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Standards Mapping

for CSTA 2

23

Standards in this Framework

5

Standards Mapped

21%

Mapped to Course

Standard Lessons
2-AP-10
Use flowcharts and/or pseudocode to address complex problems as algorithms.
  1. 1.4 Functions in Karel
  2. 1.5 The Start Function
  3. 1.6 Top Down Design and Decomposition in Karel
  4. 1.7 Commenting Your Code
2-AP-11
Create clearly named variables that represent different data types and perform operations on their values.
  1. 3.2 Variables
  2. 3.3 User Input
  3. 3.4 Basic Math in JavaScript
  4. 3.5 Using Graphics in JavaScript
  5. 5.1 Booleans
  6. 5.2 Logical Operators
  7. 5.3 Comparison Operators
  8. 5.4 If Statements
  9. 5.5 For Loops in JavaScript
  10. 5.6 General For Loops
  11. 5.7 For Loop Practice
  12. 5.8 Random Numbers
  13. 5.9 While Loops
  14. 5.10 Loop and a Half
  15. 7.1 Functions and Parameters 1
  16. 7.2 Functions and Parameters 2
  17. 7.3 Functions and Parameters 3
  18. 7.4 Functions and Return Values 1
  19. 7.5 Functions and Return Values 2
  20. 7.6 Local Variables and Scope
  21. 8.1 Functions Challenges
  22. 9.1 Timers
  23. 9.2 Random Circles
  24. 9.3 Random Ghosts
  25. 9.4 Bouncing Ball
  26. 9.5 Mouse Events: Mouse Clicked
  27. 9.6 Mouse Events: Mouse Moved
  28. 9.7 Drawing Lines
  29. 9.8 Key Events
  30. 9.9 Crazy Ball Game
  31. 11.1 Breakout
  32. 15.1 Extra Karel Practice
  33. 16.1 Extra Karel Puzzles
  34. 17.1 Functions and Parameters Practice
  35. 18.1 Prime Numbers
  36. 19.1 Fun Snake
  37. 19.2 Fun Graphics Challenges
  38. 20.1 Conway's Game of Life
  39. 20.2 Connect Four
  40. 21.1 Evolution Simulation
  41. 24.1 Visualizing Music
  42. 25.1 Intro to Lists/Arrays
  43. 25.2 Indexing Into an Array
  44. 25.3 Adding/Removing From an Array
  45. 25.4 Array Length and Looping Through Arrays
  46. 25.5 Iterating Over an Array
  47. 25.6 Finding an Element in a List
  48. 25.7 Removing an Element From an Array
  49. 25.8 Intro to Objects/Maps
  50. 25.9 Basics of Objects
  51. 25.10 Iterating Over an Object
  52. 25.11 When Do I Use an Object?
  53. 25.12 Intro to Sets
  54. 25.13 Intro to Grids
  55. 25.14 Looping Over a Grid
  56. 25.15 Grid Example: Get a Row
  57. 25.16 Data Structures Challenges
  58. 26.1 Tic Tac Toe
  59. 27.1 Game Design: Helicopter
2-AP-12
Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.
  1. 1.12 While Loops in Karel
  2. 1.13 Control Structures Example
  3. 8.1 Functions Challenges
  4. 9.3 Random Ghosts
  5. 9.4 Bouncing Ball
  6. 9.5 Mouse Events: Mouse Clicked
  7. 9.6 Mouse Events: Mouse Moved
  8. 9.7 Drawing Lines
  9. 9.8 Key Events
  10. 9.9 Crazy Ball Game
  11. 11.1 Breakout
  12. 15.1 Extra Karel Practice
  13. 16.1 Extra Karel Puzzles
  14. 17.1 Functions and Parameters Practice
  15. 18.1 Prime Numbers
  16. 19.1 Fun Snake
  17. 19.2 Fun Graphics Challenges
  18. 20.1 Conway's Game of Life
  19. 20.2 Connect Four
  20. 21.1 Evolution Simulation
  21. 24.1 Visualizing Music
  22. 25.1 Intro to Lists/Arrays
  23. 25.2 Indexing Into an Array
  24. 25.3 Adding/Removing From an Array
  25. 25.4 Array Length and Looping Through Arrays
  26. 25.5 Iterating Over an Array
  27. 25.6 Finding an Element in a List
  28. 25.7 Removing an Element From an Array
  29. 25.8 Intro to Objects/Maps
  30. 25.9 Basics of Objects
  31. 25.10 Iterating Over an Object
  32. 25.11 When Do I Use an Object?
  33. 25.12 Intro to Sets
  34. 25.13 Intro to Grids
  35. 25.14 Looping Over a Grid
  36. 25.15 Grid Example: Get a Row
  37. 25.16 Data Structures Challenges
  38. 26.1 Tic Tac Toe
  39. 27.1 Game Design: Helicopter
2-AP-13
Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.
2-AP-14
Create procedures with parameters to organize code and make it easier to reuse.
  1. 5.4 If Statements
  2. 5.5 For Loops in JavaScript
  3. 5.6 General For Loops
  4. 5.7 For Loop Practice
  5. 5.8 Random Numbers
  6. 5.9 While Loops
  7. 5.10 Loop and a Half
  8. 7.1 Functions and Parameters 1
  9. 7.2 Functions and Parameters 2
  10. 7.3 Functions and Parameters 3
  11. 7.4 Functions and Return Values 1
  12. 7.5 Functions and Return Values 2
  13. 8.1 Functions Challenges
  14. 9.2 Random Circles
  15. 9.3 Random Ghosts
  16. 9.4 Bouncing Ball
  17. 9.5 Mouse Events: Mouse Clicked
  18. 9.6 Mouse Events: Mouse Moved
  19. 9.7 Drawing Lines
  20. 9.8 Key Events
  21. 9.9 Crazy Ball Game
  22. 11.1 Breakout
  23. 15.1 Extra Karel Practice
  24. 16.1 Extra Karel Puzzles
  25. 17.1 Functions and Parameters Practice
  26. 18.1 Prime Numbers
  27. 19.1 Fun Snake
  28. 19.2 Fun Graphics Challenges
  29. 20.1 Conway's Game of Life
  30. 20.2 Connect Four
  31. 21.1 Evolution Simulation
  32. 24.1 Visualizing Music
  33. 25.4 Array Length and Looping Through Arrays
  34. 25.5 Iterating Over an Array
  35. 25.6 Finding an Element in a List
  36. 25.7 Removing an Element From an Array
  37. 25.8 Intro to Objects/Maps
  38. 25.9 Basics of Objects
  39. 25.10 Iterating Over an Object
  40. 25.11 When Do I Use an Object?
  41. 25.12 Intro to Sets
  42. 25.13 Intro to Grids
  43. 25.14 Looping Over a Grid
  44. 25.15 Grid Example: Get a Row
  45. 25.16 Data Structures Challenges
  46. 26.1 Tic Tac Toe
  47. 27.1 Game Design: Helicopter
2-AP-15
Seek and incorporate feedback from team members and users to refine a solution that meets user needs.
2-AP-16
Incorporate existing code, media, and libraries into original programs, and give attribution.
2-AP-17
Systematically test and refine programs using a range of test cases.
2-AP-18
Distribute tasks and maintain a project timeline when collaboratively developing computational artifacts.
2-AP-19
Document programs in order to make them easier to follow, test, and debug.
  1. 3.2 Variables
  2. 3.3 User Input
  3. 3.4 Basic Math in JavaScript
  4. 3.5 Using Graphics in JavaScript
  5. 5.1 Booleans
  6. 5.2 Logical Operators
  7. 5.3 Comparison Operators
  8. 5.4 If Statements
  9. 5.5 For Loops in JavaScript
  10. 5.6 General For Loops
  11. 5.7 For Loop Practice
  12. 5.8 Random Numbers
  13. 5.9 While Loops
  14. 5.10 Loop and a Half
  15. 7.1 Functions and Parameters 1
  16. 7.2 Functions and Parameters 2
  17. 7.3 Functions and Parameters 3
  18. 8.1 Functions Challenges
  19. 9.1 Timers
  20. 9.2 Random Circles
  21. 9.3 Random Ghosts
  22. 9.4 Bouncing Ball
  23. 9.5 Mouse Events: Mouse Clicked
  24. 9.6 Mouse Events: Mouse Moved
  25. 9.7 Drawing Lines
  26. 9.8 Key Events
  27. 9.9 Crazy Ball Game
  28. 11.1 Breakout
  29. 15.1 Extra Karel Practice
  30. 16.1 Extra Karel Puzzles
  31. 17.1 Functions and Parameters Practice
  32. 18.1 Prime Numbers
  33. 19.1 Fun Snake
  34. 19.2 Fun Graphics Challenges
  35. 20.1 Conway's Game of Life
  36. 20.2 Connect Four
  37. 21.1 Evolution Simulation
  38. 24.1 Visualizing Music
  39. 25.1 Intro to Lists/Arrays
  40. 25.2 Indexing Into an Array
  41. 25.3 Adding/Removing From an Array
  42. 25.4 Array Length and Looping Through Arrays
  43. 25.5 Iterating Over an Array
  44. 25.6 Finding an Element in a List
  45. 25.7 Removing an Element From an Array
  46. 25.8 Intro to Objects/Maps
  47. 25.9 Basics of Objects
  48. 25.10 Iterating Over an Object
  49. 25.11 When Do I Use an Object?
  50. 25.12 Intro to Sets
  51. 25.13 Intro to Grids
  52. 25.14 Looping Over a Grid
  53. 25.15 Grid Example: Get a Row
  54. 25.16 Data Structures Challenges
  55. 26.1 Tic Tac Toe
  56. 27.1 Game Design: Helicopter
2-CS-01
Recommend improvements to the design of computing devices, based on an analysis of how users interact with the devices.
2-CS-02
Design projects that combine hardware and software components to collect and exchange data.
2-CS-03
Systematically identify and fix problems with computing devices and their components.
2-DA-07
Represent data using multiple encoding schemes.
2-DA-08
Collect data using computational tools and transform the data to make it more useful and reliable.
2-DA-09
Refine computational models based on the data they have generated.
2-IC-20
Compare tradeoffs associated with computing technologies that affect people's everyday activities and career options.
2-IC-21
Discuss issues of bias and accessibility in the design of existing technologies.
2-IC-22
Collaborate with many contributors through strategies such as crowdsourcing or surveys when creating a computational artifact.
2-IC-23
Describe tradeoffs between allowing information to be public and keeping information private and secure.
2-NI-04
Model the role of protocols in transmitting data across networks and the Internet.
2-NI-05
Explain how physical and digital security measures protect electronic information.
2-NI-06
Apply multiple methods of encryption to model the secure transmission of information.