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Texas Computer Science 1 Standards Mapping

to

Introduction to Computer Science in JavaScript (Golden)

63 Standards in this Framework 47 Standards Mapped 74% Mapped to Course


Standard Lessons
130.421.c.1.a Participate with electronic communities as a learner, initiator, contributor, and teacher/mentor;
130.421.c.1.b Extend the learning environment beyond the school walls with digital products created to increase teaching and learning in the other subject areas; and
130.421.c.1.c Participate in relevant, meaningful activities in the larger community and society to create electronic projects.
130.421.c.2.a Create and properly display meaningful output;
  1. 3.3 User Input
  2. 3.4 Basic Math in JavaScript
  3. 5.8 Random Numbers
  4. 7.1 Functions and Parameters 1
  5. 7.2 Functions and Parameters 2
  6. 7.3 Functions and Parameters 3
  7. 7.4 Functions and Return Values 1
  8. 7.5 Functions and Return Values 2
  9. 9.9 Crazy Ball Game
  10. 11.1 Breakout
130.421.c.2.b Create interactive console display interfaces, with appropriate user prompts, to acquire data from a user;
  1. 3.5 Using Graphics in JavaScript
  2. 7.1 Functions and Parameters 1
  3. 7.4 Functions and Return Values 1
  4. 9.3 Random Ghosts
  5. 26.1 Tic Tac Toe
130.421.c.2.c Use Graphical User Interfaces (GUIs) to create interactive interfaces to acquire data from a user and display program results;
  1. 9.6 Mouse Events: Mouse Moved
  2. 27.1 Game Design: Helicopter
130.421.c.2.d Write programs with proper programming style to enhance the readability and functionality of the code by using meaningful descriptive identifiers, internal comments, white space, spacing, indentation, and a standardized program style;
  1. 1.5 The Start Function
  2. 1.6 Top Down Design and Decomposition in Karel
  3. 1.7 Commenting Your Code
  4. 1.15 How to Indent Your Code
130.421.c.2.e Improve numeric display by optimizing data visualization;
130.421.c.2.f Display simple vector graphics using lines, circles, and rectangles;
  1. 3.5 Using Graphics in JavaScript
  2. 8.1 Functions Challenges
  3. 9.2 Random Circles
  4. 9.3 Random Ghosts
  5. 9.4 Bouncing Ball
  6. 9.9 Crazy Ball Game
130.421.c.2.g Display simple bitmap images; and
  1. 3.5 Using Graphics in JavaScript
  2. 27.1 Game Design: Helicopter
130.421.c.2.h Seek and respond to advice from peers and professionals in evaluating quality and accuracy.
  1. 4.1 Collaborative Programming
130.421.c.3.a Use a variety of resources, including foundation and enrichment curricula, to gather authentic data as a basis for individual and group programming projects; and
130.421.c.3.b Use various productivity tools to gather authentic data as a basis for individual and group programming projects.
130.421.c.4.a Use program design problem-solving strategies to create program solutions;
  1. 1.6 Top Down Design and Decomposition in Karel
  2. 1.13 Control Structures Example
  3. 1.14 More Karel Examples and Testing
130.421.c.4.b Define and specify the purpose and goals of solving a problem;
  1. 1.6 Top Down Design and Decomposition in Karel
  2. 13.1 Final Exam
130.421.c.4.c Identify the subtasks needed to solve a problem;
  1. 1.5 The Start Function
  2. 1.6 Top Down Design and Decomposition in Karel
  3. 1.7 Commenting Your Code
  4. 13.1 Final Exam
130.421.c.4.d Identify the data types and objects needed to solve a problem;
  1. 3.2 Variables
  2. 25.1 Intro to Lists/Arrays
  3. 25.8 Intro to Objects/Maps
  4. 25.9 Basics of Objects
  5. 25.12 Intro to Sets
  6. 25.13 Intro to Grids
130.421.c.4.e Identify reusable components from existing code;
  1. 7.1 Functions and Parameters 1
  2. 7.2 Functions and Parameters 2
  3. 7.3 Functions and Parameters 3
  4. 7.4 Functions and Return Values 1
  5. 7.5 Functions and Return Values 2
  6. 11.1 Breakout
130.421.c.4.f Design a solution to a problem;
  1. 5.4 If Statements
  2. 5.7 For Loop Practice
  3. 5.8 Random Numbers
  4. 7.1 Functions and Parameters 1
  5. 7.2 Functions and Parameters 2
  6. 7.3 Functions and Parameters 3
  7. 7.4 Functions and Return Values 1
  8. 7.5 Functions and Return Values 2
  9. 20.1 Conway's Game of Life
130.421.c.4.g Code a solution from a program design;
  1. 1.6 Top Down Design and Decomposition in Karel
  2. 1.13 Control Structures Example
  3. 13.1 Final Exam
130.421.c.4.h Identify and debug errors;
  1. 1.3 Karel Can't Turn Right
  2. 1.7 Commenting Your Code
  3. 1.14 More Karel Examples and Testing
  4. 3.3 User Input
  5. 7.6 Local Variables and Scope
130.421.c.4.i Test program solutions with appropriate valid and invalid test data for correctness;
  1. 1.14 More Karel Examples and Testing
  2. 3.2 Variables
  3. 3.3 User Input
  4. 7.1 Functions and Parameters 1
  5. 7.4 Functions and Return Values 1
130.421.c.4.j Debug and solve problems using error messages, reference materials, language documentation, and effective strategies;
  1. 1.6 Top Down Design and Decomposition in Karel
  2. 1.14 More Karel Examples and Testing
  3. 3.3 User Input
  4. 7.6 Local Variables and Scope
130.421.c.4.k Explore common algorithms, including finding greatest common divisor, finding the biggest number out of three, finding primes, making change, and finding the average;
  1. 1.9 For Loops
  2. 5.9 While Loops
  3. 7.1 Functions and Parameters 1
130.421.c.4.l Analyze and modify existing code to improve the underlying algorithm;
  1. 1.4 Functions in Karel
  2. 1.6 Top Down Design and Decomposition in Karel
  3. 1.8 Super Karel
  4. 27.3 Improvements
130.421.c.4.m Create program solutions that exhibit robust behavior by understanding, avoiding, and preventing runtime errors, including division by zero and type mismatch;
130.421.c.4.n Select the most appropriate algorithm for a defined problem;
  1. 1.6 Top Down Design and Decomposition in Karel
  2. 1.13 Control Structures Example
  3. 5.10 Loop and a Half
  4. 7.6 Local Variables and Scope
130.421.c.4.o Demonstrate proficiency in the use of the arithmetic operators to create mathematical expressions, including addition, subtraction, multiplication, real division, integer division, and modulus division;
  1. 3.2 Variables
  2. 3.4 Basic Math in JavaScript
  3. 5.5 For Loops in JavaScript
  4. 7.1 Functions and Parameters 1
  5. 7.2 Functions and Parameters 2
  6. 7.4 Functions and Return Values 1
130.421.c.4.p Create program solutions to problems using available mathematics libraries, including absolute value, round, power, square, and square root;
  1. 3.4 Basic Math in JavaScript
  2. 7.1 Functions and Parameters 1
130.421.c.4.q Develop program solutions that use assignment;
  1. 3.2 Variables
  2. 3.3 User Input
  3. 7.1 Functions and Parameters 1
  4. 7.2 Functions and Parameters 2
  5. 7.3 Functions and Parameters 3
  6. 7.4 Functions and Return Values 1
  7. 7.5 Functions and Return Values 2
  8. 7.6 Local Variables and Scope
  9. 9.2 Random Circles
  10. 9.3 Random Ghosts
  11. 9.7 Drawing Lines
130.421.c.4.r Develop sequential algorithms to solve non-branching and non-iterative problems;
  1. 1.1 Introduction to Programming With Karel
  2. 1.2 More Basic Karel
  3. 1.3 Karel Can't Turn Right
  4. 1.5 The Start Function
  5. 3.1 Hello World
  6. 3.2 Variables
  7. 3.3 User Input
  8. 3.4 Basic Math in JavaScript
130.421.c.4.s Develop algorithms to decision-making problems using branching control statements;
  1. 1.10 If Statements
  2. 1.11 If/Else Statements
  3. 1.13 Control Structures Example
  4. 5.4 If Statements
  5. 5.10 Loop and a Half
130.421.c.4.t Develop iterative algorithms and code programs to solve practical problems;
  1. 1.9 For Loops
  2. 1.12 While Loops in Karel
  3. 5.5 For Loops in JavaScript
  4. 5.6 General For Loops
  5. 5.7 For Loop Practice
  6. 5.9 While Loops
130.421.c.4.u Demonstrate proficiency in the use of the relational operators;
  1. 5.3 Comparison Operators
130.421.c.4.v Demonstrate proficiency in the use of the logical operators; and
  1. 5.2 Logical Operators
130.421.c.4.w Generate and use random numbers.
  1. 5.8 Random Numbers
130.421.c.5.a Discuss intellectual property, privacy, sharing of information, copyright laws, and software licensing agreements;
130.421.c.5.b Model ethical acquisition and use of digital information;
130.421.c.5.c Demonstrate proper digital etiquette, responsible use of software, and knowledge of acceptable use policies;
130.421.c.5.d Investigate measures, including passwords and virus detection/prevention, to protect computer systems and databases from unauthorized use and tampering; and
130.421.c.5.e Investigate how technology has changed and the social and ethical ramifications of computer usage.
130.421.c.6.a Compare and contrast types of operating systems, software applications, and programming languages;
  1. 5.1 Booleans
130.421.c.6.b Demonstrate knowledge of major hardware components, including primary and secondary memory, a central processing unit (CPU), and peripherals;
130.421.c.6.c Differentiate among current programming languages, discuss the use of those languages in other fields of study, and demonstrate knowledge of specific programming terminology and concepts;
  1. 5.1 Booleans
130.421.c.6.d Differentiate between a high-level compiled language and an interpreted language;
  1. 5.1 Booleans
130.421.c.6.e Understand concepts of object-oriented design;
  1. 9.3 Random Ghosts
  2. 25.8 Intro to Objects/Maps
  3. 25.9 Basics of Objects
  4. 25.10 Iterating Over an Object
  5. 25.11 When Do I Use an Object?
130.421.c.6.f Use local and global scope access variable declarations;
  1. 7.6 Local Variables and Scope
130.421.c.6.g Encapsulate data and associated subroutines into an abstract data type;
  1. 25.3 Adding/Removing From an Array
  2. 25.6 Finding an Element in a List
  3. 25.7 Removing an Element From an Array
130.421.c.6.h Create subroutines that do not return values with and without the use of arguments and parameters;
  1. 1.4 Functions in Karel
  2. 7.1 Functions and Parameters 1
  3. 7.2 Functions and Parameters 2
  4. 7.3 Functions and Parameters 3
130.421.c.6.i Create subroutines that return typed values with and without the use of arguments and parameters;
  1. 7.4 Functions and Return Values 1
  2. 7.5 Functions and Return Values 2
  3. 8.1 Functions Challenges
130.421.c.6.j Understand and identify the data-binding process between arguments and parameters;
  1. 7.6 Local Variables and Scope
130.421.c.6.k Compare objects using reference values and a comparison routine;
  1. 9.3 Random Ghosts
  2. 25.9 Basics of Objects
  3. 27.1 Game Design: Helicopter
130.421.c.6.l Understand the binary representation of numeric and nonnumeric data in computer systems;
130.421.c.6.m Understand the finite limits of numeric data;
130.421.c.6.n Perform numerical conversions between the decimal and binary number systems and count in the binary number system;
130.421.c.6.o Choose, identify, and use the appropriate data types for integer, real, and Boolean data when writing program solutions;
  1. 3.2 Variables
  2. 3.3 User Input
  3. 5.1 Booleans
130.421.c.6.p Demonstrate an understanding of the concept of a variable;
  1. 3.2 Variables
130.421.c.6.q Demonstrate an understanding of and use reference variables for objects;
  1. 9.3 Random Ghosts
  2. 25.8 Intro to Objects/Maps
  3. 25.9 Basics of Objects
130.421.c.6.r Demonstrate an understanding of how to represent and manipulate text data, including concatenation and other string functions;
  1. 3.2 Variables
130.421.c.6.s Demonstrate an understanding of the concept of scope;
  1. 7.6 Local Variables and Scope
130.421.c.6.t Identify and use the structured data type of one-dimensional arrays to traverse, search, and modify data;
  1. 25.1 Intro to Lists/Arrays
  2. 25.2 Indexing Into an Array
  3. 25.3 Adding/Removing From an Array
  4. 25.4 Array Length and Looping Through Arrays
  5. 25.5 Iterating Over an Array
  6. 25.6 Finding an Element in a List
  7. 25.7 Removing an Element From an Array
130.421.c.6.u Choose, identify, and use the appropriate data type and structure to properly represent the data in a program problem solution; and
  1. 25.1 Intro to Lists/Arrays
  2. 25.8 Intro to Objects/Maps
  3. 25.11 When Do I Use an Object?
  4. 25.16 Data Structures Challenges
130.421.c.6.v Compare and contrast strongly typed and un-typed programming languages.
  1. 5.1 Booleans