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Standards Mapping

for Texas Computer Science 1

63

Standards in this Framework

37

Standards Mapped

58%

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
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. 1.1 Introduction to Programming With Karel
  2. 1.4 Karel Can't Turn Right
  3. 1.5 Methods in Karel
  4. 1.8 Super Karel
  5. 1.9 For Loops
  6. 1.10 While Loops in Karel
  7. 1.11 If Statements
  8. 1.13 Control Structures Example
  9. 1.14 More Karel Examples and Testing
  10. 1.16 Karel Challenges
  11. 2.1 Printing in Java
  12. 5.10 Writing BlackJack
  13. 5.11 Battleship
  14. 6.1 Final Project
  15. 7.1 Pokemon Simulation
  16. 8.1 Mad Libs
  17. 10.1 Quiz Creation
130.421.c.2.b
Create interactive console display interfaces, with appropriate user prompts, to acquire data from a user;
  1. 2.3 User Input
  2. 5.10 Writing BlackJack
  3. 5.11 Battleship
  4. 6.1 Final Project
  5. 8.1 Mad Libs
  6. 10.1 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. 1.7 Commenting Your Code
  2. 1.15 How to Indent Your Code
  3. 3.4 Javadocs and More Methods
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;
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. 2.2 Variables and Types
  2. 5.7 2D Arrays (Matrices or Grids)
  3. 5.8 HashMaps
130.421.c.4.e
Identify reusable components from existing code;
  1. 3.1 Java Methods
  2. 3.2 Methods and Parameters
  3. 3.3 Methods and Return Values
  4. 4.2 Classes vs. Objects
  5. 4.3 Using a Class as a Client
  6. 4.13 Class Design and Abstract Classes
  7. 4.14 Polymorphism
  8. 4.15 Interfaces
130.421.c.4.f
Design a solution to a problem;
  1. 1.1 Introduction to Programming With Karel
  2. 1.2 More Basic Karel
  3. 1.4 Karel Can't Turn Right
  4. 1.5 Methods in Karel
  5. 1.8 Super Karel
  6. 1.9 For Loops
  7. 1.10 While Loops in Karel
  8. 1.11 If Statements
  9. 1.12 If/Else Statements
  10. 1.16 Karel Challenges
  11. 5.10 Writing BlackJack
  12. 5.11 Battleship
  13. 6.1 Final Project
  14. 7.1 Pokemon Simulation
  15. 8.1 Mad Libs
130.421.c.4.g
Code a solution from a program design;
  1. 5.10 Writing BlackJack
  2. 5.11 Battleship
  3. 7.1 Pokemon Simulation
  4. 8.1 Mad Libs
  5. 10.1 Quiz Creation
130.421.c.4.h
Identify and debug errors;
130.421.c.4.i
Test program solutions with appropriate valid and invalid test data for correctness;
  1. 1.14 More Karel Examples and Testing
130.421.c.4.j
Debug and solve problems using error messages, reference materials, language documentation, and effective strategies;
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;
130.421.c.4.l
Analyze and modify existing code to improve the underlying algorithm;
  1. 1.5 Methods in Karel
  2. 1.8 Super Karel
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;
130.421.c.4.n
Select the most appropriate algorithm for a defined problem;
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. 2.4 Arithmetic Expressions
  2. 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;
  1. 4.7 Class Methods and Class Variables
130.421.c.4.q
Develop program solutions that use assignment;
  1. 2.2 Variables and Types
  2. 2.3 User Input
  3. 2.4 Arithmetic Expressions
  4. 2.5 Casting
  5. 2.6 Booleans
  6. 2.15 Strings
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. 1.4 Karel Can't Turn Right
  4. 2.1 Printing in Java
  5. 2.2 Variables and Types
  6. 2.3 User Input
  7. 2.4 Arithmetic Expressions
  8. 2.5 Casting
  9. 2.6 Booleans
130.421.c.4.s
Develop algorithms to decision-making problems using branching control statements;
  1. 1.10 While Loops in Karel
  2. 1.11 If Statements
  3. 1.12 If/Else Statements
  4. 1.13 Control Structures Example
  5. 2.10 While Loops
  6. 2.11 If Statements
  7. 2.12 Loop-and-a-Half
  8. 2.13 Short-Circuit Evaluation
130.421.c.4.t
Develop iterative algorithms and code programs to solve practical problems;
  1. 2.9 For Loops
  2. 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.
130.421.c.5.a
Discuss intellectual property, privacy, sharing of information, copyright laws, and software licensing agreements;
  1. 11.1 Computer Ethics
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.
  1. 11.1 Computer Ethics
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;
  1. 4.1 Introduction to Classes and Objects
  2. 4.2 Classes vs. Objects
  3. 4.3 Using a Class as a Client
  4. 4.4 Writing Classes
  5. 4.5 Writing Classes and Instance Methods
  6. 4.6 Getter and Setter Methods
  7. 4.7 Class Methods and Class Variables
  8. 4.9 Local Variables and Scope
  9. 4.10 Key Terms for Classes
  10. 4.12 Inheritance
  11. 4.13 Class Design and Abstract Classes
  12. 4.14 Polymorphism
  13. 4.15 Interfaces
130.421.c.6.f
Use local and global scope access variable declarations;
  1. 4.9 Local Variables and Scope
130.421.c.6.g
Encapsulate data and associated subroutines into an abstract data type;
  1. 4.13 Class Design and Abstract Classes
  2. 4.14 Polymorphism
  3. 4.15 Interfaces
130.421.c.6.h
Create subroutines that do not return values with and without the use of arguments and parameters;
  1. 3.2 Methods and Parameters
130.421.c.6.i
Create subroutines that return typed values with and without the use of arguments and parameters;
  1. 3.3 Methods and Return Values
130.421.c.6.j
Understand and identify the data-binding process between arguments and parameters;
  1. 4.14 Polymorphism
130.421.c.6.k
Compare objects using reference values and a comparison routine;
  1. 4.7 Class Methods and Class Variables
  2. 4.11 Objects vs Primitives
130.421.c.6.l
Understand the binary representation of numeric and nonnumeric data in computer systems;
  1. 5.9 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. 5.9 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. 2.2 Variables and Types
  2. 2.5 Casting
  3. 2.6 Booleans
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;
  1. 4.11 Objects vs Primitives
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
130.421.c.6.s
Demonstrate an understanding of the concept of scope;
  1. 4.9 Local Variables and 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. 5.4 ArrayList Methods
  4. 5.5 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. 5.5 Arrays vs ArrayLists
  2. 5.6 The List Interface
  3. 5.8 HashMaps
130.421.c.6.v
Compare and contrast strongly typed and un-typed programming languages.