Please enable JavaScript to use CodeHS

Standards Mapping

for Arkansas MS Introduction to Code

22

Standards in this Framework

14

Standards Mapped

63%

Mapped to Course

Standard Lessons
1.1.1
Define an algorithm as a step-by-step sequence of instructions to solve a problem.
  1. 2.1 How to Think Like a Programmer
1.1.2
Evaluate algorithms for efficiency (e.g., speed and resource use) and clarity (e.g., readability and logical flow).
  1. 2.1 How to Think Like a Programmer
1.2.1
Demonstrate appropriate collaborative behaviors when working in a group (e.g., listening actively, sharing ideas, and providing constructive feedback).
  1. 4.7 Mini Golf - Hole #2 Challenge
  2. 5.8 Projectiles - Level #2 Challenge
  3. 6.8 Jumper - Level #2 Challenge
1.2.2
Integrate feedback from others to improve problem-solving solutions.
  1. 4.7 Mini Golf - Hole #2 Challenge
  2. 5.8 Projectiles - Level #2 Challenge
  3. 6.8 Jumper - Level #2 Challenge
2.1.1
Identify the ethical considerations and social implications of computer technology, including issues such as privacy (e.g., data collection), security (e.g., password protection), and bias (e.g., in algorithms or AI systems).
2.1.2
Create and maintain a positive digital footprint (e.g., responsible social media use, thoughtful online comments, and showcasing achievements).
2.2.1
Evaluate and use information online (e.g. reliable vs. unreliable sources and using appropriate search terms) .
2.2.2
Use safe online practices (e.g., protecting personal information, adjusting privacy settings, practicing respectful online interactions in social media and gaming, and recognizing and avoiding scams or phishing attempts).
3.1.1
Explain how a text-based program executes (e.g., line-by-line, conditional branching, and loops).
  1. 2.2 Intro to JavaScript
  2. 2.3 Variables
  3. 2.4 User Input
  4. 2.5 Basic Math
  5. 2.6 Basic Functions
  6. 4.4 If/Else Statements
3.1.2
Identify and correct errors in a text-based program (e.g. debugging syntax or logic errors).
  1. 2.2 Intro to JavaScript
  2. 2.3 Variables
  3. 2.6 Basic Functions
3.1.3
Test a text-based program and evaluate output for accuracy.
  1. 2.2 Intro to JavaScript
  2. 2.3 Variables
  3. 2.4 User Input
  4. 3.5 The Physics of Sprites
3.2.1
Explain how variables are used to store and manipulate data in a text-based program (e.g., integers for counting, strings for names, and booleans for true/false conditions).
  1. 2.3 Variables
3.2.2
Create and use variables with assigned values in a text-based program.
  1. 2.3 Variables
  2. 3.4 Your First Sprites
3.3.1
Use mathematical operators within a text-based program (e.g., +, -, * and, /).
  1. 2.5 Basic Math
3.3.2
Use relational operators within a text-based program (e.g. <, >, <=, >=, ==, !=).
3.4.1
Use conditional statements (e.g., if and if-else) to control flow or decision-making in a text-based program.
  1. 4.4 If/Else Statements
  2. 4.5 Mini Golf - Interactions
  3. 5.6 Projectiles - Destroying Tiles
  4. 6.4 Jumper - Character Animation
3.4.2
Use loops (e.g. for and while) in a text-based program.
  1. 5.6 Projectiles - Destroying Tiles
4.1.1
Discuss how computer programming is used in everyday life (e.g., smartphone apps, video games, social media platforms, school management systems, and smart home devices).
4.1.2
Analyze real-world examples of how computer programs have solved problems or improved people's lives.
4.2.1
Investigate various career paths in computer science (e.g., software development, information technology and security, robotics and automation systems, and data analytics and machine learning).
  1. 1.1 Intro to Games
4.2.2
Identify the skills and knowledge required for these careers.
  1. 2.1 How to Think Like a Programmer
4.3.1
Discuss the ethical considerations and social implications of computer technology (e.g., data privacy concerns, impact of automation on jobs, and environmental effects of e-waste).