# 30

Standards in this Framework

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
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
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
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.
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?
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?
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.
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
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.