for New Mexico 3A — New Mexico Foundations of Computer Science
Total Standards: 30Mapped: 30Completion: 100%
3A-AP-13
Create prototypes that use algorithms to solve computational problems by leveraging prior student knowledge and personal interests.
2.1 Introduction to Programming With Karel
2.1 Introduction to Programming With Karel
2.2 More Basic Karel
2.2 More Basic Karel
2.3 Karel Can't Turn Right
2.3 Karel Can't Turn Right
2.4 Functions in Karel
2.4 Functions in Karel
2.5 The Start Function
2.5 The Start Function
2.6 Top Down Design and Decomposition in Karel
2.6 Top Down Design and Decomposition in Karel
2.7 Commenting Your Code
2.7 Commenting Your Code
2.8 Abstraction
2.8 Abstraction
2.10 For Loops
2.10 For Loops
2.11 If Statements
2.11 If Statements
2.12 If/Else Statements
2.12 If/Else Statements
2.13 While Loops in Karel
2.13 While Loops in Karel
2.14 Control Structures Example
2.14 Control Structures Example
2.15 More Karel Examples and Testing
2.15 More Karel Examples and Testing
2.16 How to Indent Your Code
2.16 How to Indent Your Code
2.17 Debugging Strategies
2.17 Debugging Strategies
5.1 Hello World
5.1 Hello World
5.2 Variables
5.2 Variables
5.3 User Input
5.3 User Input
5.4 Basic Math in JavaScript
5.4 Basic Math in JavaScript
5.5 Using Graphics in JavaScript
5.5 Using Graphics in JavaScript
5.6 Using RGB to Create Colors
5.6 Using RGB to Create Colors
7.1 Booleans
7.1 Booleans
7.2 Logical Operators
7.2 Logical Operators
7.3 Comparison Operators
7.3 Comparison Operators
7.4 If Statements
7.4 If Statements
7.5 For Loops in JavaScript
7.5 For Loops in JavaScript
7.6 General For Loops
7.6 General For Loops
7.7 For Loop Practice
7.7 For Loop Practice
7.9 While Loops
7.9 While Loops
7.10 Loop and a Half
7.10 Loop and a Half
9.1 Functions and Parameters 1
9.1 Functions and Parameters 1
9.2 Functions and Parameters 2
9.2 Functions and Parameters 2
9.3 Functions and Parameters 3
9.3 Functions and Parameters 3
9.7 Random Circles
9.7 Random Circles
9.8 Random Ghosts
9.8 Random Ghosts
9.9 Bouncing Ball
9.9 Bouncing Ball
15.4 Crazy Ball Game
15.4 Crazy Ball Game
17.1 Intro to Objects/Maps
17.1 Intro to Objects/Maps
17.4 When Do I Use an Object?
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.
9.11 Intro to Lists/Arrays
9.11 Intro to Lists/Arrays
9.12 Adding/Removing From an Array
9.12 Adding/Removing From an Array
9.13 Array Length and Looping Through Arrays
9.13 Array Length and Looping Through Arrays
9.14 Iterating Over an Array
9.14 Iterating Over an Array
16.1 Indexing Into an Array
16.1 Indexing Into an Array
16.2 Finding an Element in a List
16.2 Finding an Element in a List
16.3 Removing an Element From an Array
16.3 Removing an Element From an Array
17.1 Intro to Objects/Maps
17.1 Intro to Objects/Maps
17.2 Basics of Objects
17.2 Basics of Objects
17.3 Iterating Over an Object
17.3 Iterating Over an Object
17.4 When Do I Use an Object?
17.4 When Do I Use an Object?
17.5 Intro to Sets
17.5 Intro to Sets
17.6 Intro to Grids
17.6 Intro to Grids
17.7 Looping Over a Grid
17.7 Looping Over a Grid
17.8 Grid Example: Get a Row
17.8 Grid Example: Get a Row
17.9 Data Structures Challenges
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.
7.4 If Statements
7.4 If Statements
7.5 For Loops in JavaScript
7.5 For Loops in JavaScript
7.6 General For Loops
7.6 General For Loops
7.7 For Loop Practice
7.7 For Loop Practice
7.9 While Loops
7.9 While Loops
7.10 Loop and a Half
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.
9.10 Mouse Events: Mouse Clicked
9.10 Mouse Events: Mouse Clicked
15.1 Mouse Events: Mouse Moved
15.1 Mouse Events: Mouse Moved
15.3 Key Events
15.3 Key Events
15.4 Crazy Ball Game
15.4 Crazy Ball Game
17.9 Data Structures Challenges
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.
2.4 Functions in Karel
2.4 Functions in Karel
2.5 The Start Function
2.5 The Start Function
2.6 Top Down Design and Decomposition in Karel
2.6 Top Down Design and Decomposition in Karel
2.7 Commenting Your Code
2.7 Commenting Your Code
2.8 Abstraction
2.8 Abstraction
2.9 Super Karel
2.9 Super Karel
2.10 For Loops
2.10 For Loops
2.11 If Statements
2.11 If Statements
2.12 If/Else Statements
2.12 If/Else Statements
2.13 While Loops in Karel
2.13 While Loops in Karel
2.14 Control Structures Example
2.14 Control Structures Example
2.15 More Karel Examples and Testing
2.15 More Karel Examples and Testing
2.16 How to Indent Your Code
2.16 How to Indent Your Code
3.2 Challenge Problems
3.2 Challenge Problems
5.1 Hello World
5.1 Hello World
5.2 Variables
5.2 Variables
5.3 User Input
5.3 User Input
5.4 Basic Math in JavaScript
5.4 Basic Math in JavaScript
5.5 Using Graphics in JavaScript
5.5 Using Graphics in JavaScript
7.1 Booleans
7.1 Booleans
7.2 Logical Operators
7.2 Logical Operators
7.3 Comparison Operators
7.3 Comparison Operators
7.4 If Statements
7.4 If Statements
7.5 For Loops in JavaScript
7.5 For Loops in JavaScript
7.6 General For Loops
7.6 General For Loops
7.7 For Loop Practice
7.7 For Loop Practice
7.9 While Loops
7.9 While Loops
7.10 Loop and a Half
7.10 Loop and a Half
9.1 Functions and Parameters 1
9.1 Functions and Parameters 1
9.2 Functions and Parameters 2
9.2 Functions and Parameters 2
9.3 Functions and Parameters 3
9.3 Functions and Parameters 3
9.4 Functions and Return Values 1
9.4 Functions and Return Values 1
9.5 Functions and Return Values 2
9.5 Functions and Return Values 2
9.6 Timers
9.6 Timers
9.7 Random Circles
9.7 Random Circles
9.8 Random Ghosts
9.8 Random Ghosts
9.9 Bouncing Ball
9.9 Bouncing Ball
9.10 Mouse Events: Mouse Clicked
9.10 Mouse Events: Mouse Clicked
9.11 Intro to Lists/Arrays
9.11 Intro to Lists/Arrays
9.12 Adding/Removing From an Array
9.12 Adding/Removing From an Array
9.13 Array Length and Looping Through Arrays
9.13 Array Length and Looping Through Arrays
9.14 Iterating Over an Array
9.14 Iterating Over an Array
12.1 Extra Karel Practice
12.1 Extra Karel Practice
14.1 Functions and Parameters Practice
14.1 Functions and Parameters Practice
15.1 Mouse Events: Mouse Moved
15.1 Mouse Events: Mouse Moved
15.2 Drawing Lines
15.2 Drawing Lines
15.3 Key Events
15.3 Key Events
15.4 Crazy Ball Game
15.4 Crazy Ball Game
16.1 Indexing Into an Array
16.1 Indexing Into an Array
16.2 Finding an Element in a List
16.2 Finding an Element in a List
16.3 Removing an Element From an Array
16.3 Removing an Element From an Array
17.1 Intro to Objects/Maps
17.1 Intro to Objects/Maps
17.2 Basics of Objects
17.2 Basics of Objects
17.3 Iterating Over an Object
17.3 Iterating Over an Object
17.4 When Do I Use an Object?
17.4 When Do I Use an Object?
17.5 Intro to Sets
17.5 Intro to Sets
17.6 Intro to Grids
17.6 Intro to Grids
17.7 Looping Over a Grid
17.7 Looping Over a Grid
17.8 Grid Example: Get a Row
17.8 Grid Example: Get a Row
17.9 Data Structures Challenges
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.
2.1 Introduction to Programming With Karel
2.1 Introduction to Programming With Karel
2.2 More Basic Karel
2.2 More Basic Karel
2.3 Karel Can't Turn Right
2.3 Karel Can't Turn Right
2.4 Functions in Karel
2.4 Functions in Karel
2.5 The Start Function
2.5 The Start Function
2.6 Top Down Design and Decomposition in Karel
2.6 Top Down Design and Decomposition in Karel
2.7 Commenting Your Code
2.7 Commenting Your Code
2.8 Abstraction
2.8 Abstraction
2.9 Super Karel
2.9 Super Karel
2.10 For Loops
2.10 For Loops
2.11 If Statements
2.11 If Statements
2.12 If/Else Statements
2.12 If/Else Statements
5.5 Using Graphics in JavaScript
5.5 Using Graphics in JavaScript
9.6 Timers
9.6 Timers
9.7 Random Circles
9.7 Random Circles
9.8 Random Ghosts
9.8 Random Ghosts
9.9 Bouncing Ball
9.9 Bouncing Ball
9.10 Mouse Events: Mouse Clicked
9.10 Mouse Events: Mouse Clicked
15.1 Mouse Events: Mouse Moved
15.1 Mouse Events: Mouse Moved
15.2 Drawing Lines
15.2 Drawing Lines
15.3 Key Events
15.3 Key Events
15.4 Crazy Ball Game
15.4 Crazy Ball Game
17.9 Data Structures Challenges
17.9 Data Structures Challenges
3A-AP-19
Systematically design and develop programs for broad audiences by incorporating feedback from users.
10.1 Intro to Design Thinking
10.1 Intro to Design Thinking
10.2 Prototype
10.2 Prototype
10.3 Test
10.3 Test
3A-AP-20
Evaluate licenses that limit or restrict use of computational artifacts when using resources such as libraries.
1.10 Creative Credit & Copyright
1.10 Creative Credit & Copyright
3A-AP-21
Evaluate and refine computational artifacts to make them more usable and accessible.
10.1 Intro to Design Thinking
10.1 Intro to Design Thinking
10.2 Prototype
10.2 Prototype
10.3 Test
10.3 Test
3A-AP-22
Design and develop computational artifacts working in team roles using collaborative tools.
3.1 Collaborative Programming
3.1 Collaborative Programming
3A-AP-23
Document design decisions using text, graphics, presentations, and/or demonstrations in the development of complex programs.
2.7 Commenting Your Code
2.7 Commenting Your Code
2.9 Super Karel
2.9 Super Karel
2.10 For Loops
2.10 For Loops
2.11 If Statements
2.11 If Statements
2.12 If/Else Statements
2.12 If/Else Statements
2.13 While Loops in Karel
2.13 While Loops in Karel
2.14 Control Structures Example
2.14 Control Structures Example
2.15 More Karel Examples and Testing
2.15 More Karel Examples and Testing
2.16 How to Indent Your Code
2.16 How to Indent Your Code
3.2 Challenge Problems
3.2 Challenge Problems
5.1 Hello World
5.1 Hello World
5.2 Variables
5.2 Variables
5.3 User Input
5.3 User Input
5.4 Basic Math in JavaScript
5.4 Basic Math in JavaScript
5.5 Using Graphics in JavaScript
5.5 Using Graphics in JavaScript
7.1 Booleans
7.1 Booleans
7.2 Logical Operators
7.2 Logical Operators
7.3 Comparison Operators
7.3 Comparison Operators
7.4 If Statements
7.4 If Statements
7.5 For Loops in JavaScript
7.5 For Loops in JavaScript
7.6 General For Loops
7.6 General For Loops
7.7 For Loop Practice
7.7 For Loop Practice
7.9 While Loops
7.9 While Loops
7.10 Loop and a Half
7.10 Loop and a Half
9.1 Functions and Parameters 1
9.1 Functions and Parameters 1
9.2 Functions and Parameters 2
9.2 Functions and Parameters 2
9.3 Functions and Parameters 3
9.3 Functions and Parameters 3
9.4 Functions and Return Values 1
9.4 Functions and Return Values 1
9.5 Functions and Return Values 2
9.5 Functions and Return Values 2
9.6 Timers
9.6 Timers
9.7 Random Circles
9.7 Random Circles
9.8 Random Ghosts
9.8 Random Ghosts
9.9 Bouncing Ball
9.9 Bouncing Ball
9.10 Mouse Events: Mouse Clicked
9.10 Mouse Events: Mouse Clicked
9.11 Intro to Lists/Arrays
9.11 Intro to Lists/Arrays
9.12 Adding/Removing From an Array
9.12 Adding/Removing From an Array
9.13 Array Length and Looping Through Arrays
9.13 Array Length and Looping Through Arrays
9.14 Iterating Over an Array
9.14 Iterating Over an Array
12.1 Extra Karel Practice
12.1 Extra Karel Practice
13.1 Extra Karel Puzzles
13.1 Extra Karel Puzzles
14.1 Functions and Parameters Practice
14.1 Functions and Parameters Practice
15.1 Mouse Events: Mouse Moved
15.1 Mouse Events: Mouse Moved
15.2 Drawing Lines
15.2 Drawing Lines
15.3 Key Events
15.3 Key Events
15.4 Crazy Ball Game
15.4 Crazy Ball Game
16.1 Indexing Into an Array
16.1 Indexing Into an Array
16.2 Finding an Element in a List
16.2 Finding an Element in a List
16.3 Removing an Element From an Array
16.3 Removing an Element From an Array
17.1 Intro to Objects/Maps
17.1 Intro to Objects/Maps
17.2 Basics of Objects
17.2 Basics of Objects
17.3 Iterating Over an Object
17.3 Iterating Over an Object
17.4 When Do I Use an Object?
17.4 When Do I Use an Object?
17.5 Intro to Sets
17.5 Intro to Sets
17.6 Intro to Grids
17.6 Intro to Grids
17.7 Looping Over a Grid
17.7 Looping Over a Grid
17.8 Grid Example: Get a Row
17.8 Grid Example: Get a Row
17.9 Data Structures Challenges
17.9 Data Structures Challenges
3A-CS-01
Explain how abstractions hide the underlying implementation details of computing systems embedded in everyday objects.
2.8 Abstraction
2.8 Abstraction
2.9 Super Karel
2.9 Super Karel
3A-CS-02
Compare levels of abstraction and interactions between application software, system software, and hardware layers.
2.8 Abstraction
2.8 Abstraction
3A-CS-03
Develop guidelines that convey systematic troubleshooting strategies that others can use to identify and fix errors.
2.2 More Basic Karel
2.2 More Basic Karel
2.17 Debugging Strategies
3A-DA-09
Translate between different bit representations of real-world phenomena, such as characters, numbers, and images.
5.6 Using RGB to Create Colors
5.6 Using RGB to Create Colors
3A-DA-10
Evaluate the tradeoffs in how data elements are organized and where data is stored.
1.6 Privacy & Security
1.6 Privacy & Security
1.12 Project: Public Service Announcement
1.12 Project: Public Service Announcement
3A-DA-11
Create interactive data visualizations using software tools to help others better understand real-world phenomena.
1.8 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.
1.8 Visualizing and Interpreting Data
1.9 Data Collection & Limitations
3A-IC-24
Evaluate the ways computing impacts personal, ethical, social, economic, and cultural practices.
1.1 What is Cybersecurity?
1.1 What is Cybersecurity?
1.2 The CIA Triad
1.2 The CIA Triad
1.3 Digital Footprint and Reputation
1.3 Digital Footprint and Reputation
1.4 Cyberbullying
1.4 Cyberbullying
1.5 Internet Safety
1.5 Internet Safety
1.6 Privacy & Security
1.6 Privacy & Security
1.7 Information Literacy
1.7 Information Literacy
1.10 Creative Credit & Copyright
1.10 Creative Credit & Copyright
1.11 Hacking Ethics
1.11 Hacking Ethics
1.12 Project: Public Service Announcement
1.12 Project: Public Service Announcement
4.7 The Impact of the Internet
4.7 The Impact of the Internet
3A-IC-25
Test and refine computational artifacts to reduce bias and equity deficits.
1.4 Cyberbullying
1.4 Cyberbullying
1.7 Information Literacy
1.7 Information Literacy
1.12 Project: Public Service Announcement
1.12 Project: Public Service Announcement
11.1 Computer Science Careers
11.1 Computer Science Careers
3A-IC-26
Demonstrate ways a given algorithm applies to problems across disciplines.
4.7 The Impact of the Internet
4.7 The Impact of the Internet
11.1 Computer Science Careers
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.
3.1 Collaborative Programming
3.1 Collaborative Programming
3A-IC-28
Explain the beneficial and harmful effects that intellectual property laws can have on innovation.
1.7 Information Literacy
1.7 Information Literacy
1.10 Creative Credit & Copyright
1.10 Creative Credit & Copyright
1.12 Project: Public Service Announcement
1.12 Project: Public Service Announcement
4.7 The Impact of the Internet
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 What is Cybersecurity?
1.1 What is Cybersecurity?
1.2 The CIA Triad
1.2 The CIA Triad
1.3 Digital Footprint and Reputation
1.3 Digital Footprint and Reputation
1.5 Internet Safety
1.5 Internet Safety
1.6 Privacy & Security
1.6 Privacy & Security
1.9 Data Collection & Limitations
1.12 Project: Public Service Announcement
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.
1.2 The CIA Triad
1.2 The CIA Triad
1.3 Digital Footprint and Reputation
1.3 Digital Footprint and Reputation
1.5 Internet Safety
1.5 Internet Safety
1.6 Privacy & Security
1.6 Privacy & Security
1.9 Data Collection & Limitations
1.11 Hacking Ethics
1.11 Hacking Ethics
1.12 Project: Public Service Announcement
1.12 Project: Public Service Announcement
4.7 The Impact of the Internet
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.
4.1 Intro to the Internet
4.1 Intro to the Internet
4.2 Internet Hardware
4.2 Internet Hardware
4.3 Internet Addresses
4.3 Internet Addresses
4.4 DNS
4.4 DNS
4.5 Routing
4.5 Routing
4.6 Packets and Protocols
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 What is Cybersecurity?
1.1 What is Cybersecurity?
1.6 Privacy & Security
1.6 Privacy & Security
1.12 Project: Public Service Announcement
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 What is Cybersecurity?
1.1 What is Cybersecurity?
1.3 Digital Footprint and Reputation
1.3 Digital Footprint and Reputation
1.5 Internet Safety
1.5 Internet Safety
1.6 Privacy & Security
1.6 Privacy & Security
1.12 Project: Public Service Announcement
1.12 Project: Public Service Announcement
3A-NI-07
Compare various security measures, considering tradeoffs between the usability and security of a computing system.
1.2 The CIA Triad
1.2 The CIA Triad
3A-NI-08
Explain tradeoffs when selecting and implementing cybersecurity recommendations.