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Standards Mapping

for Montana 6-8

23

Standards in this Framework

23

Standards Mapped

100%

Mapped to Course

Standard Lessons
CS.AP.6-8.1
use algorithms to address complex problems;
  1. 1.8 Functions
  2. 1.10 Top Down Design
  3. 1.19 Putting Together Control Structures
  4. 1.20 Using Data to Refine Game Mechanics
  5. 3.3 Comments & Pseudocode
  6. 11.4 Functions in Karel
  7. 11.5 The Start Function
  8. 11.6 Top Down Design and Decomposition in Karel
  9. 11.16 Karel Challenges
CS.AP.6-8.2
create clearly named variables that represent different data types and perform operations on their values;
  1. 1.11 Variables
  2. 1.12 User Input
  3. 1.13 Parameters
  4. 1.16 If Statements
  5. 1.17 If/ Else Statements
  6. 1.18 While Loops
  7. 1.19 Putting Together Control Structures
  8. 1.20 Using Data to Refine Game Mechanics
  9. 3.4 Variables
CS.AP.6-8.3
develop programs that combine control structures, including nested loops and compound conditionals;
  1. 1.14 Using i in For Loops
  2. 1.15 Extended Loop Control
  3. 1.18 While Loops
  4. 1.19 Putting Together Control Structures
  5. 1.20 Using Data to Refine Game Mechanics
  6. 11.13 Control Structures Example
  7. 11.14 More Karel Examples and Testing
  8. 11.16 Karel Challenges
  9. 15.1 micro:bit Challenges
CS.AP.6-8.4
decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs;
  1. 1.8 Functions
  2. 1.10 Top Down Design
  3. 1.19 Putting Together Control Structures
  4. 1.20 Using Data to Refine Game Mechanics
  5. 3.3 Comments & Pseudocode
  6. 11.4 Functions in Karel
  7. 11.5 The Start Function
  8. 11.6 Top Down Design and Decomposition in Karel
CS.AP.6-8.5
create procedures with parameters to organize code and make it easier to reuse;
  1. 1.13 Parameters
CS.AP.6-8.6
seek and incorporate feedback from team members and users to refine a solution that meets user needs;
  1. 1.20 Using Data to Refine Game Mechanics
  2. 7.5 Prototype
  3. 7.6 Test
CS.AP.6-8.7
incorporate existing code, media, and libraries into original programs, and give attribution;
  1. 6.6 Copyright
  2. 6.10 Project: Your First Website, Pt 1
  3. 6.16 Project: Your First Website, Pt 2
CS.AP.6-8.8
systematically test and refine programs using a range of test cases;
  1. 1.20 Using Data to Refine Game Mechanics
  2. 11.11 If/Else Statements
  3. 11.12 While Loops in Karel
  4. 11.13 Control Structures Example
  5. 11.14 More Karel Examples and Testing
  6. 11.16 Karel Challenges
CS.AP.6-8.9
distribute tasks and maintain a project timeline when collaboratively developing computational artifacts; and
  1. 10.1 Project: The Effects of the Internet
  2. 15.1 micro:bit Challenges
  3. 15.4 Final Project
CS.AP.6-8.10
document programs in order to make them easier to follow, test, and debug.
  1. 1.6 Comments
  2. 3.3 Comments & Pseudocode
  3. 11.7 Commenting Your Code
  4. 11.15 How to Indent Your Code
CS.CS.6-8.1
recommend improvements to the design of computing devices, based on an analysis of how users interact with the devices;
  1. 7.5 Prototype
  2. 7.6 Test
CS.CS.6-8.2
design projects that combine hardware and software components to collect and exchange data; and
  1. 3.1 Welcome to micro:bit!
  2. 3.2 Setting Up your micro:bit
  3. 3.3 Comments & Pseudocode
  4. 3.4 Variables
CS.CS.6-8.3
systematically identify and fix problems with computing devices and their components.
  1. 2.6 Troubleshooting
CS.DA.6-8.1
collect data using computational tools and transform the data to make it more useful and reliable;
  1. 7.2 Empathy
CS.DA.6-8.2
represent data using multiple formats; and
  1. 8.1 Intro to Digital Information
  2. 8.2 Number Systems
  3. 8.3 Encoding Text with Binary
  4. 8.4 Pixel Images
  5. 8.5 Hexadecimal
  6. 8.6 Pixel Colors!
CS.DA.6-8.3
refine computational models based on the data they have generated.
  1. 1.20 Using Data to Refine Game Mechanics
CS.IC.6-8.1
compare tradeoffs associated with computing technologies that affect people's everyday activities and career options in Montana and the world, urban, rural, and reservation communities;
  1. 2.1 History of Computers
  2. 2.5 Future of Computing
  3. 4.1 Digital Footprint and Reputation
  4. 4.2 Cyberbullying
  5. 4.3 Internet Safety
  6. 4.4 Privacy & Security
  7. 9.1 Intro to the Internet
  8. 9.7 The Impact of the Internet
  9. 10.1 Project: The Effects of the Internet
CS.IC.6-8.2
discuss issues of bias and accessibility in the design of existing technologies;
  1. 7.1 Intro to Design Thinking
  2. 7.2 Empathy
  3. 7.3 Define
  4. 7.5 Prototype
  5. 7.6 Test
CS.IC.6-8.3
collaborate with other contributors when creating a computational artifact; and
  1. 7.2 Empathy
  2. 7.3 Define
  3. 7.5 Prototype
  4. 7.6 Test
CS.IC.6-8.4
describe tradeoffs between allowing information, personal or intellectual, to be public and keeping information private and secure.
  1. 4.1 Digital Footprint and Reputation
  2. 4.3 Internet Safety
  3. 4.4 Privacy & Security
  4. 5.2 History of Cryptography
CS.NI.6-8.1
explain how physical and digital security measures protect electronic information;
  1. 4.3 Internet Safety
  2. 4.4 Privacy & Security
  3. 5.1 Cryptography, Cryptology, Cryptanalysis
  4. 5.2 History of Cryptography
CS.NI.6-8.2
apply multiple methods of encryption to demonstrate how to securely transmit information; and
  1. 5.3 Basic Crypto Systems: Caesar Cipher
  2. 5.4 Basic Crypto Systems: Cracking Caesar
  3. 5.5 Basic Crypto Systems: Vigenere Cipher
CS.NI.6-8.3
demonstrate how information is broken down and transmitted through multiple devices over networks and the internet and reassembled at the destination.
  1. 6.9 Viewing Websites
  2. 9.1 Intro to the Internet
  3. 9.3 Internet Addresses
  4. 9.4 DNS
  5. 9.5 Routing
  6. 9.6 Packets and Protocols