puzzles
  14. 15.1 Functions and Parameters Practice
  15. 16.1 Mouse Events: Mouse Moved
  16. 16.2 Drawing Lines
  17. 16.3 Key Events
  18. 16.4 Crazy Ball Game
  19. 17.1 Intro to Objects/Maps
  20. 17.2 Basics of Objects
  21. 17.3 Iterating Over an Object
  22. 17.4 When Do I Use an Object?
  23. 17.5 Intro to Sets
  24. 17.6 Intro to Grids
  25. 17.7 Looping Over a Grid
  26. 17.8 Grid Example: Get a Row
  27. 17.9 Data Structures Challenges
2-AP-13
Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.
2-AP-14
Create procedures with parameters to organize code and make it easier to reuse.
  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
  7. 7.1 Functions and Parameters 1
  8. 7.2 Functions and Parameters 2
  9. 7.3 Functions and Parameters 3
  10. 7.4 Functions and Return Values 1
  11. 7.5 Functions and Return Values 2
  12. 8.2 Random Circles
  13. 8.3 Random Ghosts
  14. 8.4 Bouncing Ball
  15. 8.5 Mouse Events: Mouse Clicked
  16. 9.3 Array Length and Looping Through Arrays
  17. 9.4 Iterating Over an Array
  18. 9.5 Finding an Element in a List
  19. 9.6 Removing an Element From an Array
  20. 13.1 Extra Karel Practice
  21. 14.1 Extra Karel Puzzles
  22. 15.1 Functions and Parameters Practice
  23. 16.1 Mouse Events: Mouse Moved
  24. 16.2 Drawing Lines
  25. 16.3 Key Events
  26. 16.4 Crazy Ball Game
  27. 17.1 Intro to Objects/Maps
  28. 17.2 Basics of Objects
  29. 17.3 Iterating Over an Object
  30. 17.4 When Do I Use an Object?
  31. 17.5 Intro to Sets
  32. 17.6 Intro to Grids
  33. 17.7 Looping Over a Grid
  34. 17.8 Grid Example: Get a Row
  35. 17.9 Data Structures Challenges
2-AP-15
Seek and incorporate feedback from team members and users to refine a solution that meets user needs.
2-AP-16
Incorporate existing code, media, and libraries into original programs, and give attribution.
2-AP-17
Systematically test and refine programs using a range of test cases.
2-AP-18
Distribute tasks and maintain a project timeline when collaboratively developing computational artifacts.
2-AP-19
Document programs in order to make them easier to follow, test, and debug.
  1. 3.2 Variables
  2. 3.3 User Input
  3. 3.4 Basic Math in JavaScript
  4. 3.5 Using Graphics in JavaScript
  5. 5.1 Booleans
  6. 5.2 Logical Operators
  7. 5.3 Comparison Operators
  8. 5.4 If Statements
  9. 5.5 For Loops in JavaScript
  10. 5.6 General For Loops
  11. 5.7 For Loop Practice
  12. 5.9 While Loops
  13. 5.10 Loop and a Half
  14. 7.1 Functions and Parameters 1
  15. 7.2 Functions and Parameters 2
  16. 7.3 Functions and Parameters 3
  17. 8.1 Timers
  18. 8.2 Random Circles
  19. 8.3 Random Ghosts
  20. 8.4 Bouncing Ball
  21. 8.5 Mouse Events: Mouse Clicked
  22. 9.1 Intro to Lists/Arrays
  23. 9.2 Adding/Removing From an Array
  24. 9.3 Array Length and Looping Through Arrays
  25. 9.4 Iterating Over an Array
  26. 9.5 Finding an Element in a List
  27. 9.6 Removing an Element From an Array
  28. 13.1 Extra Karel Practice
  29. 14.1 Extra Karel Puzzles
  30. 15.1 Functions and Parameters Practice
  31. 16.1 Mouse Events: Mouse Moved
  32. 16.2 Drawing Lines
  33. 16.3 Key Events
  34. 16.4 Crazy Ball Game
  35. 17.1 Intro to Objects/Maps
  36. 17.2 Basics of Objects
  37. 17.3 Iterating Over an Object
  38. 17.4 When Do I Use an Object?
  39. 17.5 Intro to Sets
  40. 17.6 Intro to Grids
  41. 17.7 Looping Over a Grid
  42. 17.8 Grid Example: Get a Row
  43. 17.9 Data Structures Challenges
2-CS-01
Recommend improvements to the design of computing devices, based on an analysis of how users interact with the devices.
2-CS-02
Design projects that combine hardware and software components to collect and exchange data.
2-CS-03
Systematically identify and fix problems with computing devices and their components.
2-DA-07
Represent data using multiple encoding schemes.
2-DA-08
Collect data using computational tools and transform the data to make it more useful and reliable.
2-DA-09
Refine computational models based on the data they have generated.
2-IC-20
Compare tradeoffs associated with computing technologies that affect people's everyday activities and career options.
2-IC-21
Discuss issues of bias and accessibility in the design of existing technologies.
2-IC-22
Collaborate with many contributors through strategies such as crowdsourcing or surveys when creating a computational artifact.
2-IC-23
Describe tradeoffs between allowing information to be public and keeping information private and secure.
2-NI-04
Model the role of protocols in transmitting data across networks and the Internet.
2-NI-05
Explain how physical and digital security measures protect electronic information.
2-NI-06
Apply multiple methods of encryption to model the secure transmission of information.
3A-AP-13
Create prototypes that use algorithms to solve computational problems by leveraging prior student knowledge and personal interests.
  1. 8.2 Random Circles
  2. 8.3 Random Ghosts
  3. 8.4 Bouncing Ball
  4. 16.4 Crazy Ball Game
  5. 17.1 Intro to Objects/Maps
  6. 17.4 When Do I Use an Object?
3A-AP-14
Use lists to simplify solutions, generalizing computational problems instead of repeatedly using simple variables.
  1. 9.1 Intro to Lists/Arrays
  2. 9.2 Adding/Removing From an Array
  3. 9.3 Array Length and Looping Through Arrays
  4. 9.4 Iterating Over an Array
  5. 9.5 Finding an Element in a List
  6. 9.6 Removing an Element From an Array
  7. 17.1 Intro to Objects/Maps
  8. 17.2 Basics of Objects
  9. 17.3 Iterating Over an Object
  10. 17.4 When Do I Use an Object?
  11. 17.5 Intro to Sets
  12. 17.6 Intro to Grids
  13. 17.7 Looping Over a Grid
  14. 17.8 Grid Example: Get a Row
  15. 17.9 Data Structures Challenges
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. 8.5 Mouse Events: Mouse Clicked
  2. 16.1 Mouse Events: Mouse Moved
  3. 16.3 Key Events
  4. 16.4 Crazy Ball Game
  5. 17.9 Data Structures Challenges
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 Abstraction
  6. 1.9 Super Karel
  7. 1.10 For Loops
  8. 1.11 If Statements
  9. 1.12 If/Else Statements
  10. 1.13 While Loops in Karel
  11. 1.14 Control Structures Example
  12. 1.15 More Karel Examples and Testing
  13. 1.16 How to Indent Your Code
  14. 2.2 Challenge Problems
  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. 5.9 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. 8.1 Timers
  35. 8.2 Random Circles
  36. 8.3 Random Ghosts
  37. 8.4 Bouncing Ball
  38. 8.5 Mouse Events: Mouse Clicked
  39. 9.1 Intro to Lists/Arrays
  40. 9.2 Adding/Removing From an Array
  41. 9.3 Array Length and Looping Through Arrays
  42. 9.4 Iterating Over an Array
  43. 9.5 Finding an Element in a List
  44. 9.6 Removing an Element From an Array
  45. 13.1 Extra Karel Practice
  46. 15.1 Functions and Parameters Practice
  47. 16.1 Mouse Events: Mouse Moved
  48. 16.2 Drawing Lines
  49. 16.3 Key Events
  50. 16.4 Crazy Ball Game
  51. 17.1 Intro to Objects/Maps
  52. 17.2 Basics of Objects
  53. 17.3 Iterating Over an Object
  54. 17.4 When Do I Use an Object?
  55. 17.5 Intro to Sets
  56. 17.6 Intro to Grids
  57. 17.7 Looping Over a Grid
  58. 17.8 Grid Example: Get a Row
  59. 17.9 Data Structures Challenges
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 Abstraction
  9. 1.9 Super Karel
  10. 1.10 For Loops
  11. 1.11 If Statements
  12. 1.12 If/Else Statements
  13. 3.5 Using Graphics in JavaScript
  14. 8.1 Timers
  15. 8.2 Random Circles
  16. 8.3 Random Ghosts
  17. 8.4 Bouncing Ball
  18. 8.5 Mouse Events: Mouse Clicked
  19. 16.1 Mouse Events: Mouse Moved
  20. 16.2 Drawing Lines
  21. 16.3 Key Events
  22. 16.4 Crazy Ball Game
  23. 17.9 Data Structures Challenges
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. 1.9 Super Karel
  3. 1.10 For Loops
  4. 1.11 If Statements
  5. 1.12 If/Else Statements
  6. 1.13 While Loops in Karel
  7. 1.14 Control Structures Example
  8. 1.15 More Karel Examples and Testing
  9. 1.16 How to Indent Your Code
  10. 2.2 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. 5.9 While Loops
  24. 5.10 Loop and a Half
  25. 7.1 Functions and Parameters 1
  26. 7.2 Functions and Parameters 2
  27. 7.3 Functions and Parameters 3
  28. 7.4 Functions and Return Values 1
  29. 7.5 Functions and Return Values 2
  30. 8.1 Timers
  31. 8.2 Random Circles
  32. 8.3 Random Ghosts
  33. 8.4 Bouncing Ball
  34. 8.5 Mouse Events: Mouse Clicked
  35. 9.1 Intro to Lists/Arrays
  36. 9.2 Adding/Removing From an Array
  37. 9.3 Array Length and Looping Through Arrays
  38. 9.4 Iterating Over an Array
  39. 9.5 Finding an Element in a List
  40. 9.6 Removing an Element From an Array
  41. 13.1 Extra Karel Practice
  42. 14.1 Extra Karel Puzzles
  43. 15.1 Functions and Parameters Practice
  44. 16.1 Mouse Events: Mouse Moved
  45. 16.2 Drawing Lines
  46. 16.3 Key Events
  47. 16.4 Crazy Ball Game
  48. 17.1 Intro to Objects/Maps
  49. 17.2 Basics of Objects
  50. 17.3 Iterating Over an Object
  51. 17.4 When Do I Use an Object?
  52. 17.5 Intro to Sets
  53. 17.6 Intro to Grids
  54. 17.7 Looping Over a Grid
  55. 17.8 Grid Example: Get a Row
  56. 17.9 Data Structures Challenges
3A-CS-01
Explain how abstractions hide the underlying implementation details of computing systems embedded in everyday objects.
  1. 1.8 Abstraction
  2. 1.9 Super Karel
3A-CS-02
Compare levels of abstraction and interactions between application software, system software, and hardware layers.
  1. 1.8 Abstraction
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.
  1. 12.1 Computer Science Careers
3A-IC-26
Demonstrate ways a given algorithm applies to problems across disciplines.
  1. 12.1 Computer Science Careers
3A-IC-27
Use tools and methods for collaboration on a project to increase connectivity of people in different cultures and career fields.
  1. 2.1 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.
3B-AP-08
Describe how artificial intelligence drives many software and physical systems.
3B-AP-09
Implement an artificial intelligence algorithm to play a game against a human opponent or solve a problem.
3B-AP-10
Use and adapt classic algorithms to solve computational problems.
3B-AP-11
Evaluate algorithms in terms of their efficiency, correctness, and clarity.
3B-AP-12
Compare and contrast fundamental data structures and their uses.
  1. 5.2 Logical Operators
  2. 5.3 Comparison Operators
  3. 5.4 If Statements
  4. 5.5 For Loops in JavaScript
  5. 5.6 General For Loops
  6. 5.7 For Loop Practice
  7. 5.9 While Loops
  8. 5.10 Loop and a Half
  9. 7.1 Functions and Parameters 1
  10. 7.2 Functions and Parameters 2
  11. 7.3 Functions and Parameters 3
  12. 7.4 Functions and Return Values 1
  13. 7.5 Functions and Return Values 2
  14. 8.3 Random Ghosts
  15. 8.4 Bouncing Ball
  16. 8.5 Mouse Events: Mouse Clicked
  17. 9.4 Iterating Over an Array
  18. 9.5 Finding an Element in a List
  19. 9.6 Removing an Element From an Array
  20. 13.1 Extra Karel Practice
  21. 14.1 Extra Karel Puzzles
  22. 15.1 Functions and Parameters Practice
  23. 16.1 Mouse Events: Mouse Moved
  24. 16.3 Key Events
  25. 17.3 Iterating Over an Object
  26. 17.4 When Do I Use an Object?
  27. 17.5 Intro to Sets
  28. 17.6 Intro to Grids
  29. 17.8 Grid Example: Get a Row
  30. 17.9 Data Structures Challenges
3B-AP-13
Illustrate the flow of execution of a recursive algorithm.
3B-AP-14
Construct solutions to problems using student-created components, such as procedures, modules and/or objects.
  1. 1.3 Karel Can't Turn Right
  2. 1.4 Functions in Karel
  3. 1.5 The Start Function
  4. 1.6 Top Down Design and Decomposition in Karel
  5. 1.7 Commenting Your Code
  6. 1.8 Abstraction
  7. 1.9 Super Karel
  8. 1.10 For Loops
  9. 1.11 If Statements
  10. 1.12 If/Else Statements
  11. 1.13 While Loops in Karel
  12. 1.14 Control Structures Example
  13. 1.15 More Karel Examples and Testing
  14. 1.16 How to Indent Your Code
  15. 2.2 Challenge Problems
  16. 7.1 Functions and Parameters 1
  17. 7.2 Functions and Parameters 2
  18. 7.3 Functions and Parameters 3
  19. 7.4 Functions and Return Values 1
  20. 7.5 Functions and Return Values 2
  21. 8.2 Random Circles
  22. 8.3 Random Ghosts
  23. 8.4 Bouncing Ball
  24. 8.5 Mouse Events: Mouse Clicked
  25. 9.3 Array Length and Looping Through Arrays
  26. 9.4 Iterating Over an Array
  27. 9.5 Finding an Element in a List
  28. 9.6 Removing an Element From an Array
  29. 13.1 Extra Karel Practice
  30. 14.1 Extra Karel Puzzles
  31. 15.1 Functions and Parameters Practice
  32. 16.1 Mouse Events: Mouse Moved
  33. 16.2 Drawing Lines
  34. 16.3 Key Events
  35. 16.4 Crazy Ball Game
  36. 17.1 Intro to Objects/Maps
  37. 17.2 Basics of Objects
  38. 17.3 Iterating Over an Object
  39. 17.4 When Do I Use an Object?
  40. 17.5 Intro to Sets
  41. 17.6 Intro to Grids
  42. 17.7 Looping Over a Grid
  43. 17.8 Grid Example: Get a Row
  44. 17.9 Data Structures Challenges
3B-AP-15
Analyze a large-scale computational problem and identify generalizable patterns that can be applied to a solution.
3B-AP-16
Demonstrate code reuse by creating programming solutions using libraries and APIs.
  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 Abstraction
  9. 1.9 Super Karel
  10. 1.10 For Loops
  11. 1.11 If Statements
  12. 1.12 If/Else Statements
  13. 1.13 While Loops in Karel
  14. 1.14 Control Structures Example
  15. 1.15 More Karel Examples and Testing
  16. 1.16 How to Indent Your Code
  17. 2.2 Challenge Problems
  18. 3.1 Hello World
  19. 3.2 Variables
  20. 3.3 User Input
  21. 3.4 Basic Math in JavaScript
  22. 3.5 Using Graphics in JavaScript
  23. 5.1 Booleans
  24. 5.2 Logical Operators
  25. 5.3 Comparison Operators
  26. 5.4 If Statements
  27. 5.5 For Loops in JavaScript
  28. 5.6 General For Loops
  29. 5.7 For Loop Practice
  30. 5.9 While Loops
  31. 5.10 Loop and a Half
  32. 7.1 Functions and Parameters 1
  33. 7.2 Functions and Parameters 2
  34. 7.3 Functions and Parameters 3
  35. 7.4 Functions and Return Values 1
  36. 7.5 Functions and Return Values 2
  37. 8.1 Timers
  38. 8.2 Random Circles
  39. 8.3 Random Ghosts
  40. 8.4 Bouncing Ball
  41. 8.5 Mouse Events: Mouse Clicked
  42. 9.1 Intro to Lists/Arrays
  43. 9.2 Adding/Removing From an Array
  44. 9.3 Array Length and Looping Through Arrays
  45. 9.4 Iterating Over an Array
  46. 9.5 Finding an Element in a List
  47. 9.6 Removing an Element From an Array
  48. 13.1 Extra Karel Practice
  49. 14.1 Extra Karel Puzzles
  50. 15.1 Functions and Parameters Practice
  51. 16.1 Mouse Events: Mouse Moved
  52. 16.2 Drawing Lines
  53. 16.3 Key Events
  54. 16.4 Crazy Ball Game
  55. 17.1 Intro to Objects/Maps
  56. 17.2 Basics of Objects
  57. 17.3 Iterating Over an Object
  58. 17.4 When Do I Use an Object?
  59. 17.5 Intro to Sets
  60. 17.6 Intro to Grids
  61. 17.7 Looping Over a Grid
  62. 17.8 Grid Example: Get a Row
  63. 17.9 Data Structures Challenges
3B-AP-17
Plan and develop programs for broad audiences using a software life cycle process.
3B-AP-18
Explain security issues that might lead to compromised computer programs.
3B-AP-19
Develop programs for multiple computing platforms.
  1. 8.1 Timers
  2. 8.2 Random Circles
  3. 8.3 Random Ghosts
  4. 8.4 Bouncing Ball
  5. 8.5 Mouse Events: Mouse Clicked
  6. 16.1 Mouse Events: Mouse Moved
  7. 16.2 Drawing Lines
  8. 16.3 Key Events
  9. 16.4 Crazy Ball Game
3B-AP-20
Use version control systems, integrated development environments (IDEs), and collaborative tools and practices (code documentation) in a group software project.
3B-AP-21
Develop and use a series of test cases to verify that a program performs according to its design specifications.
3B-AP-22
Modify an existing program to add additional functionality and discuss intended and unintended implications (e.g., breaking other functionality).
3B-AP-23
Evaluate key qualities of a program through a process such as a code review.
3B-AP-24
Compare multiple programming languages and discuss how their features make them suitable for solving different types of problems.
3B-CS-01
Categorize the roles of operating system software.
3B-CS-02
Illustrate ways computing systems implement logic, input, and output through hardware components.
  1. 1.8 Abstraction
3B-DA-05
Use data analysis tools and techniques to identify patterns in data representing complex systems.
3B-DA-06
Select data collection tools and techniques to generate data sets that support a claim or communicate information.
3B-DA-07
Evaluate the ability of models and simulations to test and support the refinement of hypotheses.
3B-IC-25
Evaluate computational artifacts to maximize their beneficial effects and minimize harmful effects on society.
3B-IC-26
Evaluate the impact of equity, access, and influence on the distribution of computing resources in a global society.
3B-IC-27
Predict how computational innovations that have revolutionized aspects of our culture might evolve.
3B-IC-28
Debate laws and regulations that impact the development and use of software.
3B-NI-03
Describe the issues that impact network functionality (e.g., bandwidth, load, delay, topology).
3B-NI-04
Compare ways software developers protect devices and information from unauthorized access.