Please enable JavaScript to use CodeHS

Mississippi 6-8 Standards Mapping


Creative Computing (MS)

23 Standards in this Framework 13 Standards Mapped 56% Mapped to Course

Standard Lessons
CS.2.1 Recommend improvements to the design of computing devices based on an analysis of how users interact with the devices
CS.2.2 Design projects that combine hardware and software components to collect and exchange data.
CS.2.3 Systematically identify and fix problems with computing devices and their components.
NI.2.1 Model the role of protocols in transmitting data across networks and the Internet
  1. 12.3 Internet Addresses
  2. 12.4 DNS
  3. 12.5 Routing
  4. 12.6 Packets and Protocols
NI.2.2 Explain how physical and digital security measures protect electronic information
NI.2.3 Apply multiple methods of encryption to model the secure transmission of information.
DA.2.1 Represent data using multiple encoding schemes.
  1. 11.3 Encoding Text with Binary
  2. 11.4 Pixel Images
  3. 11.6 Pixel Colors!
DA.2.2 Collect data using computational tools and transform the data to make it more useful and reliable.
DA.2.3 Refine computational models based on the data they have generated.
AP.2.1 Use flowcharts and/or pseudocode to address complex problems as algorithms.
  1. 2.6 Top Down Design and Decomposition in Karel
  2. 2.7 Commenting Your Code
  3. 3.10 Top Down Design
  4. 3.19 Putting Together Control Structures
AP.2.2 Create clearly named variables that represent different data types and perform operations on their values.
  1. 3.7 Naming Guidelines
  2. 3.11 Variables
AP.2.3 Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals. [
  1. 2.8 Super Karel
  2. 2.9 For Loops
  3. 2.11 If/Else Statements
  4. 2.12 While Loops in Karel
  5. 2.13 Control Structures Example
  6. 2.14 More Karel Examples and Testing
  7. 2.16 Karel Challenges
  8. 3.19 Putting Together Control Structures
AP.2.4 Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs. [
  1. 2.6 Top Down Design and Decomposition in Karel
  2. 3.10 Top Down Design
AP.2.5 Create procedures with parameters to organize code and make it easier to reuse
  1. 3.13 Parameters
AP.2.6 Seek and incorporate feedback from team members and users to refine a solution that meets user needs.
  1. 1.14 Project: Your First Website
  2. 11.7 Image Manipulation
AP.2.7 Incorporate existing code, media, and libraries into original programs and give attribution.
  1. 2.8 Super Karel
AP.2.8 Systematically test and refine programs using a range of test cases. [
  1. 2.14 More Karel Examples and Testing
  2. 2.16 Karel Challenges
  3. 3.17 If/ Else Statements
  4. 3.18 While Loops
AP.2.9 Distribute tasks and maintain a project timeline when collaboratively developing computational artifacts.
  1. 3.19 Putting Together Control Structures
AP.2.10 Document programs in order to make them easier to follow, test, and debug
  1. 2.7 Commenting Your Code
  2. 3.6 Comments
IC.2.1 Compare tradeoffs associated with computing technologies that affect people's everyday activities and career options.
  1. 10.5 Future of Computing
  2. 12.7 The Impact of the Internet
  3. 12.8 Project: The Effects of the Internet
IC.2.2 Discuss issues of bias and accessibility in the design of existing technologies.
IC.2.3 Collaborate with many contributors through strategies such as crowdsourcing or surveys when creating a computational artifact.
IC.2.4 Describe tradeoffs between allowing information to be public and keeping information private and secure.