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Standards Mapping

for Iowa 3A

30

Standards in this Framework

10

Standards Mapped

33%

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. 1.19 Putting Together Control Structures
  2. 1.19 Putting Together Control Structures
  3. 12.1 Arduino Challenges
  4. 12.4 Final Project
3A-AP-14
Use lists to simplify solutions, generalizing computational problems instead of repeatedly using simple variables.
  1. 9.1 Tuples
  2. 9.1 Tuples
  3. 9.2 Lists
  4. 9.2 Lists
  5. 9.3 For Loops and Lists
  6. 9.3 For Loops and Lists
  7. 9.4 List Methods
  8. 9.4 List Methods
  9. 10.1 2d Lists
  10. 10.1 2d Lists
  11. 10.2 List Comprehensions
  12. 10.2 List Comprehensions
  13. 10.3 Packing and Unpacking
  14. 10.3 Packing and Unpacking
  15. 10.4 Dictionaries
  16. 10.4 Dictionaries
  17. 10.5 Equivalence vs. Identity
  18. 10.5 Equivalence vs. Identity
  19. 14.1 Classes and Objects
  20. 14.1 Classes and Objects
  21. 14.5 Class Variables vs. Instance Variables
  22. 14.5 Class Variables vs. Instance Variables
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.
  1. 14.5 Class Variables vs. Instance Variables
  2. 14.5 Class Variables vs. Instance Variables
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. 1.19 Putting Together Control Structures
  2. 1.19 Putting Together Control Structures
  3. 12.1 Arduino Challenges
  4. 12.4 Final Project
3A-AP-17
Decompose problems into smaller components through systematic analysis, using constructs such as procedures, modules, and/or objects.
  1. 1.10 Top Down Design
  2. 1.10 Top Down Design
  3. 3.3 Comments & Pseudocode
  4. 7.4 Functions
  5. 12.1 Arduino Challenges
  6. 12.4 Final Project
  7. 14.1 Classes and Objects
  8. 14.1 Classes and Objects
  9. 14.5 Class Variables vs. Instance Variables
  10. 14.5 Class Variables vs. Instance Variables
  11. 14.6 Inheritance
  12. 14.6 Inheritance
  13. 14.9 Modules
  14. 14.9 Modules
3A-AP-18
Create artifacts by using procedures within a program, combinations of data and procedures, or independent but interrelated programs.
  1. 1.10 Top Down Design
  2. 1.10 Top Down Design
  3. 1.19 Putting Together Control Structures
  4. 1.19 Putting Together Control Structures
  5. 7.4 Functions
  6. 12.1 Arduino Challenges
  7. 12.4 Final Project
3A-AP-19
Systematically design and develop programs for broad audiences by incorporating feedback from users.
  1. 12.4 Final Project
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.
  1. 12.4 Final Project
3A-AP-22
Design and develop computational artifacts working in team roles using collaborative tools.
  1. 12.1 Arduino Challenges
  2. 12.4 Final Project
3A-AP-23
Document design decisions using text, graphics, presentations, and/or demonstrations in the development of complex programs.
  1. 1.6 Comments
  2. 1.6 Comments
  3. 1.13 Parameters
  4. 1.13 Parameters
  5. 2.6 Comments
  6. 2.6 Comments
  7. 6.2 Functions and Parameters
  8. 6.2 Functions and Parameters
  9. 6.4 Functions and Return Values
  10. 6.4 Functions and Return Values
  11. 8.1 Indexing
  12. 8.1 Indexing
  13. 8.2 Slicing
  14. 8.2 Slicing
  15. 8.3 Immutability
  16. 8.3 Immutability
  17. 8.4 Strings and For Loops
  18. 8.4 Strings and For Loops
  19. 8.5 The in Keyword
  20. 8.5 The in Keyword
  21. 8.6 String Methods
  22. 8.6 String Methods
  23. 9.1 Tuples
  24. 9.1 Tuples
  25. 9.2 Lists
  26. 9.2 Lists
  27. 9.3 For Loops and Lists
  28. 9.3 For Loops and Lists
  29. 9.4 List Methods
  30. 9.4 List Methods
  31. 10.1 2d Lists
  32. 10.1 2d Lists
  33. 10.2 List Comprehensions
  34. 10.2 List Comprehensions
  35. 10.3 Packing and Unpacking
  36. 10.3 Packing and Unpacking
  37. 10.4 Dictionaries
  38. 10.4 Dictionaries
  39. 10.5 Equivalence vs. Identity
  40. 10.5 Equivalence vs. Identity
  41. 12.4 Final Project
  42. 14.1 Classes and Objects
  43. 14.1 Classes and Objects
  44. 14.2 Methods
  45. 14.2 Methods
  46. 14.3 Built-In Methods
  47. 14.3 Built-In Methods
  48. 14.4 Operator Overloading
  49. 14.4 Operator Overloading
  50. 14.5 Class Variables vs. Instance Variables
  51. 14.5 Class Variables vs. Instance Variables
  52. 14.6 Inheritance
  53. 14.6 Inheritance
  54. 14.7 Hidden Attributes
  55. 14.7 Hidden Attributes
  56. 14.8 Namespaces
  57. 14.8 Namespaces
  58. 14.9 Modules
  59. 14.9 Modules
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.