Please enable JavaScript to use CodeHS

Standards Mapping

for South Carolina 6-8

111

Standards in this Framework

61

Standards Mapped

54%

Mapped to Course

Standard Lessons
6.CS.1.1
Identify and describe the key functional components (e.g., input devices, output devices, processor, operating system, software applications, memory, storage) of a computer.
  1. 4.2 Software
  2. 4.3 Hardware
6.CS.1.2
Identify relevant problems and how they are solved using computer science and various types of computing devices.
  1. 8.8 Mouse Data
  2. 8.9 Keyboard Data
6.CS.2.1
Understand how software is acquired and installed.
6.CS.3.1
Identify the source of a problem using a systematic process.
6.CS.3.2
Identify informational resources for troubleshooting hardware and software problems.
  1. 4.3 Hardware
6.NI.1.1
Identify and define hardware required to connect to a network (e.g., routers, switches, wireless network interface cards/adapter, network cable, modem).
6.NI.1.2
Define an IP address and identify different examples.
6.NI.1.3
Identify parts of a Uniform Resource Locator (URL).
6.NI.1.4
Define a packet and explain how they are used to transmit data across a network.
6.NI.2.1
Compare and contrast use of networks and the internet by individuals and organizations.
6.NI.2.2
Identify security issues associated with transmitting data across networks.
6.DA.1.1
Understand that there are different number systems (i.e., base 10, binary, hexadecimal)
  1. 8.2 Color
6.DA.1.2
Understand conversions between different number systems.
  1. 8.2 Color
6.DA.2.1
Explore real-world data collection (e.g., identification number at lunch, teacher taking attendance, grocery store shopping card).
6.DA.3.1
Explore graphical representations of large data sets.
6.DA.3.2
Represent one set of numerical data (e.g., histograms, box plots, dot plots).
6.DA.4.1
Explain how data is represented by a model (e.g., presentation software, clay model, poster).
6.AP.1.1
Create and modify algorithms to express ideas and solve problems.
  1. 1.3 The Rabbit Chase
  2. 1.4 Lost in Space
  3. 3.3 A Day at the Carnival
  4. 3.4 Under the Sea
  5. 5.1 Introduction to Karel
  6. 5.2 Karel's World
  7. 5.3 Functions
  8. 5.4 Multiple Functions
  9. 5.5 For Loops
  10. 5.6 Conditional Statements
  11. 5.7 If/Else Statements
  12. 5.8 While Loops
  13. 5.9 Karel Challenges
  14. 8.3 Variables
  15. 8.4 The Draw Loop
  16. 8.5 Color Transitions
  17. 8.6 Shape Transformations
  18. 8.7 Direction
  19. 8.8 Mouse Data
  20. 8.9 Keyboard Data
  21. 8.10 Project: Animate an Emoji
  22. 9.4 Intro to JavaScript
  23. 9.5 Variables
  24. 9.9 Your First Sprites
  25. 9.10 The Physics of Sprites
6.AP.1.2
Analyze and test algorithms for accuracy.
  1. 1.3 The Rabbit Chase
  2. 1.4 Lost in Space
  3. 3.2 Debugging with Error Messages
  4. 3.3 A Day at the Carnival
  5. 3.4 Under the Sea
  6. 5.2 Karel's World
  7. 5.4 Multiple Functions
  8. 5.8 While Loops
  9. 5.9 Karel Challenges
  10. 8.3 Variables
  11. 8.4 The Draw Loop
  12. 8.5 Color Transitions
  13. 8.6 Shape Transformations
  14. 8.7 Direction
  15. 8.8 Mouse Data
  16. 8.9 Keyboard Data
  17. 8.10 Project: Animate an Emoji
  18. 9.4 Intro to JavaScript
  19. 9.5 Variables
6.AP.2.1
Create algorithms that create, assign to, and read from variables.
  1. 3.4 Under the Sea
  2. 8.3 Variables
  3. 8.4 The Draw Loop
  4. 8.5 Color Transitions
  5. 8.6 Shape Transformations
  6. 8.7 Direction
  7. 8.8 Mouse Data
  8. 8.9 Keyboard Data
  9. 8.10 Project: Animate an Emoji
  10. 9.5 Variables
  11. 9.9 Your First Sprites
6.AP.2.2
Identify the variables needed to solve a given problem and the data type (e.g., words, strings, integers, images, Boolean, float, list/arrays).
  1. 5.5 For Loops
  2. 8.3 Variables
  3. 8.4 The Draw Loop
  4. 8.5 Color Transitions
  5. 8.6 Shape Transformations
  6. 8.7 Direction
  7. 8.8 Mouse Data
  8. 8.9 Keyboard Data
  9. 8.10 Project: Animate an Emoji
  10. 9.5 Variables
6.AP.3.1
Identify and use simple control structures
  1. 1.4 Lost in Space
  2. 2.1 Quest for the Rosetta Stone
  3. 2.2 A Day at the Park
  4. 5.5 For Loops
  5. 5.6 Conditional Statements
  6. 5.7 If/Else Statements
  7. 5.8 While Loops
  8. 5.9 Karel Challenges
  9. 8.5 Color Transitions
  10. 8.6 Shape Transformations
  11. 8.7 Direction
  12. 8.8 Mouse Data
  13. 8.9 Keyboard Data
  14. 8.10 Project: Animate an Emoji
6.AP.3.2
Implement and analyze algorithms using simple control structures.
  1. 1.4 Lost in Space
  2. 2.1 Quest for the Rosetta Stone
  3. 2.2 A Day at the Park
  4. 5.5 For Loops
  5. 5.6 Conditional Statements
  6. 5.7 If/Else Statements
  7. 5.8 While Loops
  8. 5.9 Karel Challenges
  9. 8.4 The Draw Loop
  10. 8.5 Color Transitions
  11. 8.6 Shape Transformations
  12. 8.7 Direction
  13. 8.8 Mouse Data
  14. 8.9 Keyboard Data
  15. 8.10 Project: Animate an Emoji
6.AP.3.3
Recognize events and event handlers implied by a user interface (e.g., mouse click, keyboard strokes, screen touch).
  1. 8.8 Mouse Data
  2. 8.9 Keyboard Data
6.AP.4.1
Understand how code can be reused throughout an algorithm and/or program.
  1. 2.1 Quest for the Rosetta Stone
  2. 2.2 A Day at the Park
  3. 3.3 A Day at the Carnival
  4. 3.4 Under the Sea
  5. 5.4 Multiple Functions
  6. 5.5 For Loops
  7. 5.8 While Loops
  8. 8.2 Color
  9. 8.3 Variables
  10. 8.4 The Draw Loop
  11. 8.5 Color Transitions
  12. 8.6 Shape Transformations
  13. 8.7 Direction
  14. 8.8 Mouse Data
  15. 8.9 Keyboard Data
  16. 8.10 Project: Animate an Emoji
6.AP.4.2
Reuse code multiple times within an algorithm and/or program.
  1. 2.1 Quest for the Rosetta Stone
  2. 2.2 A Day at the Park
  3. 3.3 A Day at the Carnival
  4. 3.4 Under the Sea
  5. 5.4 Multiple Functions
  6. 5.5 For Loops
  7. 5.7 If/Else Statements
  8. 5.8 While Loops
  9. 5.9 Karel Challenges
  10. 8.2 Color
  11. 8.3 Variables
  12. 8.5 Color Transitions
  13. 8.6 Shape Transformations
  14. 8.7 Direction
  15. 8.8 Mouse Data
  16. 8.9 Keyboard Data
  17. 8.10 Project: Animate an Emoji
6.AP.4.3
Understand and describe advantages of reusing code within an algorithm and/or program
  1. 2.2 A Day at the Park
  2. 3.3 A Day at the Carnival
  3. 3.4 Under the Sea
  4. 5.4 Multiple Functions
  5. 5.5 For Loops
6.AP.5.1
Use a block-based programming language to solve problems.
  1. 1.3 The Rabbit Chase
  2. 1.4 Lost in Space
6.AP.5.2
Edit, compile, run, test, and debug a program.
  1. 1.2 Karel Error Messages
  2. 1.3 The Rabbit Chase
  3. 1.4 Lost in Space
  4. 2.1 Quest for the Rosetta Stone
  5. 2.2 A Day at the Park
  6. 3.2 Debugging with Error Messages
  7. 3.3 A Day at the Carnival
  8. 3.4 Under the Sea
  9. 5.1 Introduction to Karel
  10. 5.2 Karel's World
  11. 5.3 Functions
  12. 5.4 Multiple Functions
  13. 5.7 If/Else Statements
  14. 5.8 While Loops
  15. 5.9 Karel Challenges
  16. 8.1 Getting Started
  17. 8.2 Color
  18. 8.3 Variables
  19. 8.4 The Draw Loop
  20. 8.5 Color Transitions
  21. 8.6 Shape Transformations
  22. 8.7 Direction
  23. 8.8 Mouse Data
  24. 8.9 Keyboard Data
  25. 8.10 Project: Animate an Emoji
  26. 9.4 Intro to JavaScript
  27. 9.5 Variables
6.AP.5.3
Use tools to express the design of a program (e.g., natural language, pseudocode, diagrams, flowcharts, comments).
  1. 5.7 If/Else Statements
  2. 5.8 While Loops
  3. 5.9 Karel Challenges
  4. 8.10 Project: Animate an Emoji
6.IC.1.1
Understand and explore how computer science is and can be used to solve problems in students’ daily lives (e.g., voter identification website, mobile applications for neighborhood issues).
  1. 7.8 Project: Public Service Announcement
  2. 8.1 Getting Started
6.IC.1.2
Analyze positive and negative impacts of computing on society (e.g., personal, health, workforce, economy, education, culture, environment).
  1. 4.7 The Future of Computing
  2. 7.1 Digital Footprint and Reputation
  3. 7.2 Cyberbullying
  4. 7.7 Hacking Ethics
  5. 7.8 Project: Public Service Announcement
  6. 8.1 Getting Started
6.IC.2.1
Identify current communication methods and devices
  1. 6.1 What is the Internet?
  2. 6.3 Impact of the Internet
  3. 7.5 Information Literacy
6.IC.3.1
Identify guidelines for safely using the internet
  1. 7.3 Internet Safety
6.IC.4.1
Identify unethical and illegal behavior.
  1. 4.6 Ethics and Legal Considerations
  2. 7.7 Hacking Ethics
7.CS.1.1
Explore an expanded definition of computing devices (e.g., “internet of things,” wearable technology, robotics).
  1. 4.5 Internet of Things
7.CS.1.2
Analyze relevant problems and how they are solved using computer science and various types of computing devices.
7.CS.2.1
Understand the units of measure used to describe major hardware components (i.e., Peta-, Tera-, Giga-, Mega- Kilo-, Hz, Bit, Byte).
7.CS.3.1
Understand and communicate solutions to various computing problems.
7.CS.3.2
Understand how rebooting a device can solve problems.
7.NI.1.1
Identify and compare Local Area Networks (LANs), Metropolitan Area Networks (MANs), and Wide Area Networks (WANs).
7.NI.1.2
Define and understand how the internet is a network of Wide Area Networks (WANs).
7.NI.1.3
Compare and contrast network topologies (e.g., ring, star, mesh).
7.NI.2.1
Identify hardware and software methods for protecting data transmitted across networks
7.NI.2.2
Identify physical methods for securing devices (e.g., restricted access, hardware firewall, internet filter).
7.DA.1.1
Understand and connect file extensions to their associated software applications (e.g., .ppt, .pdf, .mp3).
7.DA.1.2
Describe how a picture, sound/song, and video are stored digitally (e.g., Red, Green, and Blue (RGB), pixels, .wav).
  1. 8.2 Color
7.DA.2.1
Identify computing devices that assist with data collection (i.e., thermometers, barcode scanners, biometrics, sensors, radio-frequency identification (RFID), wearable technology).
  1. 8.8 Mouse Data
  2. 8.9 Keyboard Data
7.DA.3.1
Create various graphical representations of large data sets
7.DA.3.2
Represent two sets of numerical data (e.g., histograms, box plots, dot plots)
7.DA.4.1
Create a model to represent collected data (e.g., presentation software, clay model, poster).
7.AP.1.1
Combine multiple algorithms to express ideas and solve more complex problems
  1. 3.4 Under the Sea
  2. 5.4 Multiple Functions
7.AP.1.2
Analyze and test algorithms using proper and improper values.
7.AP.2.1
Deduce the value of a variable from execution of specific code.
  1. 5.5 For Loops
  2. 8.3 Variables
  3. 8.4 The Draw Loop
  4. 8.5 Color Transitions
  5. 8.6 Shape Transformations
  6. 8.7 Direction
  7. 8.8 Mouse Data
  8. 8.9 Keyboard Data
  9. 8.10 Project: Animate an Emoji
7.AP.2.2
Develop programs that prompt the user for input that is used to determine the value of variables
  1. 3.4 Under the Sea
  2. 8.8 Mouse Data
  3. 8.9 Keyboard Data
7.AP.2.3
Determine and use appropriate data types to store information.
  1. 3.4 Under the Sea
7.AP.3.1
Understand and explain Boolean logic and logic operators.
  1. 5.7 If/Else Statements
  2. 5.8 While Loops
  3. 5.9 Karel Challenges
  4. 8.7 Direction
  5. 8.8 Mouse Data
  6. 8.9 Keyboard Data
7.AP.3.2
Identify and use compound conditional statements.
  1. 2.1 Quest for the Rosetta Stone
  2. 8.8 Mouse Data
  3. 8.9 Keyboard Data
7.AP.4.1
Identify procedures, functions, and methods that can be reused.
  1. 2.2 A Day at the Park
  2. 5.4 Multiple Functions
  3. 8.1 Getting Started
  4. 8.2 Color
  5. 8.3 Variables
  6. 8.4 The Draw Loop
  7. 8.5 Color Transitions
  8. 8.6 Shape Transformations
  9. 8.7 Direction
  10. 8.8 Mouse Data
7.AP.4.2
Design a program by decomposing a problem into simple tasks
  1. 2.2 A Day at the Park
  2. 3.5 Tracy Adventures 1: Evaluation
  3. 5.3 Functions
  4. 5.4 Multiple Functions
7.AP.5.1
Use control structures to create a program that solves a specific problem
  1. 1.4 Lost in Space
  2. 2.1 Quest for the Rosetta Stone
  3. 2.2 A Day at the Park
  4. 5.5 For Loops
  5. 5.7 If/Else Statements
  6. 5.8 While Loops
  7. 5.9 Karel Challenges
  8. 8.4 The Draw Loop
  9. 8.5 Color Transitions
  10. 8.6 Shape Transformations
  11. 8.7 Direction
  12. 8.8 Mouse Data
  13. 8.9 Keyboard Data
7.AP.5.2
Use a block-based programming language to solve problems of increasing complexity.
  1. 1.3 The Rabbit Chase
  2. 1.4 Lost in Space
  3. 13.4 Let's Add Pages!
  4. 13.5 Creating a Sitemap
7.IC.1.1
Understand and explore how computer science is and can be used to solve problems in students’ daily lives (e.g., voter identification website, mobile applications for neighborhood issues).
  1. 7.8 Project: Public Service Announcement
  2. 8.1 Getting Started
7.IC.1.2
Analyze positive and negative impacts of computing on society (e.g., personal, health, workforce, economy, education, culture, environment).
  1. 4.7 The Future of Computing
  2. 7.1 Digital Footprint and Reputation
  3. 7.6 Creative Credit & Copyright
  4. 7.7 Hacking Ethics
  5. 7.8 Project: Public Service Announcement
7.IC.2.1
Describe current communication methods and devices.
7.IC.3.1
Understand precautions to protect personal information (i.e., password strength, antivirus software).
  1. 6.4 Cybersecurity
  2. 6.5 The CIA Triad
  3. 7.3 Internet Safety
  4. 7.4 Privacy & Security
7.IC.4.1
Understand the consequences of unethical and illegal behavior online (e.g., social media, gaming, cyberbullying).
  1. 4.6 Ethics and Legal Considerations
  2. 6.4 Cybersecurity
  3. 7.1 Digital Footprint and Reputation
  4. 7.2 Cyberbullying
7.IC.5.1
Understand and communicate the role of women in the evolution of computing.
7.IC.5.2
Recognize minority computer scientists who have advanced computing.
7.IC.6.1
Explain how computer science plays a role in every industry.
  1. 4.7 The Future of Computing
7.IC.7.1
Understand and communicate the changes in computing and computer science over time.
  1. 4.1 History of Computing
7.IC.7.2
Understand and communicate the history and development of the Internet.
8.CS.1.1
Understand and communicate relevant problems and how they are solved using computer science and various types of computing devices.
8.CS.1.2
Compare and contrast the five disciplines of computing: computer science, software engineering, information technology, information systems, and computer engineering.
8.CS.2.1
Describe the relationship between the binary system and hardware
8.CS.2.2
Design and create a computer system based upon the needs of the users in various career fields.
  1. 4.8 Project: Design the Computer of Tomorrow
8.CS.2.3
Determine appropriate operating systems and software based upon the needs of users in various career fields.
8.CS.3.1
Understand computer hardware and software compatibility.
8.CS.3.2
Understand and solve hardware and software problems using industry documentation.
8.NI.1.1
Identify different protocols and their functions (e.g., Hypertext Transfer Protocol (HTTP), File Transfer Protocol (FTP), Internet Protocol (IP), Transmission Control Protocol (TCP)).
8.NI.1.2
Design and/or configure a small network using a switch and a router
8.NI.1.3
Identify relevant problems and how they are solved using networks and the internet.
8.NI.2.1
Discuss and understand recent events and trends regarding cybercrimes (i.e., identity theft, hacking).
  1. 7.7 Hacking Ethics
8.NI.2.2
Discuss and understand the impact of computing copyright issues (i.e., piracy, plagiarism).
  1. 4.6 Ethics and Legal Considerations
  2. 7.6 Creative Credit & Copyright
8.DA.1.1
Compare and contrast characteristics of a variety of file formats (e.g., software compatibility, file size, compressed and uncompressed files, transparency).
8.DA.1.2
Compare and contrast current storage mediums and their application (e.g., flash drives, hard drives, networks, cloud).
8.DA.2.1
Utilize computing devices that assist with data collection (i.e., thermometers, barcode scanners, biometrics, sensors, radio-frequency identification (RFID), wearable technology).
8.DA.3.1
Identify components of infographics that can be used to represent numerical data (e.g., scatterplots, stem plots).
8.DA.4.1
Make inferences based on collected data.
8.DA.4.2
Use a model to predict specific behaviors and/or outcomes.
8.AP.1.1
Evaluate an algorithm by criteria such as accessibility, effectiveness, and usability to solve a problem.
8.AP.1.2
Develop formal criteria to fully evaluate algorithm design.
  1. 5.8 While Loops
  2. 5.9 Karel Challenges
8.AP.2.1
Understand how variables are stored in memory.
  1. 8.3 Variables
8.AP.2.2
Use variables that store more than one value to solve more complex problems (i.e., arrays, lists).
  1. 8.3 Variables
8.AP.3.1
Implement and analyze algorithms using iteration.
  1. 1.4 Lost in Space
  2. 2.1 Quest for the Rosetta Stone
  3. 2.2 A Day at the Park
  4. 5.5 For Loops
  5. 5.8 While Loops
  6. 8.4 The Draw Loop
  7. 8.5 Color Transitions
  8. 8.6 Shape Transformations
8.AP.3.2
Use nested control structures to solve a problem.
  1. 1.4 Lost in Space
  2. 2.1 Quest for the Rosetta Stone
  3. 5.5 For Loops
  4. 5.6 Conditional Statements
  5. 5.7 If/Else Statements
  6. 8.7 Direction
  7. 8.8 Mouse Data
  8. 8.9 Keyboard Data
8.AP.4.1
Create a function that accepts arguments.
  1. 3.4 Under the Sea
8.AP.4.2
Extend or reuse code from another program.
  1. 9.7 Program Structure
8.AP.5.1
Use tools to express the design of a program (e.g., natural language, pseudocode, diagrams, flowcharts, comments).
  1. 5.4 Multiple Functions
  2. 5.7 If/Else Statements
  3. 5.8 While Loops
  4. 5.9 Karel Challenges
8.AP.5.2
Collaborate with peers while programming.
  1. 8.10 Project: Animate an Emoji
8.AP.5.3
Identify and utilize helpful resources when programming.
  1. 5.4 Multiple Functions
  2. 9.6 Introducing Libraries
8.IC.1.1
Understand and explore how computer science is and can be used to solve problems in students’ daily lives (e.g., voter identification website, mobile applications for neighborhood issues).
8.IC.1.2
Analyze positive and negative impacts of computing on society (e.g., personal, health, workforce, economy, education, culture, environment).
  1. 4.7 The Future of Computing
  2. 7.1 Digital Footprint and Reputation
  3. 7.2 Cyberbullying
  4. 7.6 Creative Credit & Copyright
  5. 7.7 Hacking Ethics
8.IC.2.1
Compare and contrast current communication methods and devices.
8.IC.3.1
Identify risks associated with sharing information digitally (i.e., phishing, identity theft, hacking).
  1. 6.4 Cybersecurity
  2. 7.1 Digital Footprint and Reputation
  3. 7.4 Privacy & Security
  4. 7.7 Hacking Ethics
8.IC.4.1
Identify recent laws that have been created to govern computer use.
  1. 4.6 Ethics and Legal Considerations
8.IC.5.1
Discuss and understand the lack of computing resources in areas in relation to his or her state, country, and world.
8.IC.6.1
Identify traditional and nontraditional careers that use computer science.
  1. 4.7 The Future of Computing
  2. 8.1 Getting Started
8.IC.7.1
Analyze the impact of computing and computer science over time
  1. 4.1 History of Computing
  2. 7.8 Project: Public Service Announcement
8.IC.7.2
Demonstrate an understanding of Moore’s Law (i.e., the number of transistors per square inch on integrated circuits had doubled every year since their invention).
8.IC.7.3
Identify and describe emerging technologies.
  1. 8.1 Getting Started