Please enable JavaScript to use CodeHS

New Hampshire 3A Standards Mapping

to

New Hampshire Course 3A

30 Standards in this Framework 30 Standards Mapped 100% 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. 2.1 Introduction to Programming With Karel
  2. 2.2 More Basic Karel
  3. 2.3 Karel Can't Turn Right
  4. 2.4 Functions in Karel
  5. 2.5 The Start Function
  6. 2.6 Top Down Design and Decomposition in Karel
  7. 2.7 Commenting Your Code
  8. 2.8 Abstraction
  9. 2.10 For Loops
  10. 2.11 If Statements
  11. 2.12 If/Else Statements
  12. 2.13 While Loops in Karel
  13. 2.14 Control Structures Example
  14. 2.15 More Karel Examples and Testing
  15. 2.16 How to Indent Your Code
  16. 2.17 Debugging Strategies
  17. 5.1 Hello World
  18. 5.2 Variables
  19. 5.3 User Input
  20. 5.4 Basic Math in JavaScript
  21. 5.5 Using Graphics in JavaScript
  22. 5.6 Using RGB to Create Colors
  23. 7.1 Booleans
  24. 7.2 Logical Operators
  25. 7.3 Comparison Operators
  26. 7.4 If Statements
  27. 7.5 For Loops in JavaScript
  28. 7.6 General For Loops
  29. 7.7 For Loop Practice
  30. 7.8 Random Numbers
  31. 7.9 While Loops
  32. 7.10 Loop and a Half
  33. 9.1 Functions and Parameters 1
  34. 9.2 Functions and Parameters 2
  35. 9.3 Functions and Parameters 3
  36. 9.7 Random Circles
  37. 9.8 Random Ghosts
  38. 9.9 Bouncing Ball
  39. 15.4 Crazy Ball Game
  40. 17.1 Intro to Objects/Maps
  41. 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. 9.11 Intro to Lists/Arrays
  2. 9.12 Adding/Removing From an Array
  3. 9.13 Array Length and Looping Through Arrays
  4. 9.14 Iterating Over an Array
  5. 16.1 Indexing Into an Array
  6. 16.2 Finding an Element in a List
  7. 16.3 Removing an Element From an Array
  8. 17.1 Intro to Objects/Maps
  9. 17.2 Basics of Objects
  10. 17.3 Iterating Over an Object
  11. 17.4 When Do I Use an Object?
  12. 17.5 Intro to Sets
  13. 17.6 Intro to Grids
  14. 17.7 Looping Over a Grid
  15. 17.8 Grid Example: Get a Row
  16. 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.
  1. 7.4 If Statements
  2. 7.5 For Loops in JavaScript
  3. 7.6 General For Loops
  4. 7.7 For Loop Practice
  5. 7.9 While Loops
  6. 7.10 Loop and a Half
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. 9.10 Mouse Events: Mouse Clicked
  2. 15.1 Mouse Events: Mouse Moved
  3. 15.3 Key Events
  4. 15.4 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. 2.4 Functions in Karel
  2. 2.5 The Start Function
  3. 2.6 Top Down Design and Decomposition in Karel
  4. 2.7 Commenting Your Code
  5. 2.8 Abstraction
  6. 2.9 Super Karel
  7. 2.10 For Loops
  8. 2.11 If Statements
  9. 2.12 If/Else Statements
  10. 2.13 While Loops in Karel
  11. 2.14 Control Structures Example
  12. 2.15 More Karel Examples and Testing
  13. 2.16 How to Indent Your Code
  14. 3.2 Challenge Problems
  15. 5.1 Hello World
  16. 5.2 Variables
  17. 5.3 User Input
  18. 5.4 Basic Math in JavaScript
  19. 5.5 Using Graphics in JavaScript
  20. 7.1 Booleans
  21. 7.2 Logical Operators
  22. 7.3 Comparison Operators
  23. 7.4 If Statements
  24. 7.5 For Loops in JavaScript
  25. 7.6 General For Loops
  26. 7.7 For Loop Practice
  27. 7.8 Random Numbers
  28. 7.9 While Loops
  29. 7.10 Loop and a Half
  30. 9.1 Functions and Parameters 1
  31. 9.2 Functions and Parameters 2
  32. 9.3 Functions and Parameters 3
  33. 9.4 Functions and Return Values 1
  34. 9.5 Functions and Return Values 2
  35. 9.6 Timers
  36. 9.7 Random Circles
  37. 9.8 Random Ghosts
  38. 9.9 Bouncing Ball
  39. 9.10 Mouse Events: Mouse Clicked
  40. 9.11 Intro to Lists/Arrays
  41. 9.12 Adding/Removing From an Array
  42. 9.13 Array Length and Looping Through Arrays
  43. 9.14 Iterating Over an Array
  44. 12.1 Extra Karel Practice
  45. 14.1 Functions and Parameters Practice
  46. 15.1 Mouse Events: Mouse Moved
  47. 15.2 Drawing Lines
  48. 15.3 Key Events
  49. 15.4 Crazy Ball Game
  50. 16.1 Indexing Into an Array
  51. 16.2 Finding an Element in a List
  52. 16.3 Removing an Element From an Array
  53. 17.1 Intro to Objects/Maps
  54. 17.2 Basics of Objects
  55. 17.3 Iterating Over an Object
  56. 17.4 When Do I Use an Object?
  57. 17.5 Intro to Sets
  58. 17.6 Intro to Grids
  59. 17.7 Looping Over a Grid
  60. 17.8 Grid Example: Get a Row
  61. 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. 2.1 Introduction to Programming With Karel
  2. 2.2 More Basic Karel
  3. 2.3 Karel Can't Turn Right
  4. 2.4 Functions in Karel
  5. 2.5 The Start Function
  6. 2.6 Top Down Design and Decomposition in Karel
  7. 2.7 Commenting Your Code
  8. 2.8 Abstraction
  9. 2.9 Super Karel
  10. 2.10 For Loops
  11. 2.11 If Statements
  12. 2.12 If/Else Statements
  13. 5.5 Using Graphics in JavaScript
  14. 9.6 Timers
  15. 9.7 Random Circles
  16. 9.8 Random Ghosts
  17. 9.9 Bouncing Ball
  18. 9.10 Mouse Events: Mouse Clicked
  19. 15.1 Mouse Events: Mouse Moved
  20. 15.2 Drawing Lines
  21. 15.3 Key Events
  22. 15.4 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.
  1. 10.1 Intro to Design Thinking
  2. 10.2 Prototype
  3. 10.3 Test
3A-AP-20 Evaluate licenses that limit or restrict use of computational artifacts when using resources such as libraries.
  1. 1.10 Creative Credit & Copyright
3A-AP-21 Evaluate and refine computational artifacts to make them more usable and accessible.
  1. 10.1 Intro to Design Thinking
  2. 10.2 Prototype
  3. 10.3 Test
3A-AP-22 Design and develop computational artifacts working in team roles using collaborative tools.
  1. 3.1 Collaborative Programming
3A-AP-23 Document design decisions using text, graphics, presentations, and/or demonstrations in the development of complex programs.
  1. 2.7 Commenting Your Code
  2. 2.9 Super Karel
  3. 2.10 For Loops
  4. 2.11 If Statements
  5. 2.12 If/Else Statements
  6. 2.13 While Loops in Karel
  7. 2.14 Control Structures Example
  8. 2.15 More Karel Examples and Testing
  9. 2.16 How to Indent Your Code
  10. 3.2 Challenge Problems
  11. 5.1 Hello World
  12. 5.2 Variables
  13. 5.3 User Input
  14. 5.4 Basic Math in JavaScript
  15. 5.5 Using Graphics in JavaScript
  16. 7.1 Booleans
  17. 7.2 Logical Operators
  18. 7.3 Comparison Operators
  19. 7.4 If Statements
  20. 7.5 For Loops in JavaScript
  21. 7.6 General For Loops
  22. 7.7 For Loop Practice
  23. 7.8 Random Numbers
  24. 7.9 While Loops
  25. 7.10 Loop and a Half
  26. 9.1 Functions and Parameters 1
  27. 9.2 Functions and Parameters 2
  28. 9.3 Functions and Parameters 3
  29. 9.4 Functions and Return Values 1
  30. 9.5 Functions and Return Values 2
  31. 9.6 Timers
  32. 9.7 Random Circles
  33. 9.8 Random Ghosts
  34. 9.9 Bouncing Ball
  35. 9.10 Mouse Events: Mouse Clicked
  36. 9.11 Intro to Lists/Arrays
  37. 9.12 Adding/Removing From an Array
  38. 9.13 Array Length and Looping Through Arrays
  39. 9.14 Iterating Over an Array
  40. 12.1 Extra Karel Practice
  41. 13.1 Extra Karel Puzzles
  42. 14.1 Functions and Parameters Practice
  43. 15.1 Mouse Events: Mouse Moved
  44. 15.2 Drawing Lines
  45. 15.3 Key Events
  46. 15.4 Crazy Ball Game
  47. 16.1 Indexing Into an Array
  48. 16.2 Finding an Element in a List
  49. 16.3 Removing an Element From an Array
  50. 17.1 Intro to Objects/Maps
  51. 17.2 Basics of Objects
  52. 17.3 Iterating Over an Object
  53. 17.4 When Do I Use an Object?
  54. 17.5 Intro to Sets
  55. 17.6 Intro to Grids
  56. 17.7 Looping Over a Grid
  57. 17.8 Grid Example: Get a Row
  58. 17.9 Data Structures Challenges
3A-CS-01 Explain how abstractions hide the underlying implementation details of computing systems embedded in everyday objects.
  1. 2.8 Abstraction
  2. 2.9 Super Karel
3A-CS-02 Compare levels of abstraction and interactions between application software, system software, and hardware layers.
  1. 2.8 Abstraction
3A-CS-03 Develop guidelines that convey systematic troubleshooting strategies that others can use to identify and fix errors.
  1. 2.2 More Basic Karel
3A-DA-09 Translate between different bit representations of real-world phenomena, such as characters, numbers, and images.
  1. 5.6 Using RGB to Create Colors
3A-DA-10 Evaluate the tradeoffs in how data elements are organized and where data is stored.
  1. 1.6 Privacy & Security
  2. 1.12 Project: Public Service Announcement
3A-DA-11 Create interactive data visualizations using software tools to help others better understand real-world phenomena.
  1. 7.8 Random Numbers
3A-DA-12 Create computational models that represent the relationships among different elements of data collected from a phenomenon or process.
  1. 7.8 Random Numbers
3A-IC-24 Evaluate the ways computing impacts personal, ethical, social, economic, and cultural practices.
  1. 1.1 What is Cybersecurity?
  2. 1.2 The CIA Triad
  3. 1.3 Digital Footprint and Reputation
  4. 1.4 Cyberbullying
  5. 1.5 Internet Safety
  6. 1.6 Privacy & Security
  7. 1.7 Information Literacy
  8. 1.10 Creative Credit & Copyright
  9. 1.11 Hacking Ethics
  10. 1.12 Project: Public Service Announcement
  11. 4.7 The Impact of the Internet
3A-IC-25 Test and refine computational artifacts to reduce bias and equity deficits.
  1. 1.4 Cyberbullying
  2. 1.7 Information Literacy
  3. 1.12 Project: Public Service Announcement
  4. 11.1 Computer Science Careers
3A-IC-26 Demonstrate ways a given algorithm applies to problems across disciplines.
  1. 4.7 The Impact of the Internet
  2. 11.1 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. 3.1 Collaborative Programming
3A-IC-28 Explain the beneficial and harmful effects that intellectual property laws can have on innovation.
  1. 1.7 Information Literacy
  2. 1.10 Creative Credit & Copyright
  3. 1.12 Project: Public Service Announcement
  4. 4.7 The Impact of the Internet
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.
  1. 1.1 What is Cybersecurity?
  2. 1.2 The CIA Triad
  3. 1.3 Digital Footprint and Reputation
  4. 1.5 Internet Safety
  5. 1.6 Privacy & Security
  6. 1.12 Project: Public Service Announcement
3A-IC-30 Evaluate the social and economic implications of privacy in the context of safety, law, or ethics.
  1. 1.2 The CIA Triad
  2. 1.3 Digital Footprint and Reputation
  3. 1.5 Internet Safety
  4. 1.6 Privacy & Security
  5. 1.11 Hacking Ethics
  6. 1.12 Project: Public Service Announcement
  7. 4.7 The Impact of the Internet
3A-NI-04 Evaluate the scalability and reliability of networks, by describing the relationship between routers, switches, servers, topology, and addressing.
  1. 4.1 Intro to the Internet
  2. 4.2 Internet Hardware
  3. 4.3 Internet Addresses
  4. 4.4 DNS
  5. 4.5 Routing
  6. 4.6 Packets and Protocols
3A-NI-05 Give examples to illustrate how sensitive data can be affected by malware and other attacks.
  1. 1.1 What is Cybersecurity?
  2. 1.6 Privacy & Security
  3. 1.12 Project: Public Service Announcement
3A-NI-06 Recommend security measures to address various scenarios based on factors such as efficiency, feasibility, and ethical impacts.
  1. 1.1 What is Cybersecurity?
  2. 1.3 Digital Footprint and Reputation
  3. 1.5 Internet Safety
  4. 1.6 Privacy & Security
  5. 1.12 Project: Public Service Announcement
3A-NI-07 Compare various security measures, considering tradeoffs between the usability and security of a computing system.
  1. 1.2 The CIA Triad
3A-NI-08 Explain tradeoffs when selecting and implementing cybersecurity recommendations.
  1. 1.3 Digital Footprint and Reputation
  2. 1.6 Privacy & Security
  3. 1.12 Project: Public Service Announcement