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Standards Mapping

for New Hampshire 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. 2.1 Introduction to Programming With Karel
  3. 2.2 More Basic Karel
  4. 2.2 More Basic Karel
  5. 2.3 Karel Can't Turn Right
  6. 2.3 Karel Can't Turn Right
  7. 2.4 Functions in Karel
  8. 2.4 Functions in Karel
  9. 2.5 The Start Function
  10. 2.5 The Start Function
  11. 2.6 Top Down Design and Decomposition in Karel
  12. 2.6 Top Down Design and Decomposition in Karel
  13. 2.7 Commenting Your Code
  14. 2.7 Commenting Your Code
  15. 2.8 Abstraction
  16. 2.8 Abstraction
  17. 2.10 For Loops
  18. 2.10 For Loops
  19. 2.11 If Statements
  20. 2.11 If Statements
  21. 2.12 If/Else Statements
  22. 2.12 If/Else Statements
  23. 2.13 While Loops in Karel
  24. 2.13 While Loops in Karel
  25. 2.14 Control Structures Example
  26. 2.14 Control Structures Example
  27. 2.15 More Karel Examples and Testing
  28. 2.15 More Karel Examples and Testing
  29. 2.16 How to Indent Your Code
  30. 2.16 How to Indent Your Code
  31. 2.17 Debugging Strategies
  32. 2.17 Debugging Strategies
  33. 5.1 Hello World
  34. 5.1 Hello World
  35. 5.2 Variables
  36. 5.2 Variables
  37. 5.3 User Input
  38. 5.3 User Input
  39. 5.4 Basic Math in JavaScript
  40. 5.4 Basic Math in JavaScript
  41. 5.5 Using Graphics in JavaScript
  42. 5.5 Using Graphics in JavaScript
  43. 5.6 Using RGB to Create Colors
  44. 5.6 Using RGB to Create Colors
  45. 7.1 Booleans
  46. 7.1 Booleans
  47. 7.2 Logical Operators
  48. 7.2 Logical Operators
  49. 7.3 Comparison Operators
  50. 7.3 Comparison Operators
  51. 7.4 If Statements
  52. 7.4 If Statements
  53. 7.5 For Loops in JavaScript
  54. 7.5 For Loops in JavaScript
  55. 7.6 General For Loops
  56. 7.6 General For Loops
  57. 7.7 For Loop Practice
  58. 7.7 For Loop Practice
  59. 7.9 While Loops
  60. 7.9 While Loops
  61. 7.10 Loop and a Half
  62. 7.10 Loop and a Half
  63. 9.1 Functions and Parameters 1
  64. 9.1 Functions and Parameters 1
  65. 9.2 Functions and Parameters 2
  66. 9.2 Functions and Parameters 2
  67. 9.3 Functions and Parameters 3
  68. 9.3 Functions and Parameters 3
  69. 9.7 Random Circles
  70. 9.7 Random Circles
  71. 9.8 Random Ghosts
  72. 9.8 Random Ghosts
  73. 9.9 Bouncing Ball
  74. 9.9 Bouncing Ball
  75. 15.4 Crazy Ball Game
  76. 15.4 Crazy Ball Game
  77. 17.1 Intro to Objects/Maps
  78. 17.1 Intro to Objects/Maps
  79. 17.4 When Do I Use an Object?
  80. 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. 9.11 Intro to Lists/Arrays
  3. 9.12 Adding/Removing From an Array
  4. 9.12 Adding/Removing From an Array
  5. 9.13 Array Length and Looping Through Arrays
  6. 9.13 Array Length and Looping Through Arrays
  7. 9.14 Iterating Over an Array
  8. 9.14 Iterating Over an Array
  9. 16.1 Indexing Into an Array
  10. 16.1 Indexing Into an Array
  11. 16.2 Finding an Element in a List
  12. 16.2 Finding an Element in a List
  13. 16.3 Removing an Element From an Array
  14. 16.3 Removing an Element From an Array
  15. 17.1 Intro to Objects/Maps
  16. 17.1 Intro to Objects/Maps
  17. 17.2 Basics of Objects
  18. 17.2 Basics of Objects
  19. 17.3 Iterating Over an Object
  20. 17.3 Iterating Over an Object
  21. 17.4 When Do I Use an Object?
  22. 17.4 When Do I Use an Object?
  23. 17.5 Intro to Sets
  24. 17.5 Intro to Sets
  25. 17.6 Intro to Grids
  26. 17.6 Intro to Grids
  27. 17.7 Looping Over a Grid
  28. 17.7 Looping Over a Grid
  29. 17.8 Grid Example: Get a Row
  30. 17.8 Grid Example: Get a Row
  31. 17.9 Data Structures Challenges
  32. 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. 7.4 If Statements
  3. 7.5 For Loops in JavaScript
  4. 7.5 For Loops in JavaScript
  5. 7.6 General For Loops
  6. 7.6 General For Loops
  7. 7.7 For Loop Practice
  8. 7.7 For Loop Practice
  9. 7.9 While Loops
  10. 7.9 While Loops
  11. 7.10 Loop and a Half
  12. 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. 9.10 Mouse Events: Mouse Clicked
  3. 15.1 Mouse Events: Mouse Moved
  4. 15.1 Mouse Events: Mouse Moved
  5. 15.3 Key Events
  6. 15.3 Key Events
  7. 15.4 Crazy Ball Game
  8. 15.4 Crazy Ball Game
  9. 17.9 Data Structures Challenges
  10. 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. 2.4 Functions in Karel
  3. 2.5 The Start Function
  4. 2.5 The Start Function
  5. 2.6 Top Down Design and Decomposition in Karel
  6. 2.6 Top Down Design and Decomposition in Karel
  7. 2.7 Commenting Your Code
  8. 2.7 Commenting Your Code
  9. 2.8 Abstraction
  10. 2.8 Abstraction
  11. 2.9 Super Karel
  12. 2.9 Super Karel
  13. 2.10 For Loops
  14. 2.10 For Loops
  15. 2.11 If Statements
  16. 2.11 If Statements
  17. 2.12 If/Else Statements
  18. 2.12 If/Else Statements
  19. 2.13 While Loops in Karel
  20. 2.13 While Loops in Karel
  21. 2.14 Control Structures Example
  22. 2.14 Control Structures Example
  23. 2.15 More Karel Examples and Testing
  24. 2.15 More Karel Examples and Testing
  25. 2.16 How to Indent Your Code
  26. 2.16 How to Indent Your Code
  27. 3.2 Challenge Problems
  28. 3.2 Challenge Problems
  29. 5.1 Hello World
  30. 5.1 Hello World
  31. 5.2 Variables
  32. 5.2 Variables
  33. 5.3 User Input
  34. 5.3 User Input
  35. 5.4 Basic Math in JavaScript
  36. 5.4 Basic Math in JavaScript
  37. 5.5 Using Graphics in JavaScript
  38. 5.5 Using Graphics in JavaScript
  39. 7.1 Booleans
  40. 7.1 Booleans
  41. 7.2 Logical Operators
  42. 7.2 Logical Operators
  43. 7.3 Comparison Operators
  44. 7.3 Comparison Operators
  45. 7.4 If Statements
  46. 7.4 If Statements
  47. 7.5 For Loops in JavaScript
  48. 7.5 For Loops in JavaScript
  49. 7.6 General For Loops
  50. 7.6 General For Loops
  51. 7.7 For Loop Practice
  52. 7.7 For Loop Practice
  53. 7.9 While Loops
  54. 7.9 While Loops
  55. 7.10 Loop and a Half
  56. 7.10 Loop and a Half
  57. 9.1 Functions and Parameters 1
  58. 9.1 Functions and Parameters 1
  59. 9.2 Functions and Parameters 2
  60. 9.2 Functions and Parameters 2
  61. 9.3 Functions and Parameters 3
  62. 9.3 Functions and Parameters 3
  63. 9.4 Functions and Return Values 1
  64. 9.4 Functions and Return Values 1
  65. 9.5 Functions and Return Values 2
  66. 9.5 Functions and Return Values 2
  67. 9.6 Timers
  68. 9.6 Timers
  69. 9.7 Random Circles
  70. 9.7 Random Circles
  71. 9.8 Random Ghosts
  72. 9.8 Random Ghosts
  73. 9.9 Bouncing Ball
  74. 9.9 Bouncing Ball
  75. 9.10 Mouse Events: Mouse Clicked
  76. 9.10 Mouse Events: Mouse Clicked
  77. 9.11 Intro to Lists/Arrays
  78. 9.11 Intro to Lists/Arrays
  79. 9.12 Adding/Removing From an Array
  80. 9.12 Adding/Removing From an Array
  81. 9.13 Array Length and Looping Through Arrays
  82. 9.13 Array Length and Looping Through Arrays
  83. 9.14 Iterating Over an Array
  84. 9.14 Iterating Over an Array
  85. 12.1 Extra Karel Practice
  86. 12.1 Extra Karel Practice
  87. 14.1 Functions and Parameters Practice
  88. 14.1 Functions and Parameters Practice
  89. 15.1 Mouse Events: Mouse Moved
  90. 15.1 Mouse Events: Mouse Moved
  91. 15.2 Drawing Lines
  92. 15.2 Drawing Lines
  93. 15.3 Key Events
  94. 15.3 Key Events
  95. 15.4 Crazy Ball Game
  96. 15.4 Crazy Ball Game
  97. 16.1 Indexing Into an Array
  98. 16.1 Indexing Into an Array
  99. 16.2 Finding an Element in a List
  100. 16.2 Finding an Element in a List
  101. 16.3 Removing an Element From an Array
  102. 16.3 Removing an Element From an Array
  103. 17.1 Intro to Objects/Maps
  104. 17.1 Intro to Objects/Maps
  105. 17.2 Basics of Objects
  106. 17.2 Basics of Objects
  107. 17.3 Iterating Over an Object
  108. 17.3 Iterating Over an Object
  109. 17.4 When Do I Use an Object?
  110. 17.4 When Do I Use an Object?
  111. 17.5 Intro to Sets
  112. 17.5 Intro to Sets
  113. 17.6 Intro to Grids
  114. 17.6 Intro to Grids
  115. 17.7 Looping Over a Grid
  116. 17.7 Looping Over a Grid
  117. 17.8 Grid Example: Get a Row
  118. 17.8 Grid Example: Get a Row
  119. 17.9 Data Structures Challenges
  120. 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. 2.1 Introduction to Programming With Karel
  3. 2.2 More Basic Karel
  4. 2.2 More Basic Karel
  5. 2.3 Karel Can't Turn Right
  6. 2.3 Karel Can't Turn Right
  7. 2.4 Functions in Karel
  8. 2.4 Functions in Karel
  9. 2.5 The Start Function
  10. 2.5 The Start Function
  11. 2.6 Top Down Design and Decomposition in Karel
  12. 2.6 Top Down Design and Decomposition in Karel
  13. 2.7 Commenting Your Code
  14. 2.7 Commenting Your Code
  15. 2.8 Abstraction
  16. 2.8 Abstraction
  17. 2.9 Super Karel
  18. 2.9 Super Karel
  19. 2.10 For Loops
  20. 2.10 For Loops
  21. 2.11 If Statements
  22. 2.11 If Statements
  23. 2.12 If/Else Statements
  24. 2.12 If/Else Statements
  25. 5.5 Using Graphics in JavaScript
  26. 5.5 Using Graphics in JavaScript
  27. 9.6 Timers
  28. 9.6 Timers
  29. 9.7 Random Circles
  30. 9.7 Random Circles
  31. 9.8 Random Ghosts
  32. 9.8 Random Ghosts
  33. 9.9 Bouncing Ball
  34. 9.9 Bouncing Ball
  35. 9.10 Mouse Events: Mouse Clicked
  36. 9.10 Mouse Events: Mouse Clicked
  37. 15.1 Mouse Events: Mouse Moved
  38. 15.1 Mouse Events: Mouse Moved
  39. 15.2 Drawing Lines
  40. 15.2 Drawing Lines
  41. 15.3 Key Events
  42. 15.3 Key Events
  43. 15.4 Crazy Ball Game
  44. 15.4 Crazy Ball Game
  45. 17.9 Data Structures Challenges
  46. 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. 10.1 Intro to Design Thinking
  3. 10.2 Prototype
  4. 10.2 Prototype
  5. 10.3 Test
  6. 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
  2. 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. 10.1 Intro to Design Thinking
  3. 10.2 Prototype
  4. 10.2 Prototype
  5. 10.3 Test
  6. 10.3 Test
3A-AP-22
Design and develop computational artifacts working in team roles using collaborative tools.
  1. 3.1 Collaborative Programming
  2. 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. 2.7 Commenting Your Code
  3. 2.9 Super Karel
  4. 2.9 Super Karel
  5. 2.10 For Loops
  6. 2.10 For Loops
  7. 2.11 If Statements
  8. 2.11 If Statements
  9. 2.12 If/Else Statements
  10. 2.12 If/Else Statements
  11. 2.13 While Loops in Karel
  12. 2.13 While Loops in Karel
  13. 2.14 Control Structures Example
  14. 2.14 Control Structures Example
  15. 2.15 More Karel Examples and Testing
  16. 2.15 More Karel Examples and Testing
  17. 2.16 How to Indent Your Code
  18. 2.16 How to Indent Your Code
  19. 3.2 Challenge Problems
  20. 3.2 Challenge Problems
  21. 5.1 Hello World
  22. 5.1 Hello World
  23. 5.2 Variables
  24. 5.2 Variables
  25. 5.3 User Input
  26. 5.3 User Input
  27. 5.4 Basic Math in JavaScript
  28. 5.4 Basic Math in JavaScript
  29. 5.5 Using Graphics in JavaScript
  30. 5.5 Using Graphics in JavaScript
  31. 7.1 Booleans
  32. 7.1 Booleans
  33. 7.2 Logical Operators
  34. 7.2 Logical Operators
  35. 7.3 Comparison Operators
  36. 7.3 Comparison Operators
  37. 7.4 If Statements
  38. 7.4 If Statements
  39. 7.5 For Loops in JavaScript
  40. 7.5 For Loops in JavaScript
  41. 7.6 General For Loops
  42. 7.6 General For Loops
  43. 7.7 For Loop Practice
  44. 7.7 For Loop Practice
  45. 7.9 While Loops
  46. 7.9 While Loops
  47. 7.10 Loop and a Half
  48. 7.10 Loop and a Half
  49. 9.1 Functions and Parameters 1
  50. 9.1 Functions and Parameters 1
  51. 9.2 Functions and Parameters 2
  52. 9.2 Functions and Parameters 2
  53. 9.3 Functions and Parameters 3
  54. 9.3 Functions and Parameters 3
  55. 9.4 Functions and Return Values 1
  56. 9.4 Functions and Return Values 1
  57. 9.5 Functions and Return Values 2
  58. 9.5 Functions and Return Values 2
  59. 9.6 Timers
  60. 9.6 Timers
  61. 9.7 Random Circles
  62. 9.7 Random Circles
  63. 9.8 Random Ghosts
  64. 9.8 Random Ghosts
  65. 9.9 Bouncing Ball
  66. 9.9 Bouncing Ball
  67. 9.10 Mouse Events: Mouse Clicked
  68. 9.10 Mouse Events: Mouse Clicked
  69. 9.11 Intro to Lists/Arrays
  70. 9.11 Intro to Lists/Arrays
  71. 9.12 Adding/Removing From an Array
  72. 9.12 Adding/Removing From an Array
  73. 9.13 Array Length and Looping Through Arrays
  74. 9.13 Array Length and Looping Through Arrays
  75. 9.14 Iterating Over an Array
  76. 9.14 Iterating Over an Array
  77. 12.1 Extra Karel Practice
  78. 12.1 Extra Karel Practice
  79. 13.1 Extra Karel Puzzles
  80. 13.1 Extra Karel Puzzles
  81. 14.1 Functions and Parameters Practice
  82. 14.1 Functions and Parameters Practice
  83. 15.1 Mouse Events: Mouse Moved
  84. 15.1 Mouse Events: Mouse Moved
  85. 15.2 Drawing Lines
  86. 15.2 Drawing Lines
  87. 15.3 Key Events
  88. 15.3 Key Events
  89. 15.4 Crazy Ball Game
  90. 15.4 Crazy Ball Game
  91. 16.1 Indexing Into an Array
  92. 16.1 Indexing Into an Array
  93. 16.2 Finding an Element in a List
  94. 16.2 Finding an Element in a List
  95. 16.3 Removing an Element From an Array
  96. 16.3 Removing an Element From an Array
  97. 17.1 Intro to Objects/Maps
  98. 17.1 Intro to Objects/Maps
  99. 17.2 Basics of Objects
  100. 17.2 Basics of Objects
  101. 17.3 Iterating Over an Object
  102. 17.3 Iterating Over an Object
  103. 17.4 When Do I Use an Object?
  104. 17.4 When Do I Use an Object?
  105. 17.5 Intro to Sets
  106. 17.5 Intro to Sets
  107. 17.6 Intro to Grids
  108. 17.6 Intro to Grids
  109. 17.7 Looping Over a Grid
  110. 17.7 Looping Over a Grid
  111. 17.8 Grid Example: Get a Row
  112. 17.8 Grid Example: Get a Row
  113. 17.9 Data Structures Challenges
  114. 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. 2.8 Abstraction
  3. 2.9 Super Karel
  4. 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
  2. 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
  2. 2.2 More Basic Karel
  3. 2.17 Debugging Strategies
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
  2. 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. 1.6 Privacy & Security
  3. 1.12 Project: Public Service Announcement
  4. 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. 1.8 Visualizing and Interpreting Data
3A-DA-12
Create computational models that represent the relationships among different elements of data collected from a phenomenon or process.
  1. 1.8 Visualizing and Interpreting Data
  2. 1.9 Data Collection & Limitations
3A-IC-24
Evaluate the ways computing impacts personal, ethical, social, economic, and cultural practices.
  1. 1.1 What is Cybersecurity?
  2. 1.1 What is Cybersecurity?
  3. 1.2 The CIA Triad
  4. 1.2 The CIA Triad
  5. 1.3 Digital Footprint and Reputation
  6. 1.3 Digital Footprint and Reputation
  7. 1.4 Cyberbullying
  8. 1.4 Cyberbullying
  9. 1.5 Internet Safety
  10. 1.5 Internet Safety
  11. 1.6 Privacy & Security
  12. 1.6 Privacy & Security
  13. 1.7 Information Literacy
  14. 1.7 Information Literacy
  15. 1.10 Creative Credit & Copyright
  16. 1.10 Creative Credit & Copyright
  17. 1.11 Hacking Ethics
  18. 1.11 Hacking Ethics
  19. 1.12 Project: Public Service Announcement
  20. 1.12 Project: Public Service Announcement
  21. 4.7 The Impact of the Internet
  22. 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. 1.4 Cyberbullying
  3. 1.7 Information Literacy
  4. 1.7 Information Literacy
  5. 1.12 Project: Public Service Announcement
  6. 1.12 Project: Public Service Announcement
  7. 11.1 Computer Science Careers
  8. 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. 4.7 The Impact of the Internet
  3. 11.1 Computer Science Careers
  4. 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
  2. 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. 1.7 Information Literacy
  3. 1.10 Creative Credit & Copyright
  4. 1.10 Creative Credit & Copyright
  5. 1.12 Project: Public Service Announcement
  6. 1.12 Project: Public Service Announcement
  7. 4.7 The Impact of the Internet
  8. 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. 1.1 What is Cybersecurity?
  3. 1.2 The CIA Triad
  4. 1.2 The CIA Triad
  5. 1.3 Digital Footprint and Reputation
  6. 1.3 Digital Footprint and Reputation
  7. 1.5 Internet Safety
  8. 1.5 Internet Safety
  9. 1.6 Privacy & Security
  10. 1.6 Privacy & Security
  11. 1.9 Data Collection & Limitations
  12. 1.12 Project: Public Service Announcement
  13. 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. 1.2 The CIA Triad
  3. 1.3 Digital Footprint and Reputation
  4. 1.3 Digital Footprint and Reputation
  5. 1.5 Internet Safety
  6. 1.5 Internet Safety
  7. 1.6 Privacy & Security
  8. 1.6 Privacy & Security
  9. 1.9 Data Collection & Limitations
  10. 1.11 Hacking Ethics
  11. 1.11 Hacking Ethics
  12. 1.12 Project: Public Service Announcement
  13. 1.12 Project: Public Service Announcement
  14. 4.7 The Impact of the Internet
  15. 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. 4.1 Intro to the Internet
  3. 4.2 Internet Hardware
  4. 4.2 Internet Hardware
  5. 4.3 Internet Addresses
  6. 4.3 Internet Addresses
  7. 4.4 DNS
  8. 4.4 DNS
  9. 4.5 Routing
  10. 4.5 Routing
  11. 4.6 Packets and Protocols
  12. 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. 1.1 What is Cybersecurity?
  3. 1.6 Privacy & Security
  4. 1.6 Privacy & Security
  5. 1.12 Project: Public Service Announcement
  6. 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. 1.1 What is Cybersecurity?
  3. 1.3 Digital Footprint and Reputation
  4. 1.3 Digital Footprint and Reputation
  5. 1.5 Internet Safety
  6. 1.5 Internet Safety
  7. 1.6 Privacy & Security
  8. 1.6 Privacy & Security
  9. 1.12 Project: Public Service Announcement
  10. 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
  2. 1.2 The CIA Triad
3A-NI-08
Explain tradeoffs when selecting and implementing cybersecurity recommendations.
  1. 1.3 Digital Footprint and Reputation
  2. 1.3 Digital Footprint and Reputation
  3. 1.6 Privacy & Security
  4. 1.6 Privacy & Security
  5. 1.12 Project: Public Service Announcement
  6. 1.12 Project: Public Service Announcement