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Standards Mapping

for Mississippi K-2 College and Career Readiness Standards for Computer Science

19

Standards in this Framework

19

Standards Mapped

100%

Mapped to Course

Standard Lessons
CS.1A.1
Select and operate appropriate software to perform a variety of tasks and recognize that users have different needs and preferences for the technology they use.
  1. Kindergarten Computer Science
  2. 2.2 Scout Adventures 1: Introducing Scout
  3. 2.3 Scout Adventures 2: Scout Starts Exploring
  4. 2.4 Scout Adventures 3: Scout Meets a Friend
  5. 2.5 Scout Adventures 4: Scout Explores the Forest
  6. 2.6 Scout Adventures 5: Scout and Bluebird Help
  7. 2.7 Scout Adventures 6: Scout Celebrates with Friends
  8. 1st Grade Computer Science
  9. 1.2 Scout Adventures 1: Introducing Scout
  10. 1.3 Scout Adventures 2: Scout Starts Exploring
  11. 1.4 Scout Adventures 3: Scout Meets a Friend
  12. 1.5 Scout Adventures 4: Scout Explores the Forest
  13. 1.6 Scout Adventures 5: Scout and Bluebird Help
  14. 1.7 Scout Adventures 6: Scout Celebrates with Friends
  15. 8.9 3D Design: Introduction
  16. 2nd Grade Computer Science
  17. 6.4 Machine Learning: AutoDraw
  18. 6.9 3D Design: Create a Bubble Wand
CS.1A.2
Use appropriate terminology in identifying and describing the function of common physical components of computing systems (hardware).
  1. Kindergarten Computer Science
  2. 8.1 Mouse Practice
  3. 8.2 Keyboard Introduction
CS.1A.3
Describe basic hardware and software problems using accurate terminology.
  1. 1st Grade Computer Science
  2. 8.1 Computer Basics
  3. 2nd Grade Computer Science
  4. 6.1 Computer Detectives: Computer Problems
NI.1A.1
Explain what passwords are and why we use them.
  1. 1st Grade Computer Science
  2. 8.2 Passwords
NI.1A.2
Students should understand that computers connect them to people, places, and things around the world.
  1. 2nd Grade Computer Science
  2. 6.5 Networks and the Internet
DA.1A.1
Store, copy, search, retrieve, modify, and delete information using a computing device and define the information stored as data.
  1. 1st Grade Computer Science
  2. 8.6 Digital Research 1: Guided Research
  3. 2nd Grade Computer Science
  4. 6.2 Get Organized with Files
DA.1A.2
Collect and present the same data in various visual formats.
  1. 1st Grade Computer Science
  2. 8.4 Basic Data and Programming
  3. 8.6 Digital Research 1: Guided Research
  4. 2nd Grade Computer Science
  5. 6.6 Data Patterns and Predictions
  6. 6.7 Advanced Data and Programming
  7. 6.8 Digital Research 2: Choice Research
DA.1A.3
Identify and describe patterns in data visualizations, such as charts or graphs, to make predictions.
  1. 2nd Grade Computer Science
  2. 6.6 Data Patterns and Predictions
AP.1A.1
Model daily processes by creating and following algorithms (sets of step-by-step instructions) to complete tasks.
  1. Kindergarten Computer Science
  2. 1.1 Sequences (Unplugged)
  3. 1.2 Coding Card Game: Sequences
  4. 1.3 Coding Card Game: Sequences 2
  5. 1.4 Acting with Events
  6. 3.3 Sequences: Snowball Fight
  7. 5.6 Bowling Game
  8. 2nd Grade Computer Science
  9. 5.5 Design an Adventure Game
AP.1A.2
Model the way programs store and manipulate data by using numbers or other symbols to represent information.
  1. 2nd Grade Computer Science
  2. 6.3 Data Storage with Symbols
  3. 7.3 Variables: Keeping Score
AP.1A.3
Develop programs with sequences and simple loops to express ideas or address a problem.
  1. Kindergarten Computer Science
  2. 1.2 Coding Card Game: Sequences
  3. 1.3 Coding Card Game: Sequences 2
  4. 3.2 Introduction to Events
  5. 3.5 Introduction to Show and Hide Blocks
  6. 3.7 Growing Garden
  7. 5.1 Introduction to Speed Blocks
  8. 5.2 Animal Sounds
  9. 5.3 Transportation Speeds and Sounds
  10. 5.4 All About Me!
  11. 5.6 Bowling Game
  12. 6.1 Loops
  13. 6.2 Loops: Frog and Rabbit
  14. 6.3 Forever Loops: Fireworks
  15. 6.4 Loops: Play in the Park
  16. 7.1 Chicken Crossing Game
  17. 7.2 Wildlife Scene Project
  18. 1st Grade Computer Science
  19. 2.2 Events
  20. 2.5 Grow and Shrink Blocks in Motion
  21. 2.6 Introduction to the Wait Block
  22. 3.1 Coding Card Game: Loops
  23. 3.2 Coding Card Game: Loops 2
  24. 3.3 Introduction to Repeat Loops
  25. 3.4 Loops: Catching Butterflies
  26. 3.5 Loops: Predator and Prey
  27. 3.6 Forever Loop Dance Party
  28. 4.1 Introduction to Message Events
  29. 4.2 Message Events: Simon Says
  30. 4.4 Create an Original Story Animation
  31. 4.5 Speed Block: Bouncy Ball
  32. 5.1 Pages: Create a Tapping Game
  33. 5.2 Create a Mini Golf Game
  34. 5.4 Digital Greeting Card
  35. 6.1 Grid: Solving Mazes
  36. 6.2 End Block: Program a Race
  37. 6.3 Grid: Arctic Animation
  38. 7.1 About Me Project
  39. 7.2 River Crossing Game
  40. 7.3 Space Travel Project
  41. 8.7 Research Presentations
  42. 2nd Grade Computer Science
  43. 1.3 Events
  44. 1.4 Introduction to Repeat Loops
  45. 1.5 Forever Loop Dance Party
  46. 1.6 Introduction to Message Events
  47. 3.1 Message Events: Scout Plays in the Forest
  48. 3.2 Programming a Cycle
  49. 3.3 Pages: Scout's Travels
  50. 4.1 Loops: Follow the Path
  51. 4.3 Original Story Animations - Fiction Story
  52. 5.1 Code Block Review
  53. 5.2 Racing Game
  54. 5.3 Moving Targets Game
  55. 5.4 Maze Game Project
  56. 5.5 Design an Adventure Game
  57. 6.7 Advanced Data and Programming
  58. 6.8 Digital Research 2: Choice Research
  59. 7.1 Coding Card Game: Conditionals
  60. 7.2 Coding Card Game: Conditionals 2
  61. 7.5 ScratchJr to Scratch: Events and Loops
AP.1A.4
Decompose (break down) the steps needed to solve a problem into a precise sequence of instructions.
  1. Kindergarten Computer Science
  2. 1.1 Sequences (Unplugged)
  3. 3.3 Sequences: Snowball Fight
  4. 3.4 Events: Submarine Sequences
  5. 4.3 Using the Go To Page Block
  6. 5.1 Introduction to Speed Blocks
  7. 5.3 Transportation Speeds and Sounds
  8. 5.4 All About Me!
  9. 5.5 Debugging: Events and Motion
  10. 5.6 Bowling Game
  11. 6.1 Loops
  12. 6.2 Loops: Frog and Rabbit
  13. 6.3 Forever Loops: Fireworks
  14. 6.4 Loops: Play in the Park
  15. 7.2 Wildlife Scene Project
  16. 1st Grade Computer Science
  17. 2.2 Events
  18. 2.7 Introduction to Debugging
  19. 3.3 Introduction to Repeat Loops
  20. 3.6 Forever Loop Dance Party
  21. 4.1 Introduction to Message Events
  22. 4.2 Message Events: Simon Says
  23. 4.3 Debugging
  24. 4.5 Speed Block: Bouncy Ball
  25. 4.6 Garden Project
  26. 6.1 Grid: Solving Mazes
  27. 6.2 End Block: Program a Race
  28. 7.1 About Me Project
  29. 7.3 Space Travel Project
  30. 8.4 Basic Data and Programming
  31. 8.7 Research Presentations
  32. 2nd Grade Computer Science
  33. 1.3 Events
  34. 1.4 Introduction to Repeat Loops
  35. 1.5 Forever Loop Dance Party
  36. 1.6 Introduction to Message Events
  37. 2.1 Debugging: Events and Sequences
  38. 2.2 Introduction to the Grid
  39. 2.3 Tap-a-Mole Game
  40. 3.1 Message Events: Scout Plays in the Forest
  41. 3.2 Programming a Cycle
  42. 4.1 Loops: Follow the Path
  43. 4.2 Debugging: Message Events and Loops
  44. 4.3 Original Story Animations - Fiction Story
  45. 5.3 Moving Targets Game
  46. 5.5 Design an Adventure Game
  47. 6.7 Advanced Data and Programming
AP.1A.5
Develop plans that describe a program’s sequence of events, goals, and expected outcomes.
  1. Kindergarten Computer Science
  2. 5.1 Introduction to Speed Blocks
  3. 5.3 Transportation Speeds and Sounds
  4. 5.4 All About Me!
  5. 7.1 Chicken Crossing Game
  6. 1st Grade Computer Science
  7. 2.5 Grow and Shrink Blocks in Motion
  8. 7.1 About Me Project
  9. 7.2 River Crossing Game
  10. 8.7 Research Presentations
  11. 2nd Grade Computer Science
  12. 4.3 Original Story Animations - Fiction Story
AP.1A.6
Give attribution when using the ideas and creations of others while developing programs.
  1. 1st Grade Computer Science
  2. 8.5 Giving Credit Through Attributions
AP.1A.7
Debug (identify and fix) errors in an algorithm or program that includes sequences and simple loops.
  1. Kindergarten Computer Science
  2. 3.3 Sequences: Snowball Fight
  3. 3.4 Events: Submarine Sequences
  4. 5.5 Debugging: Events and Motion
  5. 5.6 Bowling Game
  6. 6.1 Loops
  7. 7.1 Chicken Crossing Game
  8. 7.2 Wildlife Scene Project
  9. 1st Grade Computer Science
  10. 2.2 Events
  11. 2.7 Introduction to Debugging
  12. 3.3 Introduction to Repeat Loops
  13. 3.6 Forever Loop Dance Party
  14. 4.3 Debugging
  15. 4.4 Create an Original Story Animation
  16. 4.5 Speed Block: Bouncy Ball
  17. 4.6 Garden Project
  18. 6.1 Grid: Solving Mazes
  19. 6.2 End Block: Program a Race
  20. 7.2 River Crossing Game
  21. 7.3 Space Travel Project
  22. 8.7 Research Presentations
  23. 2nd Grade Computer Science
  24. 1.3 Events
  25. 1.4 Introduction to Repeat Loops
  26. 1.5 Forever Loop Dance Party
  27. 2.1 Debugging: Events and Sequences
  28. 2.3 Tap-a-Mole Game
  29. 4.2 Debugging: Message Events and Loops
  30. 5.1 Code Block Review
  31. 5.3 Moving Targets Game
  32. 5.4 Maze Game Project
  33. 5.5 Design an Adventure Game
  34. 6.7 Advanced Data and Programming
AP.1A.8
Using correct terminology, describe steps taken and choices made during the iterative process of program development.
  1. Kindergarten Computer Science
  2. 5.5 Debugging: Events and Motion
  3. 7.2 Wildlife Scene Project
  4. 1st Grade Computer Science
  5. 2.7 Introduction to Debugging
  6. 4.3 Debugging
  7. 4.6 Garden Project
  8. 8.4 Basic Data and Programming
  9. 2nd Grade Computer Science
  10. 2.3 Tap-a-Mole Game
  11. 5.4 Maze Game Project
  12. 5.5 Design an Adventure Game
  13. 6.7 Advanced Data and Programming
IC.1A.1
Compare how people live and work before and after the implementation or adoption of new computing
  1. 1st Grade Computer Science
  2. 5.3 Impacts of Technology in Our World
IC.1A.2
Work respectfully and responsibly with others online.
  1. 1st Grade Computer Science
  2. 2.3 Sequences: Digital Responsibilities
  3. 5.3 Impacts of Technology in Our World
  4. 8.3 Online Etiquette
IC.1A.3
Keep login information private and log off devices appropriately.
  1. 1st Grade Computer Science
  2. 8.2 Passwords