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Standards Mapping

for Texas Computer Science 1

63

Standards in this Framework

34

Standards Mapped

53%

Mapped to Course

Standard Lessons
130.421.c.1.a
Participate with electronic communities as a learner, initiator, contributor, and teacher/mentor;
130.421.c.1.b
Extend the learning environment beyond the school walls with digital products created to increase teaching and learning in the other subject areas; and
  1. 10.1 Final Project
130.421.c.1.c
Participate in relevant, meaningful activities in the larger community and society to create electronic projects.
130.421.c.2.a
Create and properly display meaningful output;
  1. 2.1 Printing in Java
  2. 6.1 Writing BlackJack
  3. 8.2 Linear Search
  4. 8.6 Advanced: Recursion
  5. 8.7 Mergesort
  6. 11.1 Pokemon Simulation
  7. 12.1 Mad Libs
  8. 14.1 Quiz Creation
130.421.c.2.b
Create interactive console display interfaces, with appropriate user prompts, to acquire data from a user;
  1. 2.1 Printing in Java
  2. 2.3 User Input
  3. 3.1 Java Methods
  4. 6.1 Writing BlackJack
  5. 10.1 Final Project
  6. 12.1 Mad Libs
  7. 14.1 Quiz Creation
130.421.c.2.c
Use Graphical User Interfaces (GUIs) to create interactive interfaces to acquire data from a user and display program results;
130.421.c.2.d
Write programs with proper programming style to enhance the readability and functionality of the code by using meaningful descriptive identifiers, internal comments, white space, spacing, indentation, and a standardized program style;
  1. 1.1 Introduction to Programming With Karel
  2. 1.7 Commenting Your Code
  3. 1.15 How to Indent Your Code
130.421.c.2.e
Improve numeric display by optimizing data visualization;
130.421.c.2.f
Display simple vector graphics using lines, circles, and rectangles;
130.421.c.2.g
Display simple bitmap images; and
130.421.c.2.h
Seek and respond to advice from peers and professionals in evaluating quality and accuracy.
130.421.c.3.a
Use a variety of resources, including foundation and enrichment curricula, to gather authentic data as a basis for individual and group programming projects; and
130.421.c.3.b
Use various productivity tools to gather authentic data as a basis for individual and group programming projects.
130.421.c.4.a
Use program design problem-solving strategies to create program solutions;
  1. 1.6 Top Down Design and Decomposition in Karel
  2. 1.13 Control Structures Example
130.421.c.4.b
Define and specify the purpose and goals of solving a problem;
  1. 1.6 Top Down Design and Decomposition in Karel
130.421.c.4.c
Identify the subtasks needed to solve a problem;
  1. 1.6 Top Down Design and Decomposition in Karel
130.421.c.4.d
Identify the data types and objects needed to solve a problem;
  1. 5.1 What are Data Structures?
  2. 5.2 Introduction to Arrays
  3. 5.9 2D Arrays (Matrices or Grids)
  4. 5.11 HashMaps
130.421.c.4.e
Identify reusable components from existing code;
130.421.c.4.f
Design a solution to a problem;
  1. 2.9 For Loops
  2. 2.10 While Loops
  3. 2.11 If Statements
  4. 6.1 Writing BlackJack
  5. 8.2 Linear Search
  6. 8.7 Mergesort
  7. 11.1 Pokemon Simulation
  8. 12.1 Mad Libs
130.421.c.4.g
Code a solution from a program design;
  1. 1.6 Top Down Design and Decomposition in Karel
  2. 6.1 Writing BlackJack
  3. 11.1 Pokemon Simulation
  4. 12.1 Mad Libs
  5. 14.1 Quiz Creation
130.421.c.4.h
Identify and debug errors;
  1. 1.3 Java Programs and the Run Method
  2. 1.4 Karel Can't Turn Right
  3. 1.7 Commenting Your Code
  4. 3.7 Exceptions
130.421.c.4.i
Test program solutions with appropriate valid and invalid test data for correctness;
  1. 3.2 Methods and Parameters
  2. 3.7 Exceptions
130.421.c.4.j
Debug and solve problems using error messages, reference materials, language documentation, and effective strategies;
  1. 1.1 Introduction to Programming With Karel
  2. 1.4 Karel Can't Turn Right
  3. 2.5 Casting
  4. 3.6 Strings and Characters
130.421.c.4.k
Explore common algorithms, including finding greatest common divisor, finding the biggest number out of three, finding primes, making change, and finding the average;
  1. 1.9 For Loops
  2. 8.2 Linear Search
  3. 8.3 Binary Search
  4. 8.5 Insertion Sort
130.421.c.4.l
Analyze and modify existing code to improve the underlying algorithm;
  1. 3.7 Exceptions
130.421.c.4.m
Create program solutions that exhibit robust behavior by understanding, avoiding, and preventing runtime errors, including division by zero and type mismatch;
  1. 3.7 Exceptions
130.421.c.4.n
Select the most appropriate algorithm for a defined problem;
  1. 1.6 Top Down Design and Decomposition in Karel
  2. 1.13 Control Structures Example
  3. 2.12 Loop-and-a-Half
  4. 5.1 What are Data Structures?
  5. 5.6 Arrays vs ArrayLists
130.421.c.4.o
Demonstrate proficiency in the use of the arithmetic operators to create mathematical expressions, including addition, subtraction, multiplication, real division, integer division, and modulus division;
  1. 2.2 Variables and Types
  2. 2.4 Arithmetic Expressions
  3. 2.5 Casting
130.421.c.4.p
Create program solutions to problems using available mathematics libraries, including absolute value, round, power, square, and square root;
130.421.c.4.q
Develop program solutions that use assignment;
  1. 2.2 Variables and Types
  2. 2.5 Casting
  3. 3.2 Methods and Parameters
130.421.c.4.r
Develop sequential algorithms to solve non-branching and non-iterative problems;
  1. 1.1 Introduction to Programming With Karel
  2. 1.2 More Basic Karel
  3. 2.1 Printing in Java
  4. 2.2 Variables and Types
  5. 2.3 User Input
130.421.c.4.s
Develop algorithms to decision-making problems using branching control statements;
  1. 1.11 If Statements
  2. 1.12 If/Else Statements
  3. 1.13 Control Structures Example
  4. 2.11 If Statements
  5. 2.12 Loop-and-a-Half
130.421.c.4.t
Develop iterative algorithms and code programs to solve practical problems;
  1. 1.9 For Loops
  2. 1.10 While Loops in Karel
  3. 1.13 Control Structures Example
  4. 2.9 For Loops
  5. 2.10 While Loops
130.421.c.4.u
Demonstrate proficiency in the use of the relational operators;
  1. 2.8 Comparison Operators
130.421.c.4.v
Demonstrate proficiency in the use of the logical operators; and
  1. 2.7 Logical Operators
130.421.c.4.w
Generate and use random numbers.
  1. 4.1 Using a Class as a Client
130.421.c.5.a
Discuss intellectual property, privacy, sharing of information, copyright laws, and software licensing agreements;
130.421.c.5.b
Model ethical acquisition and use of digital information;
130.421.c.5.c
Demonstrate proper digital etiquette, responsible use of software, and knowledge of acceptable use policies;
130.421.c.5.d
Investigate measures, including passwords and virus detection/prevention, to protect computer systems and databases from unauthorized use and tampering; and
130.421.c.5.e
Investigate how technology has changed and the social and ethical ramifications of computer usage.
130.421.c.6.a
Compare and contrast types of operating systems, software applications, and programming languages;
130.421.c.6.b
Demonstrate knowledge of major hardware components, including primary and secondary memory, a central processing unit (CPU), and peripherals;
130.421.c.6.c
Differentiate among current programming languages, discuss the use of those languages in other fields of study, and demonstrate knowledge of specific programming terminology and concepts;
130.421.c.6.d
Differentiate between a high-level compiled language and an interpreted language;
130.421.c.6.e
Understand concepts of object-oriented design;
130.421.c.6.f
Use local and global scope access variable declarations;
130.421.c.6.g
Encapsulate data and associated subroutines into an abstract data type;
130.421.c.6.h
Create subroutines that do not return values with and without the use of arguments and parameters;
  1. 3.1 Java Methods
  2. 3.2 Methods and Parameters
  3. 3.3 Methods and Return Values
130.421.c.6.i
Create subroutines that return typed values with and without the use of arguments and parameters;
  1. 3.1 Java Methods
  2. 3.3 Methods and Return Values
130.421.c.6.j
Understand and identify the data-binding process between arguments and parameters;
130.421.c.6.k
Compare objects using reference values and a comparison routine;
130.421.c.6.l
Understand the binary representation of numeric and nonnumeric data in computer systems;
  1. 5.12 Binary
130.421.c.6.m
Understand the finite limits of numeric data;
130.421.c.6.n
Perform numerical conversions between the decimal and binary number systems and count in the binary number system;
  1. 5.12 Binary
130.421.c.6.o
Choose, identify, and use the appropriate data types for integer, real, and Boolean data when writing program solutions;
  1. 2.5 Casting
130.421.c.6.p
Demonstrate an understanding of the concept of a variable;
  1. 2.2 Variables and Types
130.421.c.6.q
Demonstrate an understanding of and use reference variables for objects;
130.421.c.6.r
Demonstrate an understanding of how to represent and manipulate text data, including concatenation and other string functions;
  1. 3.5 Strings Methods
  2. 3.6 Strings and Characters
  3. 3.8 String Processing
130.421.c.6.s
Demonstrate an understanding of the concept of scope;
130.421.c.6.t
Identify and use the structured data type of one-dimensional arrays to traverse, search, and modify data;
  1. 5.2 Introduction to Arrays
  2. 5.3 Using Arrays
  3. 5.5 ArrayList Methods
  4. 5.6 Arrays vs ArrayLists
130.421.c.6.u
Choose, identify, and use the appropriate data type and structure to properly represent the data in a program problem solution; and
  1. 5.1 What are Data Structures?
  2. 5.6 Arrays vs ArrayLists
  3. 5.9 2D Arrays (Matrices or Grids)
  4. 5.11 HashMaps
130.421.c.6.v
Compare and contrast strongly typed and un-typed programming languages.