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Pennsylvania 3A Standards Mapping

to

Introduction to Computer Science in JavaScript (Bulldog)

30 Standards in this Framework 13 Standards Mapped 43% 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. 1.1 Introduction to Programming With Karel
  2. 1.2 More Basic Karel
  3. 1.3 Karel Can't Turn Right
  4. 1.4 Functions in Karel
  5. 1.5 The Start Function
  6. 1.6 Top Down Design and Decomposition in Karel
  7. 1.7 Commenting Your Code
  8. 1.9 For Loops
  9. 1.10 If Statements
  10. 1.11 If/Else Statements
  11. 1.12 While Loops in Karel
  12. 1.13 Control Structures Example
  13. 1.14 More Karel Examples and Testing
  14. 1.15 How to Indent Your Code
  15. 3.1 Hello World
  16. 3.2 Variables
  17. 3.3 User Input
  18. 3.4 Basic Math in JavaScript
  19. 3.5 Using Graphics in JavaScript
  20. 5.1 Booleans
  21. 5.2 Logical Operators
  22. 5.3 Comparison Operators
  23. 5.4 If Statements
  24. 5.5 For Loops in JavaScript
  25. 5.6 General For Loops
  26. 5.7 For Loop Practice
  27. 5.8 Random Numbers
  28. 5.9 While Loops
  29. 5.10 Loop and a Half
  30. 7.1 Functions and Parameters 1
  31. 7.2 Functions and Parameters 2
  32. 7.3 Functions and Parameters 3
  33. 8.1 Functions Challenges
  34. 9.2 Random Circles
  35. 9.3 Random Ghosts
  36. 9.4 Bouncing Ball
  37. 9.9 Crazy Ball Game
  38. 11.1 Breakout
  39. 12.8 Intro to Objects/Maps
  40. 12.11 When Do I Use an Object?
  41. 13.1 Tic Tac Toe
  42. 14.1 Game Design: Helicopter
  43. 22.1 Fun Snake
  44. 23.1 Conway's Game of Life
  45. 23.2 Connect Four
  46. 24.1 Evolution Simulation
  47. 28.1 Visualizing Music
3A-AP-14 Use lists to simplify solutions, generalizing computational problems instead of repeatedly using simple variables.
  1. 12.1 Intro to Lists/Arrays
  2. 12.2 Indexing Into an Array
  3. 12.3 Adding/Removing From an Array
  4. 12.4 Array Length and Looping Through Arrays
  5. 12.5 Iterating Over an Array
  6. 12.6 Finding an Element in a List
  7. 12.7 Removing an Element From an Array
  8. 12.8 Intro to Objects/Maps
  9. 12.9 Basics of Objects
  10. 12.10 Iterating Over an Object
  11. 12.11 When Do I Use an Object?
  12. 12.12 Intro to Sets
  13. 12.13 Intro to Grids
  14. 12.14 Looping Over a Grid
  15. 12.15 Grid Example: Get a Row
  16. 12.16 Data Structures Challenges
  17. 14.1 Game Design: Helicopter
  18. 24.1 Evolution Simulation
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. 5.4 If Statements
  2. 5.5 For Loops in JavaScript
  3. 5.6 General For Loops
  4. 5.7 For Loop Practice
  5. 5.9 While Loops
  6. 5.10 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. 9.5 Mouse Events: Mouse Clicked
  2. 9.6 Mouse Events: Mouse Moved
  3. 9.8 Key Events
  4. 9.9 Crazy Ball Game
  5. 11.1 Breakout
  6. 12.16 Data Structures Challenges
  7. 13.1 Tic Tac Toe
  8. 14.1 Game Design: Helicopter
  9. 22.1 Fun Snake
  10. 23.1 Conway's Game of Life
  11. 23.2 Connect Four
  12. 24.1 Evolution Simulation
  13. 28.1 Visualizing Music
3A-AP-17 Decompose problems into smaller components through systematic analysis, using constructs such as procedures, modules, and/or objects.
  1. 1.4 Functions in Karel
  2. 1.5 The Start Function
  3. 1.6 Top Down Design and Decomposition in Karel
  4. 1.7 Commenting Your Code
  5. 1.8 Super Karel
  6. 1.9 For Loops
  7. 1.10 If Statements
  8. 1.11 If/Else Statements
  9. 1.12 While Loops in Karel
  10. 1.13 Control Structures Example
  11. 1.14 More Karel Examples and Testing
  12. 1.15 How to Indent Your Code
  13. 2.1 Challenge Problems
  14. 3.1 Hello World
  15. 3.2 Variables
  16. 3.3 User Input
  17. 3.4 Basic Math in JavaScript
  18. 3.5 Using Graphics in JavaScript
  19. 5.1 Booleans
  20. 5.2 Logical Operators
  21. 5.3 Comparison Operators
  22. 5.4 If Statements
  23. 5.5 For Loops in JavaScript
  24. 5.6 General For Loops
  25. 5.7 For Loop Practice
  26. 5.8 Random Numbers
  27. 5.9 While Loops
  28. 5.10 Loop and a Half
  29. 7.1 Functions and Parameters 1
  30. 7.2 Functions and Parameters 2
  31. 7.3 Functions and Parameters 3
  32. 7.4 Functions and Return Values 1
  33. 7.5 Functions and Return Values 2
  34. 7.6 Local Variables and Scope
  35. 8.1 Functions Challenges
  36. 9.1 Timers
  37. 9.2 Random Circles
  38. 9.3 Random Ghosts
  39. 9.4 Bouncing Ball
  40. 9.5 Mouse Events: Mouse Clicked
  41. 9.6 Mouse Events: Mouse Moved
  42. 9.7 Drawing Lines
  43. 9.8 Key Events
  44. 9.9 Crazy Ball Game
  45. 11.1 Breakout
  46. 12.1 Intro to Lists/Arrays
  47. 12.2 Indexing Into an Array
  48. 12.3 Adding/Removing From an Array
  49. 12.4 Array Length and Looping Through Arrays
  50. 12.5 Iterating Over an Array
  51. 12.6 Finding an Element in a List
  52. 12.7 Removing an Element From an Array
  53. 12.8 Intro to Objects/Maps
  54. 12.9 Basics of Objects
  55. 12.10 Iterating Over an Object
  56. 12.11 When Do I Use an Object?
  57. 12.12 Intro to Sets
  58. 12.13 Intro to Grids
  59. 12.14 Looping Over a Grid
  60. 12.15 Grid Example: Get a Row
  61. 12.16 Data Structures Challenges
  62. 13.1 Tic Tac Toe
  63. 14.1 Game Design: Helicopter
  64. 18.1 Extra Karel Practice
  65. 20.1 Functions and Parameters Practice
  66. 21.1 Prime Numbers
  67. 22.1 Fun Snake
  68. 22.2 Fun Graphics Challenges
  69. 23.1 Conway's Game of Life
  70. 23.2 Connect Four
  71. 24.1 Evolution Simulation
  72. 28.1 Visualizing Music
3A-AP-18 Create artifacts by using procedures within a program, combinations of data and procedures, or independent but interrelated programs.
  1. 1.1 Introduction to Programming With Karel
  2. 1.2 More Basic Karel
  3. 1.3 Karel Can't Turn Right
  4. 1.4 Functions in Karel
  5. 1.5 The Start Function
  6. 1.6 Top Down Design and Decomposition in Karel
  7. 1.7 Commenting Your Code
  8. 1.8 Super Karel
  9. 1.9 For Loops
  10. 1.10 If Statements
  11. 1.11 If/Else Statements
  12. 3.5 Using Graphics in JavaScript
  13. 9.1 Timers
  14. 9.2 Random Circles
  15. 9.3 Random Ghosts
  16. 9.4 Bouncing Ball
  17. 9.5 Mouse Events: Mouse Clicked
  18. 9.6 Mouse Events: Mouse Moved
  19. 9.7 Drawing Lines
  20. 9.8 Key Events
  21. 9.9 Crazy Ball Game
  22. 11.1 Breakout
  23. 12.16 Data Structures Challenges
  24. 13.1 Tic Tac Toe
  25. 14.1 Game Design: Helicopter
  26. 22.1 Fun Snake
  27. 22.2 Fun Graphics Challenges
  28. 23.1 Conway's Game of Life
  29. 23.2 Connect Four
  30. 24.1 Evolution Simulation
  31. 28.1 Visualizing Music
3A-AP-19 Systematically design and develop programs for broad audiences by incorporating feedback from users.
3A-AP-20 Evaluate licenses that limit or restrict use of computational artifacts when using resources such as libraries.
3A-AP-21 Evaluate and refine computational artifacts to make them more usable and accessible.
3A-AP-22 Design and develop computational artifacts working in team roles using collaborative tools.
  1. 4.1 Collaborative Programming
3A-AP-23 Document design decisions using text, graphics, presentations, and/or demonstrations in the development of complex programs.
  1. 1.7 Commenting Your Code
  2. 1.8 Super Karel
  3. 1.9 For Loops
  4. 1.10 If Statements
  5. 1.11 If/Else Statements
  6. 1.12 While Loops in Karel
  7. 1.13 Control Structures Example
  8. 1.14 More Karel Examples and Testing
  9. 1.15 How to Indent Your Code
  10. 2.1 Challenge Problems
  11. 3.1 Hello World
  12. 3.2 Variables
  13. 3.3 User Input
  14. 3.4 Basic Math in JavaScript
  15. 3.5 Using Graphics in JavaScript
  16. 5.1 Booleans
  17. 5.2 Logical Operators
  18. 5.3 Comparison Operators
  19. 5.4 If Statements
  20. 5.5 For Loops in JavaScript
  21. 5.6 General For Loops
  22. 5.7 For Loop Practice
  23. 5.8 Random Numbers
  24. 5.9 While Loops
  25. 5.10 Loop and a Half
  26. 7.1 Functions and Parameters 1
  27. 7.2 Functions and Parameters 2
  28. 7.3 Functions and Parameters 3
  29. 7.4 Functions and Return Values 1
  30. 7.5 Functions and Return Values 2
  31. 7.6 Local Variables and Scope
  32. 8.1 Functions Challenges
  33. 9.1 Timers
  34. 9.2 Random Circles
  35. 9.3 Random Ghosts
  36. 9.4 Bouncing Ball
  37. 9.5 Mouse Events: Mouse Clicked
  38. 9.6 Mouse Events: Mouse Moved
  39. 9.7 Drawing Lines
  40. 9.8 Key Events
  41. 9.9 Crazy Ball Game
  42. 11.1 Breakout
  43. 12.1 Intro to Lists/Arrays
  44. 12.2 Indexing Into an Array
  45. 12.3 Adding/Removing From an Array
  46. 12.4 Array Length and Looping Through Arrays
  47. 12.5 Iterating Over an Array
  48. 12.6 Finding an Element in a List
  49. 12.7 Removing an Element From an Array
  50. 12.8 Intro to Objects/Maps
  51. 12.9 Basics of Objects
  52. 12.10 Iterating Over an Object
  53. 12.11 When Do I Use an Object?
  54. 12.12 Intro to Sets
  55. 12.13 Intro to Grids
  56. 12.14 Looping Over a Grid
  57. 12.15 Grid Example: Get a Row
  58. 12.16 Data Structures Challenges
  59. 13.1 Tic Tac Toe
  60. 14.1 Game Design: Helicopter
  61. 18.1 Extra Karel Practice
  62. 19.1 Extra Karel Puzzles
  63. 20.1 Functions and Parameters Practice
  64. 21.1 Prime Numbers
  65. 22.1 Fun Snake
  66. 22.2 Fun Graphics Challenges
  67. 23.1 Conway's Game of Life
  68. 23.2 Connect Four
  69. 24.1 Evolution Simulation
  70. 28.1 Visualizing Music
3A-CS-01 Explain how abstractions hide the underlying implementation details of computing systems embedded in everyday objects.
  1. 1.8 Super Karel
3A-CS-02 Compare levels of abstraction and interactions between application software, system software, and hardware layers.
3A-CS-03 Develop guidelines that convey systematic troubleshooting strategies that others can use to identify and fix errors.
  1. 1.2 More Basic Karel
3A-DA-09 Translate between different bit representations of real-world phenomena, such as characters, numbers, and images.
3A-DA-10 Evaluate the tradeoffs in how data elements are organized and where data is stored.
3A-DA-11 Create interactive data visualizations using software tools to help others better understand real-world phenomena.
  1. 5.8 Random Numbers
3A-DA-12 Create computational models that represent the relationships among different elements of data collected from a phenomenon or process.
  1. 5.8 Random Numbers
3A-IC-24 Evaluate the ways computing impacts personal, ethical, social, economic, and cultural practices.
3A-IC-25 Test and refine computational artifacts to reduce bias and equity deficits.
3A-IC-26 Demonstrate ways a given algorithm applies to problems across disciplines.
3A-IC-27 Use tools and methods for collaboration on a project to increase connectivity of people in different cultures and career fields.
  1. 4.1 Collaborative Programming
3A-IC-28 Explain the beneficial and harmful effects that intellectual property laws can have on innovation.
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.
3A-IC-30 Evaluate the social and economic implications of privacy in the context of safety, law, or ethics.
3A-NI-04 Evaluate the scalability and reliability of networks, by describing the relationship between routers, switches, servers, topology, and addressing.
3A-NI-05 Give examples to illustrate how sensitive data can be affected by malware and other attacks.
3A-NI-06 Recommend security measures to address various scenarios based on factors such as efficiency, feasibility, and ethical impacts.
3A-NI-07 Compare various security measures, considering tradeoffs between the usability and security of a computing system.
3A-NI-08 Explain tradeoffs when selecting and implementing cybersecurity recommendations.