# 23

Standards in this Framework

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
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.