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Standards Mapping

for South Carolina Computer Programming 1 with Python

86

Standards in this Framework

31

Standards Mapped

36%

Mapped to Course

Standard Lessons
A.1
Review school safety policies and procedures.
A.2
Review classroom safety rules and procedures.
A.3
Review safety procedures for using equipment in the classroom.
A.4
Identify major causes of work-related accidents in office environments.
A.5
Demonstrate safety skills in an office/work environment.
B.1
Identify the purpose and goals of a Career and Technology Student Organization (CTSO).
B.2
Explain how CTSOs are integral parts of specific clusters, majors, and/or courses.
B.3
Explain the benefits and responsibilities of being a member of a CTSO.
B.4
List leadership opportunities that are available to students through participation in CTSO conferences, competitions, community service, philanthropy, and other activities.
B.5
Explain how participation in CTSOs can promote lifelong benefits in other professional and civic organizations.
C.1
Demonstrate proficiency and skills associated with the use of technologies that are common to a specific occupation.
  1. 4.1 Project: Mad Libs
C.2
Identify proper netiquette when using e-mail, social media, and other technologies for communication purposes.
C.3
Identify potential abuse and unethical uses of laptops, tablets, computers, and/or networks.
C.4
Explain the consequences of social, illegal, and unethical uses of technology (e.g., piracy; illegal downloading; cyberbullying; licensing infringement; inappropriate uses of software, hardware, and mobile devices in the work environment).
C.5
Discuss legal issues and the terms of use related to copyright laws, Creative Commons, fair use laws, and ethics pertaining to downloading of images, photographs, Creative Commons, documents, video, sounds, music, trademarks, and other elements for personal use.
C.6
Describe ethical and legal practices of safeguarding the confidentiality of business-related information.
C.7
Describe possible threats to a laptop, tablet, computer, and/or network and methods of avoiding attacks.
D.1
Demonstrate creativity and innovation.
D.2
Demonstrate critical thinking and problem-solving skills.
D.3
Demonstrate initiative and self-direction.
D.4
Demonstrate integrity.
D.5
Demonstrate work ethic.
D.6
Demonstrate conflict resolution skills.
D.7
Demonstrate listening and speaking skills.
D.8
Demonstrate respect for diversity.
D.9
Demonstrate customer service orientation.
D.10
Demonstrate teamwork.
E.1
Demonstrate global or “big picture” thinking.
E.2
Demonstrate career and life management skills and goal-making.
E.3
Demonstrate continuous learning and adaptability skills to changing job requirements.
E.4
Demonstrate time and resource management skills.
E.5
Demonstrates information literacy skills.
E.6
Demonstrates information security skills.
E.7
Demonstrates information technology skills.
  1. 2.1 Introduction to Programming With Karel
  2. 3.1 Printing in Python
  3. 4.1 Project: Mad Libs
  4. 5.1 Booleans
  5. 6.1 Project: Quiz Game
  6. 7.1 While Loops
  7. 8.1 Project: Password Authenticator
  8. 9.1 Functions
  9. 10.1 Indexing
  10. 11.1 Project: The Game of Pig
E.8
Demonstrates knowledge and use of job-specific tools and technologies.
E.9
Demonstrate job-specific mathematics skills.
  1. 3.4 Mathematical Operators
E.10
Demonstrates professionalism in the workplace.
E.11
Demonstrates reading and writing skills.
E.12
Demonstrates workplace safety.
F.1
Describe the hardware requirements needed to run operational systems and systems software. (ex. application software, database management, networking software, etc.).
F.2
Compare and contrast the elements of a computing system by examining hardware elements for their intended use (e.g., input-output (I/O) devices, random access memory (RAM), read only memory (ROM), storage devices, motherboards, and processors including the arithmetic logic unit (ALU), control unit, registers, cache memory, example implementations of some of these components using logic gates) (Virginia, 2017).
F.3
Describe the various data storage tools and data organization methods.
F.4
Research computing solutions to problems in different countries, considering the personal, ethical, social, economic, and cultural impact (e.g., the use of drones to deliver blood and medical supplies in countries in Africa, the use of Uber in India to address traffic congestion).
G.1.1
Document steps in the design process.
G.1.2
Develop an algorithm for a program using a design tool (e.g., pseudocode, flowcharts, human-language algorithm, etc.).
  1. 2.15 Algorithms
G.1.3
Construct data flows based on program requirements.
G.1.4
Utilize version control as a part of the design process to document revisions in an iterative development cycle.
G.1.5
Identify the advantages and disadvantages of diverse perspectives and backgrounds when solving computational problems.
G.1.6
Make use of standard programming control structures during algorithm design
  1. 2.15 Algorithms
G.1.7
Analyze the sequence of instructions to determine if they will accomplish a task.
  1. 2.2 More Basic Karel
G.1.8
Create algorithms to solve computational problems that have an application in the real world (e.g., local community, church, civic organization, school, home life).
  1. 2.17 Karel Challenges
  2. 6.1 Project: Quiz Game
  3. 8.1 Project: Password Authenticator
  4. 14.1 Project: Guess the Word
G.1.9
Adapt predefined algorithms to solve computational problems.
  1. 7.4 Nested Control Structures
G.1.10
Select appropriate data types to store information used in the program.
  1. 3.2 Variables and Types
G.1.11
Demonstrate an understanding of how to collect requirements.
G.1.12
Decompose tasks into smaller, reusable parts to facilitate the design, implementation, and review of programs.
  1. 2.5 Top Down Design and Decomposition in Karel
G.2.1
Create valid variables and constants using appropriate data types to store information used in the program.
  1. 3.2 Variables and Types
G.2.2
Determine the scope and lifetime of variables (e.g., local, global, static)
  1. 9.3 Namespaces in Functions
G.2.3
Create valid variables and constants using appropriate scope (e.g., local, global, static).
  1. 9.3 Namespaces in Functions
G.2.4
Describe the properties of a data set that could be used to explore a real world phenomenon or support a claim.
G.2.5
Compare and contrast data sets that could be used to explore a real-world phenomenon or support a claim.
G.2.6
Create data sets that could be used to explore a real world phenomenon or support a claim.
G.2.7
Organize collected data to communicate the solution to a real-world phenomenon and support a claim
G.3.1
Summarize the differences of Sequential Programming and Event Driven Programming.
  1. 3.3 User Input
G.3.2
Develop an interactive program that includes features to get input and provide feedback/information (e.g., alerts, messages, input boxes).
  1. 3.3 User Input
  2. 4.1 Project: Mad Libs
  3. 6.1 Project: Quiz Game
  4. 8.1 Project: Password Authenticator
  5. 11.1 Project: The Game of Pig
  6. 14.1 Project: Guess the Word
G.3.3
Develop a program that correctly utilizes conditionals (if, else if, else, switch) to produce multiple outcomes based on input given from a user.
  1. 5.2 If Statements
  2. 5.3 Comparison Operators
  3. 5.4 Logical Operators
  4. 6.1 Project: Quiz Game
G.3.4
Develop a program that correctly utilizes the different Control structures (e.g., Sequence logic, Selection logic, iteration Logic) to basically analyze and choose in which direction a program flows based on certain parameters and conditions.
  1. 2.13 Control Structures Example
  2. 5.2 If Statements
  3. 6.1 Project: Quiz Game
  4. 7.1 While Loops
  5. 7.2 For Loops
  6. 8.1 Project: Password Authenticator
G.3.5
Develop a program that correctly utilizes Loops to produce multiple outcomes based on input given from a user.
  1. 7.1 While Loops
  2. 7.2 For Loops
  3. 7.3 Break and Continue
  4. 7.4 Nested Control Structures
G.3.6
Trace the flow of execution of a program that uses a combination of control structures (e.g., conditionals, loops, event handlers, recursion).
  1. 5.2 If Statements
  2. 7.1 While Loops
G.3.7
Design and iteratively develop programs that combine control structures (e.g., conditionals, loops, event handlers, recursion).
  1. 2.13 Control Structures Example
  2. 7.4 Nested Control Structures
  3. 8.1 Project: Password Authenticator
  4. 11.1 Project: The Game of Pig
  5. 14.1 Project: Guess the Word
G.3.8
Trace the flow of execution of a program that uses a variety of programming constructs (e.g., procedures, modules, objects).
  1. 9.4 Functions and Return Values
G.3.9
Design a solution through systematic analysis using programming constructs (e.g., procedures, modules, objects).
  1. 9.1 Functions
  2. 9.2 Functions and Parameters
  3. 9.4 Functions and Return Values
  4. 21.1 Classes and Objects
  5. 21.2 Methods
  6. 21.9 Modules
G.3.10
Explain different decision structures that control program flow.
  1. 2.13 Control Structures Example
  2. 2.15 Algorithms
G.3.11
Select from different looping/iteration structures that control program flow.
  1. 2.13 Control Structures Example
G.4.1a
Review the program.
  1. 4.1 Project: Mad Libs
  2. 6.1 Project: Quiz Game
  3. 8.1 Project: Password Authenticator
  4. 11.1 Project: The Game of Pig
  5. 14.1 Project: Guess the Word
G.4.1b
Build the program.
  1. 4.1 Project: Mad Libs
  2. 6.1 Project: Quiz Game
  3. 8.1 Project: Password Authenticator
  4. 11.1 Project: The Game of Pig
  5. 14.1 Project: Guess the Word
G.4.1c
Execute the program to test the logical validity of an application program given appropriate data
  1. 4.1 Project: Mad Libs
  2. 6.1 Project: Quiz Game
  3. 8.1 Project: Password Authenticator
  4. 11.1 Project: The Game of Pig
  5. 14.1 Project: Guess the Word
G.4.1d
Identify values of variables at different points in the flow of execution.
  1. 4.1 Project: Mad Libs
  2. 6.1 Project: Quiz Game
  3. 8.1 Project: Password Authenticator
  4. 11.1 Project: The Game of Pig
  5. 14.1 Project: Guess the Word
G.4.1e
Debug the program for errors (e.g., syntax and build errors).
  1. 2.14 Debugging Strategies
  2. 4.1 Project: Mad Libs
  3. 6.1 Project: Quiz Game
  4. 8.1 Project: Password Authenticator
  5. 11.1 Project: The Game of Pig
  6. 14.1 Project: Guess the Word
G.4.2a
Develop a test strategy.
G.4.2b
Create a test plan.
G.4.2c
Design a test suite of conditions to evaluate best and worst cases of a program.
G.4.2d
Identify the difference between a test case and test script.
G.4.2e
Create a test script.
G.4.2f
Demonstrate the ability to debug the program for errors (e.g., run-time/exception, logic/semantic).
  1. 2.14 Debugging Strategies
G.4.3
Develop code to solve the smaller parts of a decomposed task that can be reused to solve similar problems (e.g., procedures, functions, objects).
  1. 2.5 Top Down Design and Decomposition in Karel
  2. 11.1 Project: The Game of Pig
  3. 14.1 Project: Guess the Word
G.4.4
Seek and incorporate feedback to refine a solution (e.g., users, team members, code review, teachers).