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Standards Mapping

for ISTE

28

Standards in this Framework

13

Standards Mapped

46%

Mapped to Course

Standard Lessons
1a
Students articulate and set personal learning goals, develop strategies leveraging technology to achieve them and reflect on the learning processitself to improve learning outcomes.
1b
Students build networks and customize their learning environments in ways that support the learning process.
1c
Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.
1d
Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.
2a
Students cultivate and manage their digital identity and reputation and are aware of the permanence of their actions in the digital world.
2b
Students engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices.
2c
Students demonstrate an understanding of and respect for the rights and obligations of using and sharing intellectual property.
2d
Students manage their personal data to maintain digital privacy and security and are aware of data-collection technology used to track their navigation online.
3a
Students plan and employ effective research strategies to locate information and other resources for their intellectual or creative pursuits.
3b
Students evaluate the accuracy, perspective, credibility and relevance of information, media, data or other resources.
3c
Students curate information from digital resources using a variety of tools and methods to create collections of artifacts that demonstrate meaningful connections or conclusions.
3d
Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
4a
Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authenticproblems.
4b
Students select and use digital tools to plan and manage a design process that considers design constraints and calculated risks.
4c
Students develop, test and refine prototypes as part of a cyclical design process.
  1. 9.8 Understanding the Canvas
  2. 9.9 Your First Sprites
  3. 9.10 The Physics of Sprites
4d
Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.
  1. 1.3 The Rabbit Chase
  2. 1.4 Lost in Space
  3. 3.3 A Day at the Carnival
  4. 3.4 Under the Sea
  5. 8.10 Project: Animate an Emoji
  6. 9.10 The Physics of Sprites
5a
Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.
  1. 6.7 Project: Steganography
  2. 9.6 Introducing Libraries
  3. 9.7 Program Structure
5b
Students collect data or identify relevant data sets, use digital tools to analyze them, and represent data in various ways to facilitate problem-solving and decision-making.
5c
Students break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.
  1. 5.9 Karel Challenges
  2. 6.6 Encryption
  3. 8.9 Keyboard Data
  4. 9.7 Program Structure
5d
Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.
  1. 5.3 Functions
  2. 5.4 Multiple Functions
  3. 5.9 Karel Challenges
6a
Students choose the appropriate platforms and tools for meeting the desired objectives of their creation or communication.
  1. 4.8 Project: Design the Computer of Tomorrow
  2. 7.8 Project: Public Service Announcement
  3. 15.8 Project: Design the Computer of Tomorrow (Duplicate)
6b
Students create original works or responsibly repurpose or remix digital resources into new creations.
  1. 7.6 Creative Credit & Copyright
  2. 9.2 Unpacking a Game
  3. 9.9 Your First Sprites
  4. 10.9 Complete Your Homepage
6c
Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.
  1. 7.8 Project: Public Service Announcement
  2. 9.9 Your First Sprites
  3. 9.10 The Physics of Sprites
6d
Students publish or present content that customizes the message and medium for their intended audiences.
  1. 7.8 Project: Public Service Announcement
  2. 10.9 Complete Your Homepage
7a
Students use digital tools to connect with learners from a variety of backgrounds and cultures, engaging with them in ways that broaden mutual understanding and learning.
  1. 7.6 Creative Credit & Copyright
  2. 7.8 Project: Public Service Announcement
7b
Students use collaborative technologies to work with others, including peers, experts or community members, to examine issues and problems from multiple viewpoints.
  1. 4.5 Internet of Things
  2. 4.6 Ethics and Legal Considerations
  3. 6.3 Impact of the Internet
  4. 6.4 Cybersecurity
  5. 7.1 Digital Footprint and Reputation
  6. 7.7 Hacking Ethics
  7. 15.5 Internet of Things (Duplicate)
  8. 15.6 Ethics and Legal Considerations
7c
Students contribute constructively to project teams, assuming various roles and responsibilities to work effectively toward a common goal.
  1. 4.8 Project: Design the Computer of Tomorrow
  2. 7.8 Project: Public Service Announcement
  3. 10.9 Complete Your Homepage
  4. 15.8 Project: Design the Computer of Tomorrow (Duplicate)
7d
Students explore local and global issues and use collaborative technologies to work with others to investigate solutions.
  1. 4.8 Project: Design the Computer of Tomorrow
  2. 7.8 Project: Public Service Announcement
  3. 10.9 Complete Your Homepage
  4. 15.8 Project: Design the Computer of Tomorrow (Duplicate)