# 30

Standards in this Framework

Standards Mapped

# 43%

Mapped to Course

Standard Lessons
3A-AP-13
Create prototypes that use algorithms to solve computational problems by leveraging prior student knowledge and personal interests.
1. 1.1 Introduction to Programming With Karel
2. 1.2 More Basic Karel
3. 1.3 Karel Can't Turn Right
4. 1.4 Functions in Karel
5. 1.5 The Start Function
6. 1.6 Top Down Design and Decomposition in Karel
8. 1.9 For Loops
9. 1.10 If Statements
10. 1.11 If/Else Statements
11. 1.12 While Loops in Karel
12. 1.13 Control Structures Example
13. 1.14 More Karel Examples and Testing
14. 1.15 How to Indent Your Code
15. 3.1 Hello World
16. 3.2 Variables
17. 3.3 User Input
18. 3.4 Basic Math in JavaScript
19. 3.5 Using Graphics in JavaScript
20. 5.1 Booleans
21. 5.2 Logical Operators
22. 5.3 Comparison Operators
23. 5.4 If Statements
24. 5.5 For Loops in JavaScript
25. 5.6 General For Loops
26. 5.7 For Loop Practice
27. 5.8 Random Numbers
28. 5.9 While Loops
29. 5.10 Loop and a Half
30. 7.1 Functions and Parameters 1
31. 7.2 Functions and Parameters 2
32. 7.3 Functions and Parameters 3
33. 8.1 Functions Challenges
34. 9.1 Functions Challenges
35. 14.1 Fun Snake
36. 15.1 Conway's Game of Life
37. 15.2 Connect Four
38. 16.1 Evolution Simulation
39. 20.1 Visualizing Music
40. 21.8 Intro to Objects/Maps
41. 21.11 When Do I Use an Object?
42. 22.1 Tic Tac Toe
43. 23.1 Game Design: Helicopter
3A-AP-14
Use lists to simplify solutions, generalizing computational problems instead of repeatedly using simple variables.
1. 16.1 Evolution Simulation
2. 21.1 Intro to Lists/Arrays
3. 21.2 Indexing Into an Array
4. 21.3 Adding/Removing From an Array
5. 21.4 Array Length and Looping Through Arrays
6. 21.5 Iterating Over an Array
7. 21.6 Finding an Element in a List
8. 21.7 Removing an Element From an Array
9. 21.8 Intro to Objects/Maps
10. 21.9 Basics of Objects
11. 21.10 Iterating Over an Object
12. 21.11 When Do I Use an Object?
13. 21.12 Intro to Sets
14. 21.13 Intro to Grids
15. 21.14 Looping Over a Grid
16. 21.15 Grid Example: Get a Row
17. 21.16 Data Structures Challenges
18. 23.1 Game Design: Helicopter
3A-AP-15
Justify the selection of specific control structures when tradeoffs involve implementation, readability, and program performance, and explain the benefits and drawbacks of choices made.
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. 5.9 While Loops
6. 5.10 Loop and a Half
3A-AP-16
Design and iteratively develop computational artifacts for practical intent, personal expression, or to address a societal issue by using events to initiate instructions.
1. 14.1 Fun Snake
2. 15.1 Conway's Game of Life
3. 15.2 Connect Four
4. 16.1 Evolution Simulation
5. 20.1 Visualizing Music
6. 21.16 Data Structures Challenges
7. 22.1 Tic Tac Toe
8. 23.1 Game Design: Helicopter
3A-AP-17
Decompose problems into smaller components through systematic analysis, using constructs such as procedures, modules, and/or objects.
1. 1.4 Functions in Karel
2. 1.5 The Start Function
3. 1.6 Top Down Design and Decomposition in Karel
5. 1.8 Super Karel
6. 1.9 For Loops
7. 1.10 If Statements
8. 1.11 If/Else Statements
9. 1.12 While Loops in Karel
10. 1.13 Control Structures Example
11. 1.14 More Karel Examples and Testing
12. 1.15 How to Indent Your Code
13. 2.1 Challenge Problems
14. 3.1 Hello World
15. 3.2 Variables
16. 3.3 User Input
17. 3.4 Basic Math in JavaScript
18. 3.5 Using Graphics in JavaScript
19. 5.1 Booleans
20. 5.2 Logical Operators
21. 5.3 Comparison Operators
22. 5.4 If Statements
23. 5.5 For Loops in JavaScript
24. 5.6 General For Loops
25. 5.7 For Loop Practice
26. 5.8 Random Numbers
27. 5.9 While Loops
28. 5.10 Loop and a Half
29. 7.1 Functions and Parameters 1
30. 7.2 Functions and Parameters 2
31. 7.3 Functions and Parameters 3
32. 7.4 Functions and Return Values 1
33. 7.5 Functions and Return Values 2
34. 7.6 Local Variables and Scope
35. 8.1 Functions Challenges
36. 9.1 Functions Challenges
37. 10.1 Extra Karel Practice
38. 12.1 Functions and Parameters Practice
39. 13.1 Prime Numbers
40. 14.1 Fun Snake
41. 14.2 Fun Graphics Challenges
42. 15.1 Conway's Game of Life
43. 15.2 Connect Four
44. 16.1 Evolution Simulation
45. 20.1 Visualizing Music
46. 21.1 Intro to Lists/Arrays
47. 21.2 Indexing Into an Array
48. 21.3 Adding/Removing From an Array
49. 21.4 Array Length and Looping Through Arrays
50. 21.5 Iterating Over an Array
51. 21.6 Finding an Element in a List
52. 21.7 Removing an Element From an Array
53. 21.8 Intro to Objects/Maps
54. 21.9 Basics of Objects
55. 21.10 Iterating Over an Object
56. 21.11 When Do I Use an Object?
57. 21.12 Intro to Sets
58. 21.13 Intro to Grids
59. 21.14 Looping Over a Grid
60. 21.15 Grid Example: Get a Row
61. 21.16 Data Structures Challenges
62. 22.1 Tic Tac Toe
63. 23.1 Game Design: Helicopter
3A-AP-18
Create artifacts by using procedures within a program, combinations of data and procedures, or independent but interrelated programs.
1. 1.1 Introduction to Programming With Karel
2. 1.2 More Basic Karel
3. 1.3 Karel Can't Turn Right
4. 1.4 Functions in Karel
5. 1.5 The Start Function
6. 1.6 Top Down Design and Decomposition in Karel
8. 1.8 Super Karel
9. 1.9 For Loops
10. 1.10 If Statements
11. 1.11 If/Else Statements
12. 3.5 Using Graphics in JavaScript
13. 14.1 Fun Snake
14. 14.2 Fun Graphics Challenges
15. 15.1 Conway's Game of Life
16. 15.2 Connect Four
17. 16.1 Evolution Simulation
18. 20.1 Visualizing Music
19. 21.16 Data Structures Challenges
20. 22.1 Tic Tac Toe
21. 23.1 Game Design: Helicopter
3A-AP-19
Systematically design and develop programs for broad audiences by incorporating feedback from users.
3A-AP-20
Evaluate licenses that limit or restrict use of computational artifacts when using resources such as libraries.
3A-AP-21
Evaluate and refine computational artifacts to make them more usable and accessible.
3A-AP-22
Design and develop computational artifacts working in team roles using collaborative tools.
1. 4.1 Collaborative Programming
3A-AP-23
Document design decisions using text, graphics, presentations, and/or demonstrations in the development of complex programs.
2. 1.8 Super Karel
3. 1.9 For Loops
4. 1.10 If Statements
5. 1.11 If/Else Statements
6. 1.12 While Loops in Karel
7. 1.13 Control Structures Example
8. 1.14 More Karel Examples and Testing
9. 1.15 How to Indent Your Code
10. 2.1 Challenge Problems
11. 3.1 Hello World
12. 3.2 Variables
13. 3.3 User Input
14. 3.4 Basic Math in JavaScript
15. 3.5 Using Graphics in JavaScript
16. 5.1 Booleans
17. 5.2 Logical Operators
18. 5.3 Comparison Operators
19. 5.4 If Statements
20. 5.5 For Loops in JavaScript
21. 5.6 General For Loops
22. 5.7 For Loop Practice
23. 5.8 Random Numbers
24. 5.9 While Loops
25. 5.10 Loop and a Half
26. 7.1 Functions and Parameters 1
27. 7.2 Functions and Parameters 2
28. 7.3 Functions and Parameters 3
29. 7.4 Functions and Return Values 1
30. 7.5 Functions and Return Values 2
31. 7.6 Local Variables and Scope
32. 8.1 Functions Challenges
33. 9.1 Functions Challenges
34. 10.1 Extra Karel Practice
35. 11.1 Extra Karel Puzzles
36. 12.1 Functions and Parameters Practice
37. 13.1 Prime Numbers
38. 14.1 Fun Snake
39. 14.2 Fun Graphics Challenges
40. 15.1 Conway's Game of Life
41. 15.2 Connect Four
42. 16.1 Evolution Simulation
43. 20.1 Visualizing Music
44. 21.1 Intro to Lists/Arrays
45. 21.2 Indexing Into an Array
46. 21.3 Adding/Removing From an Array
47. 21.4 Array Length and Looping Through Arrays
48. 21.5 Iterating Over an Array
49. 21.6 Finding an Element in a List
50. 21.7 Removing an Element From an Array
51. 21.8 Intro to Objects/Maps
52. 21.9 Basics of Objects
53. 21.10 Iterating Over an Object
54. 21.11 When Do I Use an Object?
55. 21.12 Intro to Sets
56. 21.13 Intro to Grids
57. 21.14 Looping Over a Grid
58. 21.15 Grid Example: Get a Row
59. 21.16 Data Structures Challenges
60. 22.1 Tic Tac Toe
61. 23.1 Game Design: Helicopter
3A-CS-01
Explain how abstractions hide the underlying implementation details of computing systems embedded in everyday objects.
1. 1.8 Super Karel
3A-CS-02
Compare levels of abstraction and interactions between application software, system software, and hardware layers.
3A-CS-03
Develop guidelines that convey systematic troubleshooting strategies that others can use to identify and fix errors.
1. 1.2 More Basic Karel
3A-DA-09
Translate between different bit representations of real-world phenomena, such as characters, numbers, and images.
3A-DA-10
Evaluate the tradeoffs in how data elements are organized and where data is stored.
3A-DA-11
Create interactive data visualizations using software tools to help others better understand real-world phenomena.
1. 5.8 Random Numbers
3A-DA-12
Create computational models that represent the relationships among different elements of data collected from a phenomenon or process.
1. 5.8 Random Numbers
3A-IC-24
Evaluate the ways computing impacts personal, ethical, social, economic, and cultural practices.
3A-IC-25
Test and refine computational artifacts to reduce bias and equity deficits.
3A-IC-26
Demonstrate ways a given algorithm applies to problems across disciplines.
3A-IC-27
Use tools and methods for collaboration on a project to increase connectivity of people in different cultures and career fields.
1. 4.1 Collaborative Programming
3A-IC-28
Explain the beneficial and harmful effects that intellectual property laws can have on innovation.
3A-IC-29
Explain the privacy concerns related to the collection and generation of data through automated processes that may not be evident to users.
3A-IC-30
Evaluate the social and economic implications of privacy in the context of safety, law, or ethics.
3A-NI-04
Evaluate the scalability and reliability of networks, by describing the relationship between routers, switches, servers, topology, and addressing.
3A-NI-05
Give examples to illustrate how sensitive data can be affected by malware and other attacks.
3A-NI-06
Recommend security measures to address various scenarios based on factors such as efficiency, feasibility, and ethical impacts.
3A-NI-07
Compare various security measures, considering tradeoffs between the usability and security of a computing system.
3A-NI-08
Explain tradeoffs when selecting and implementing cybersecurity recommendations.