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Texas Computer Science 1 Standards Mapping

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Creative Computing (HS)

63 Standards in this Framework 34 Standards Mapped 53% Mapped to Course


Standard Lessons
126.33.c.1.a Participate with electronic communities as a learner, initiator, contributor, and teacher/mentor;
126.33.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
126.33.c.1.c Participate in relevant, meaningful activities in the larger community and society to create electronic projects.
126.33.c.2.a Create and properly display meaningful output;
  1. 3.3 User Input
  2. 3.4 Basic Math in JavaScript
  3. 6.3 Turning Tracy
  4. 6.8 Functions
  5. 6.9 Artistic Effects
  6. 6.10 Top Down Design
  7. 6.11 Variables
  8. 6.12 User Input
  9. 6.13 Parameters
  10. 6.14 Using i in For Loops
  11. 6.15 Extended Loop Control
  12. 6.16 If Statements
  13. 6.17 If/ Else Statements
  14. 6.18 While Loops
  15. 6.19 Putting Together Control Structures
126.33.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. 6.12 User Input
  3. 6.13 Parameters
  4. 6.16 If Statements
  5. 6.17 If/ Else Statements
  6. 6.18 While Loops
  7. 6.19 Putting Together Control Structures
126.33.c.2.c Use Graphical User Interfaces (GUIs) to create interactive interfaces to acquire data from a user and display program results;
126.33.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. 1.2 Structure of an HTML Page
  2. 2.7 Commenting Your Code
  3. 2.15 How to Indent Your Code
  4. 6.6 Comments
  5. 6.7 Naming Guidelines
126.33.c.2.e Improve numeric display by optimizing data visualization;
126.33.c.2.f Display simple vector graphics using lines, circles, and rectangles;
  1. 3.5 Using Graphics in JavaScript
  2. 6.1 Intro to Python with Tracy the Turtle
  3. 6.2 Tracy's Grid World
  4. 6.3 Turning Tracy
  5. 6.4 For Loops
  6. 6.5 Turning Tracy Using Angles
  7. 6.6 Comments
  8. 6.8 Functions
  9. 6.9 Artistic Effects
  10. 6.10 Top Down Design
  11. 6.11 Variables
  12. 6.12 User Input
  13. 6.13 Parameters
  14. 6.14 Using i in For Loops
  15. 6.15 Extended Loop Control
  16. 6.16 If Statements
  17. 6.17 If/ Else Statements
  18. 6.18 While Loops
  19. 6.19 Putting Together Control Structures
126.33.c.2.g Display simple bitmap images; and
  1. 1.5 Images
  2. 3.5 Using Graphics in JavaScript
126.33.c.2.h Seek and respond to advice from peers and professionals in evaluating quality and accuracy.
126.33.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
126.33.c.3.b Use various productivity tools to gather authentic data as a basis for individual and group programming projects.
126.33.c.4.a Use program design problem-solving strategies to create program solutions;
  1. 2.6 Top Down Design and Decomposition in Karel
  2. 2.13 Control Structures Example
  3. 6.10 Top Down Design
  4. 6.19 Putting Together Control Structures
126.33.c.4.b Define and specify the purpose and goals of solving a problem;
  1. 2.6 Top Down Design and Decomposition in Karel
  2. 6.10 Top Down Design
  3. 6.19 Putting Together Control Structures
126.33.c.4.c Identify the subtasks needed to solve a problem;
  1. 2.6 Top Down Design and Decomposition in Karel
  2. 2.13 Control Structures Example
  3. 2.16 Karel Challenges
  4. 6.10 Top Down Design
  5. 6.19 Putting Together Control Structures
126.33.c.4.d Identify the data types and objects needed to solve a problem;
  1. 3.2 Variables
126.33.c.4.e Identify reusable components from existing code;
  1. 2.3 Karel Can't Turn Right
  2. 2.4 Functions in Karel
  3. 6.8 Functions
  4. 6.13 Parameters
  5. 6.19 Putting Together Control Structures
126.33.c.4.f Design a solution to a problem;
  1. 2.9 For Loops
  2. 2.10 If Statements
  3. 2.11 If/Else Statements
  4. 2.12 While Loops in Karel
  5. 2.13 Control Structures Example
  6. 2.14 More Karel Examples and Testing
  7. 2.16 Karel Challenges
  8. 6.1 Intro to Python with Tracy the Turtle
  9. 6.2 Tracy's Grid World
  10. 6.3 Turning Tracy
  11. 6.4 For Loops
  12. 6.5 Turning Tracy Using Angles
  13. 6.8 Functions
  14. 6.9 Artistic Effects
  15. 6.10 Top Down Design
  16. 6.11 Variables
  17. 6.12 User Input
  18. 6.13 Parameters
  19. 6.14 Using i in For Loops
  20. 6.15 Extended Loop Control
  21. 6.16 If Statements
  22. 6.17 If/ Else Statements
  23. 6.18 While Loops
  24. 6.19 Putting Together Control Structures
126.33.c.4.g Code a solution from a program design;
  1. 2.6 Top Down Design and Decomposition in Karel
  2. 2.13 Control Structures Example
  3. 6.10 Top Down Design
  4. 6.19 Putting Together Control Structures
126.33.c.4.h Identify and debug errors;
  1. 2.7 Commenting Your Code
  2. 3.3 User Input
126.33.c.4.i Test program solutions with appropriate valid and invalid test data for correctness;
  1. 2.13 Control Structures Example
  2. 2.14 More Karel Examples and Testing
  3. 3.2 Variables
  4. 3.3 User Input
  5. 6.12 User Input
  6. 6.13 Parameters
  7. 6.16 If Statements
  8. 6.17 If/ Else Statements
  9. 6.18 While Loops
  10. 6.19 Putting Together Control Structures
126.33.c.4.j Debug and solve problems using error messages, reference materials, language documentation, and effective strategies;
  1. 3.3 User Input
126.33.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;
126.33.c.4.l Analyze and modify existing code to improve the underlying algorithm;
  1. 6.4 For Loops
  2. 6.10 Top Down Design
126.33.c.4.m Create program solutions that exhibit robust behavior by understanding, avoiding, and preventing runtime errors, including division by zero and type mismatch;
126.33.c.4.n Select the most appropriate algorithm for a defined problem;
  1. 2.13 Control Structures Example
  2. 2.16 Karel Challenges
  3. 6.4 For Loops
  4. 6.10 Top Down Design
  5. 6.19 Putting Together Control Structures
126.33.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. 6.11 Variables
  4. 6.12 User Input
  5. 6.13 Parameters
  6. 6.14 Using i in For Loops
  7. 6.16 If Statements
  8. 6.18 While Loops
  9. 6.19 Putting Together Control Structures
126.33.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
126.33.c.4.q Develop program solutions that use assignment;
  1. 3.2 Variables
  2. 3.3 User Input
  3. 6.11 Variables
  4. 6.12 User Input
  5. 6.13 Parameters
  6. 6.16 If Statements
  7. 6.17 If/ Else Statements
  8. 6.18 While Loops
  9. 6.19 Putting Together Control Structures
126.33.c.4.r Develop sequential algorithms to solve non-branching and non-iterative problems;
  1. 2.1 Introduction to Programming With Karel
  2. 2.2 More Basic Karel
  3. 3.1 Hello World
  4. 3.2 Variables
  5. 3.3 User Input
  6. 3.4 Basic Math in JavaScript
  7. 6.1 Intro to Python with Tracy the Turtle
  8. 6.2 Tracy's Grid World
  9. 6.3 Turning Tracy
126.33.c.4.s Develop algorithms to decision-making problems using branching control statements;
  1. 2.9 For Loops
  2. 2.10 If Statements
  3. 2.11 If/Else Statements
  4. 2.12 While Loops in Karel
  5. 2.13 Control Structures Example
  6. 2.16 Karel Challenges
  7. 6.16 If Statements
  8. 6.17 If/ Else Statements
  9. 6.19 Putting Together Control Structures
126.33.c.4.t Develop iterative algorithms and code programs to solve practical problems;
  1. 2.9 For Loops
  2. 2.12 While Loops in Karel
  3. 2.13 Control Structures Example
  4. 6.4 For Loops
  5. 6.5 Turning Tracy Using Angles
  6. 6.8 Functions
  7. 6.9 Artistic Effects
  8. 6.10 Top Down Design
  9. 6.11 Variables
  10. 6.12 User Input
  11. 6.13 Parameters
  12. 6.14 Using i in For Loops
  13. 6.15 Extended Loop Control
  14. 6.16 If Statements
  15. 6.17 If/ Else Statements
  16. 6.18 While Loops
  17. 6.19 Putting Together Control Structures
126.33.c.4.u Demonstrate proficiency in the use of the relational operators;
126.33.c.4.v Demonstrate proficiency in the use of the logical operators; and
126.33.c.4.w Generate and use random numbers.
126.33.c.5.a Discuss intellectual property, privacy, sharing of information, copyright laws, and software licensing agreements;
  1. 12.7 The Impact of the Internet
126.33.c.5.b Model ethical acquisition and use of digital information;
  1. 12.7 The Impact of the Internet
126.33.c.5.c Demonstrate proper digital etiquette, responsible use of software, and knowledge of acceptable use policies;
126.33.c.5.d Investigate measures, including passwords and virus detection/prevention, to protect computer systems and databases from unauthorized use and tampering; and
  1. 13.1 What is Cybersecurity?
  2. 13.8 The CIA Triad
  3. 13.9 Impact of Cybersecurity
126.33.c.5.e Investigate how technology has changed and the social and ethical ramifications of computer usage.
  1. 12.7 The Impact of the Internet
126.33.c.6.a Compare and contrast types of operating systems, software applications, and programming languages;
126.33.c.6.b Demonstrate knowledge of major hardware components, including primary and secondary memory, a central processing unit (CPU), and peripherals;
  1. 10.4 Hardware
  2. 12.2 Internet Hardware
  3. 13.2 Internet Hardware and Sending Information
126.33.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;
126.33.c.6.d Differentiate between a high-level compiled language and an interpreted language;
126.33.c.6.e Understand concepts of object-oriented design;
126.33.c.6.f Use local and global scope access variable declarations;
126.33.c.6.g Encapsulate data and associated subroutines into an abstract data type;
126.33.c.6.h Create subroutines that do not return values with and without the use of arguments and parameters;
  1. 6.8 Functions
  2. 6.13 Parameters
126.33.c.6.i Create subroutines that return typed values with and without the use of arguments and parameters;
126.33.c.6.j Understand and identify the data-binding process between arguments and parameters;
126.33.c.6.k Compare objects using reference values and a comparison routine;
126.33.c.6.l Understand the binary representation of numeric and nonnumeric data in computer systems;
  1. 11.2 Number Systems
  2. 11.3 Encoding Text with Binary
  3. 11.4 Pixel Images
  4. 11.5 Hexadecimal
  5. 11.6 Pixel Colors!
  6. 11.7 Image Manipulation
126.33.c.6.m Understand the finite limits of numeric data;
126.33.c.6.n Perform numerical conversions between the decimal and binary number systems and count in the binary number system;
  1. 11.2 Number Systems
  2. 11.3 Encoding Text with Binary
126.33.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
126.33.c.6.p Demonstrate an understanding of the concept of a variable;
  1. 3.2 Variables
  2. 6.11 Variables
126.33.c.6.q Demonstrate an understanding of and use reference variables for objects;
126.33.c.6.r Demonstrate an understanding of how to represent and manipulate text data, including concatenation and other string functions;
  1. 3.2 Variables
126.33.c.6.s Demonstrate an understanding of the concept of scope;
126.33.c.6.t Identify and use the structured data type of one-dimensional arrays to traverse, search, and modify data;
126.33.c.6.u Choose, identify, and use the appropriate data type and structure to properly represent the data in a program problem solution; and
126.33.c.6.v Compare and contrast strongly typed and un-typed programming languages.