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Standards Mapping

for Nevada 9-12

31

Standards in this Framework

24

Standards Mapped

77%

Mapped to Course

Standard Lessons
9-12.AP.A.1
Create prototypes that use algorithms to solve computational problems by leveraging prior student knowledge and personal interests.
  1. 5.1 Hello World
  2. 5.2 Variables
  3. 5.3 User Input
  4. 5.4 Basic Math in JavaScript
  5. 5.5 Using Graphics in JavaScript
  6. 7.1 Booleans
  7. 7.2 Logical Operators
  8. 7.3 Comparison Operators
  9. 7.4 If Statements
  10. 7.5 For Loops in JavaScript
  11. 7.6 General For Loops
  12. 7.7 For Loop Practice
  13. 7.9 While Loops
  14. 7.10 Loop and a Half
  15. 9.1 Functions and Parameters 1
  16. 9.2 Functions and Parameters 2
  17. 9.3 Functions and Parameters 3
  18. 9.4 Functions and Return Values 1
  19. 9.5 Functions and Return Values 2
  20. 9.6 Timers
  21. 9.7 Random Circles
  22. 9.8 Random Ghosts
  23. 9.9 Bouncing Ball
  24. 9.10 Mouse Events: Mouse Clicked
  25. 15.1 Mouse Events: Mouse Moved
  26. 15.2 Drawing Lines
  27. 15.3 Key Events
  28. 15.4 Crazy Ball Game
9-12.AP.V.1
Demonstrate the use of both linked lists and arrays to simplify solutions, generalizing computational problems instead of repeatedly using simple variables.
  1. 9.11 Intro to Lists/Arrays
  2. 9.12 Adding/Removing From an Array
  3. 9.13 Array Length and Looping Through Arrays
  4. 9.14 Iterating Over an Array
  5. 16.1 Indexing Into an Array
  6. 16.2 Finding an Element in a List
  7. 16.3 Removing an Element From an Array
9-12.AP.C.1
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. 2.10 For Loops
  2. 2.11 If Statements
  3. 2.12 If/Else Statements
  4. 2.13 While Loops in Karel
  5. 2.14 Control Structures Example
  6. 3.2 Challenge Problems
  7. 7.4 If Statements
  8. 7.5 For Loops in JavaScript
  9. 7.6 General For Loops
  10. 7.7 For Loop Practice
  11. 7.9 While Loops
  12. 7.10 Loop and a Half
9-12.AP.C.2
Design and iteratively develop computational artifacts for practical intent, personal expression, or to address a societal issue by using events to initiate instructions.
  1. 9.6 Timers
  2. 9.7 Random Circles
  3. 9.8 Random Ghosts
  4. 9.9 Bouncing Ball
  5. 9.10 Mouse Events: Mouse Clicked
  6. 15.1 Mouse Events: Mouse Moved
  7. 15.2 Drawing Lines
  8. 15.3 Key Events
  9. 15.4 Crazy Ball Game
9-12.AP.M.1
Decompose problems into smaller components through systematic analysis, using constructs such as procedures, modules, and/or objects.
  1. 2.4 Functions in Karel
  2. 2.6 Top Down Design and Decomposition in Karel
  3. 3.2 Challenge Problems
  4. 9.1 Functions and Parameters 1
  5. 9.2 Functions and Parameters 2
  6. 9.3 Functions and Parameters 3
  7. 9.4 Functions and Return Values 1
  8. 9.5 Functions and Return Values 2
  9. 17.1 Intro to Objects/Maps
  10. 17.2 Basics of Objects
  11. 17.3 Iterating Over an Object
  12. 17.4 When Do I Use an Object?
9-12.AP.M.2
Create artifacts by using procedures within a program, combinations of data and procedures, or independent but interrelated programs.
  1. 2.4 Functions in Karel
  2. 3.2 Challenge Problems
  3. 9.1 Functions and Parameters 1
  4. 9.2 Functions and Parameters 2
  5. 9.3 Functions and Parameters 3
  6. 9.4 Functions and Return Values 1
  7. 9.5 Functions and Return Values 2
9-12.AP.PD.1
Systematically design and develop programs for broad audiences by incorporating feedback from users.
  1. 10.3 Test
9-12.AP.PD.2
Evaluate licenses that limit or restrict use of computational artifacts when using resources such as libraries.
  1. 1.10 Creative Credit & Copyright
9-12.AP.PD.3
Evaluate and refine computational artifacts to make them more usable by all and accessible to people with disabilities.
  1. 10.1 Intro to Design Thinking
9-12.AP.PD.4
Design and develop computational artifacts working in team roles using collaborative tools.
  1. 1.12 Project: Public Service Announcement
  2. 10.1 Intro to Design Thinking
  3. 10.2 Prototype
  4. 10.3 Test
  5. 10.4 Project Prep and Development
9-12.AP.PD.5
Document design decisions using text, graphics, presentations, and/or demonstrations in the development of complex programs.
  1. 2.6 Top Down Design and Decomposition in Karel
  2. 2.7 Commenting Your Code
  3. 2.16 How to Indent Your Code
9-12.CS.D.1
Explain how abstractions hide the underlying implementation details of computing systems embedded in everyday objects.
  1. 2.8 Abstraction
9-12.CS.HS.1
Compare levels of abstraction and interactions between application software, system software, and hardware layers.
9-12.CS.T.1
Develop guidelines that convey systematic troubleshooting strategies that others can use to identify and fix errors.
  1. 2.17 Debugging Strategies
9-12.DA.S.1
Translate between different bit representations of real-world phenomena, such as characters, numbers, and images (e.g., convert hexadecimal colors to decimal percentages, ASCII/Unicode representation).
9-12.DA.S.2
Evaluate the tradeoffs in how data elements are organized and where data is stored.
  1. 1.6 Privacy & Security
  2. 9.11 Intro to Lists/Arrays
  3. 17.1 Intro to Objects/Maps
  4. 17.4 When Do I Use an Object?
  5. 17.5 Intro to Sets
9-12.DA.CVT.1
Create interactive data visualizations or alternative representations using software tools to help others better understand real-world phenomena.
  1. 1.8 Visualizing and Interpreting Data
  2. 10.4 Project Prep and Development
9-12.DA.IM.1
Create computational models that represent the relationships among different elements of data collected from a phenomenon, process, or model.
  1. 1.8 Visualizing and Interpreting Data
9-12.IC.C.1
Evaluate the ways computing impacts personal, ethical, social, economic, and cultural practices.
  1. 1.10 Creative Credit & Copyright
  2. 4.7 The Impact of the Internet
9-12.IC.C.2
Test and refine computational artifacts to reduce bias and equity deficits.
  1. 10.3 Test
9-12.IC.C.3
Demonstrate ways a given algorithm applies to problems across disciplines.
9-12.IC.C.4
Explain the potential impacts of artificial intelligence on society.
9-12.IC.SI.1
Use tools and methods for collaboration on a project to increase connectivity of people in different cultures and career fields.
  1. 10.1 Intro to Design Thinking
  2. 10.2 Prototype
  3. 10.3 Test
  4. 10.4 Project Prep and Development
9-12.IC.SLE.1
Explain the beneficial and harmful effects that intellectual property laws can have on innovation.
  1. 1.10 Creative Credit & Copyright
9-12.IC.SLE.2
Explain the privacy concerns related to the collection and generation of data through automated processes that may not be evident to users.
  1. 1.6 Privacy & Security
9-12.IC.SLE.3
Evaluate the social and economic implications of privacy in the context of safety, law, or ethics.
  1. 1.3 Digital Footprint and Reputation
  2. 1.6 Privacy & Security
9-12.NI.NCO.1
Evaluate the scalability and reliability of networks, by describing the relationship between routers, switches, servers, topology, and addressing.
  1. 4.1 Intro to the Internet
  2. 4.2 Internet Hardware
  3. 4.3 Internet Addresses
  4. 4.4 DNS
  5. 4.5 Routing
  6. 4.6 Packets and Protocols
9-12.NI.C.1
Give examples to illustrate how sensitive data can be affected by malware and other attacks.
  1. 1.1 What is Cybersecurity?
  2. 1.5 Internet Safety
  3. 1.6 Privacy & Security
9-12.NI.C.2
Recommend security measures to address various scenarios based on factors such as efficiency, feasibility, and ethical impacts.
9-12.NI.C.3
Compare various security measures, considering tradeoffs between the usability and security of a computing system.
9-12.NI.C.4
Explain tradeoffs when selecting and implementing cybersecurity recommendations.