Please enable JavaScript to use CodeHS

Texas Computer Science 1 Standards Mapping

to

Video Game Design in JavaScript

63 Standards in this Framework 41 Standards Mapped 65% 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. 2.3 User Input
  2. 2.16 Functions and Parameters 1
  3. 2.17 Functions and Parameters 2
  4. 2.18 Functions and Parameters 3
  5. 2.19 Functions and Return Values 1
  6. 2.20 Functions and Return Values 2
130.421.c.2.b Create interactive console display interfaces, with appropriate user prompts, to acquire data from a user;
  1. 2.3 User Input
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. 10.1 Game Design: Helicopter
  2. 11.1 Final Project
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. 1.7 Commenting Your Code
  2. 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. 2.5 Using Graphics in JavaScript
130.421.c.2.g Display simple bitmap images; and
  1. 10.1 Game Design: Helicopter
130.421.c.2.h Seek and respond to advice from peers and professionals in evaluating quality and accuracy.
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
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
130.421.c.4.c Identify the subtasks needed to solve a problem;
  1. 1.6 Top Down Design and Decomposition in Karel
130.421.c.4.d Identify the data types and objects needed to solve a problem;
  1. 1.6 Top Down Design and Decomposition in Karel
  2. 8.1 Intro to Lists/Arrays
  3. 8.8 Intro to Objects/Maps
  4. 8.12 Intro to Sets
  5. 8.13 Intro to Grids
130.421.c.4.e Identify reusable components from existing code;
  1. 2.16 Functions and Parameters 1
  2. 2.17 Functions and Parameters 2
  3. 2.18 Functions and Parameters 3
  4. 2.20 Functions and Return Values 2
130.421.c.4.f Design a solution to a problem;
  1. 2.16 Functions and Parameters 1
  2. 2.17 Functions and Parameters 2
  3. 2.18 Functions and Parameters 3
  4. 2.19 Functions and Return Values 1
  5. 2.20 Functions and Return Values 2
  6. 3.1 Guessing Game
  7. 7.1 Fun Snake
130.421.c.4.g Code a solution from a program design;
  1. 3.1 Guessing Game
  2. 6.1 Breakout
  3. 7.1 Fun Snake
130.421.c.4.h Identify and debug errors;
  1. 1.14 More Karel Examples and Testing
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
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. 2.3 User Input
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. 2.16 Functions and Parameters 1
130.421.c.4.l Analyze and modify existing code to improve the underlying algorithm;
  1. 2.16 Functions and Parameters 1
  2. 2.17 Functions and Parameters 2
  3. 7.1 Fun Snake
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;
  1. 2.9 If Statements
130.421.c.4.n Select the most appropriate algorithm for a defined problem;
  1. 1.14 More Karel Examples and Testing
  2. 2.21 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. 2.4 Basic Math in JavaScript
130.421.c.4.p Create program solutions to problems using available mathematics libraries, including absolute value, round, power, square, and square root;
  1. 2.4 Basic Math in JavaScript
130.421.c.4.q Develop program solutions that use assignment;
  1. 2.2 Variables
  2. 2.3 User Input
  3. 2.5 Using Graphics in JavaScript
130.421.c.4.r Develop sequential algorithms to solve non-branching and non-iterative problems;
  1. 2.2 Variables
130.421.c.4.s Develop algorithms to decision-making problems using branching control statements;
  1. 2.9 If Statements
  2. 2.10 For Loops in JavaScript
  3. 2.14 While Loops
  4. 2.15 Loop and a Half
130.421.c.4.t Develop iterative algorithms and code programs to solve practical problems;
  1. 2.10 For Loops in JavaScript
  2. 2.14 While Loops
  3. 2.15 Loop and a Half
130.421.c.4.u Demonstrate proficiency in the use of the relational operators;
  1. 2.8 Comparison Operators
130.421.c.4.v Demonstrate proficiency in the use of the logical operators; and
  1. 2.7 Logical Operators
130.421.c.4.w Generate and use random numbers.
  1. 3.1 Guessing Game
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;
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;
130.421.c.6.d Differentiate between a high-level compiled language and an interpreted language;
130.421.c.6.e Understand concepts of object-oriented design;
130.421.c.6.f Use local and global scope access variable declarations;
  1. 2.21 Local Variables and Scope
130.421.c.6.g Encapsulate data and associated subroutines into an abstract data type;
130.421.c.6.h Create subroutines that do not return values with and without the use of arguments and parameters;
  1. 2.16 Functions and Parameters 1
  2. 2.17 Functions and Parameters 2
  3. 2.18 Functions and Parameters 3
  4. 2.19 Functions and Return Values 1
  5. 2.20 Functions and Return Values 2
130.421.c.6.i Create subroutines that return typed values with and without the use of arguments and parameters;
  1. 2.19 Functions and Return Values 1
  2. 2.20 Functions and Return Values 2
130.421.c.6.j Understand and identify the data-binding process between arguments and parameters;
  1. 2.16 Functions and Parameters 1
  2. 2.17 Functions and Parameters 2
  3. 2.18 Functions and Parameters 3
130.421.c.6.k Compare objects using reference values and a comparison routine;
  1. 2.8 Comparison Operators
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. 2.2 Variables
130.421.c.6.p Demonstrate an understanding of the concept of a variable;
  1. 2.2 Variables
130.421.c.6.q Demonstrate an understanding of and use reference variables for objects;
  1. 2.5 Using Graphics in JavaScript
130.421.c.6.r Demonstrate an understanding of how to represent and manipulate text data, including concatenation and other string functions;
  1. 2.3 User Input
130.421.c.6.s Demonstrate an understanding of the concept of scope;
  1. 2.21 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. 8.1 Intro to Lists/Arrays
  2. 8.6 Finding an Element in a List
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. 8.1 Intro to Lists/Arrays
  2. 8.12 Intro to Sets
  3. 8.13 Intro to Grids
130.421.c.6.v Compare and contrast strongly typed and un-typed programming languages.