1.01 |
Describe the function of common physical components of computing systems (hardware) with appropriate terminology. |
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1.02 |
Utilize the design thinking process to develop an understanding of a problem or user need in order to design an optimal solution. |
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18.1 Intro to Design Thinking
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18.2 Prototype
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18.3 Test
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18.4 Project Prep and Development
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1.03 |
Recall the variety of inputs that a computer takes in and the outputs a computer sends to the user. |
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8.1 Intro to Digital Information
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1.04 |
Understand the importance of documenting, commenting, and debugging code to make the program easier to read. |
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1.8 Commenting Your Code
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1.16 Debugging Strategies
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1.18 How to Indent Your Code
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2.01 |
Evaluate the social and economic implications of privacy in the context of safety, law, and ethics. |
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11.9 Cybersecurity
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2.02 |
Utilize public domain or creative commons media to avoid copying or using material created by others without permission. |
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11.11 Creative Credit & Copyright
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3.01 |
Define an algorithm as a sequence of instructions that can be processed by a computer. |
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1.17 Karel Algorithms
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3.02 |
Implement flowcharts and pseudocode to address complex problems as algorithms. |
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1.17 Karel Algorithms
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1.20 Karel Challenges
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4.01 |
Declare, initialize, and assign values to constants and variables using meaningful names. |
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3.4 Variables
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3.7 Using Graphics in JavaScript
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3.8 Mouse Events: Mouse Clicked
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4.02 |
Apply basic mathematical operators for variable values. |
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3.6 Basic Math in JavaScript
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3.8 Mouse Events: Mouse Clicked
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4.9 Random Numbers
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4.03 |
Create programs that use variables to store and modify data. |
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3.4 Variables
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3.6 Basic Math in JavaScript
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3.7 Using Graphics in JavaScript
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3.8 Mouse Events: Mouse Clicked
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5.01 |
Utilize ‘If…then’ and ‘If…then…else’ statements to yield specified outcomes. |
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1.12 If Statements
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1.13 If/Else Statements
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4.4 If Statements
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5.02 |
Create a program that correctly and effectively implements conditionals. |
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1.12 If Statements
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1.13 If/Else Statements
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3.7 Using Graphics in JavaScript
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3.8 Mouse Events: Mouse Clicked
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4.4 If Statements
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4.5 Key Events
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6.01 |
Analyze when to implement loops as a form of iteration. |
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1.11 For Loops
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1.14 While Loops in Karel
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1.15 Control Structures Example
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1.20 Karel Challenges
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6.02 |
Create a program that uses iteration and looping, including nested loops. |
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1.11 For Loops
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1.14 While Loops in Karel
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4.6 For Loops in JavaScript
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4.7 General For Loops
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4.8 For Loop Practice
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4.10 While Loops
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4.11 Loop and a Half
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6.03 |
Construct programs that include events. |
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3.8 Mouse Events: Mouse Clicked
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4.5 Key Events
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7.01 |
Evaluate how a sprite or game character moves across the output screen using a coordinate system. |
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3.7 Using Graphics in JavaScript
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3.8 Mouse Events: Mouse Clicked
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4.5 Key Events
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7.02 |
Create a program that uses coordinates. |
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3.7 Using Graphics in JavaScript
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3.8 Mouse Events: Mouse Clicked
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4.5 Key Events
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8.01 |
Apply Boolean expressions inside conditional (If/then and loops). |
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4.4 If Statements
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4.8 For Loop Practice
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4.10 While Loops
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8.02 |
Create a program that uses Booleans and Boolean operators. |
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4.1 Booleans
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4.2 Logical Operators
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4.3 Comparison Operators
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9.01 |
Analyze the base-2 (binary) number system. |
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8.1 Intro to Digital Information
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8.2 Number Systems
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8.3 Encoding Text with Binary
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9.02 |
Convert numbers from base-10 (decimal) to binary and decimal. |
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8.2 Number Systems
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8.3 Encoding Text with Binary
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10.01 |
Understand common list operations. |
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7.1 Intro to Lists/Arrays
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7.2 Indexing Into an Array
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7.3 Adding/Removing From an Array
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7.4 Array Length and Looping Through Arrays
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7.5 Iterating Over an Array
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7.6 Finding an Element in a List
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7.7 Removing an Element From an Array
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10.02 |
Practice creating, storing and retrieving list values. |
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7.1 Intro to Lists/Arrays
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7.2 Indexing Into an Array
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7.3 Adding/Removing From an Array
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7.5 Iterating Over an Array
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7.6 Finding an Element in a List
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7.7 Removing an Element From an Array
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11.01 |
Recognize functions in programs as a form of abstration. |
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1.5 Functions in Karel
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1.9 Abstraction
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1.10 Super Karel
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1.19 Ultra Karel
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5.1 Functions and Parameters 1
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5.2 Functions and Parameters 2
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5.4 Functions and Return Values 1
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11.02 |
Explain why and how functions can make code easier to read and maintain. |
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1.5 Functions in Karel
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1.10 Super Karel
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1.19 Ultra Karel
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5.1 Functions and Parameters 1
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11.03 |
Define and call simple functions. |
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1.5 Functions in Karel
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1.17 Karel Algorithms
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1.20 Karel Challenges
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3.8 Mouse Events: Mouse Clicked
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5.1 Functions and Parameters 1
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5.2 Functions and Parameters 2
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5.3 Functions and Parameters 3
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5.4 Functions and Return Values 1
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5.5 Functions and Return Values 2
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