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Standards Mapping

for North Carolina K-2 Computer Science

23

Standards in this Framework

22

Standards Mapped

95%

Mapped to Course

Standard Lessons
K2.CS.01
Choose appropriate devices to perform a variety of classroom tasks.
  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. 8.8 3D Design: Introduction
K2.CS.02
Describe the function of common physical components of computing systems (hardware) with appropriate terminology.
  1. Kindergarten Computer Science
  2. 8.1 Computer Basics: Introduction
  3. 8.2 Mouse Practice
  4. 8.3 Keyboard Introduction
  5. 1st Grade Computer Science
  6. 8.1 Computer Basics: Exploration
  7. 2nd Grade Computer Science
  8. 6.1 Computer Basics: Connections
K2.CS.03
Operate appropriate software to perform a variety of tasks.
  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. 8.8 3D Design: Introduction
K2.CS.04
Describe basic hardware and software problems with accurate terminology.
  1. Kindergarten Computer Science
  2. 8.1 Computer Basics: Introduction
  3. 1st Grade Computer Science
  4. 8.1 Computer Basics: Exploration
  5. 2nd Grade Computer Science
  6. 6.1 Computer Basics: Connections
K2.NI.01
Illustrate how information is broken down into smaller pieces and can be reassembled.
  1. 2nd Grade Computer Science
  2. 6.4 Exploring Computer Networks
K2.NI.02
Apply knowledge of what passwords are and why we use strong passwords to protect devices and information from unauthorized access.
  1. 1st Grade Computer Science
  2. 8.2 Keeping Information Safe
K2.NI.03
Discover your digital footprint and how personal information can be protected.
  1. 1st Grade Computer Science
  2. 8.2 Keeping Information Safe
  3. 8.3 Responsible Digital Citizens
K2.DA.01
Store, copy, search, retrieve, modify, and delete information using a computing device.
  1. Kindergarten Computer Science
  2. 2.1 Welcome to CodeHop!
  3. 1st Grade Computer Science
  4. 1.1 Welcome to CodeHop!
  5. 2nd Grade Computer Science
  6. 1.1 Welcome to CodeHop!
  7. 6.2 Managing Data Storage and Files
K2.DA.02
Define information stored on a computing device as data.
  1. Kindergarten Computer Science
  2. 2.1 Welcome to CodeHop!
  3. 1st Grade Computer Science
  4. 1.1 Welcome to CodeHop!
  5. 2nd Grade Computer Science
  6. 1.1 Welcome to CodeHop!
  7. 6.2 Managing Data Storage and Files
K2.DA.03
Collect and present the same data in various visual formats.
  1. 1st Grade Computer Science
  2. 8.4 Basic Data and Programming
  3. 2nd Grade Computer Science
  4. 6.6 Advanced Data and Programming
K2.DA.04
Make predictions with patterns in data visualizations.
  1. 1st Grade Computer Science
  2. 8.4 Basic Data and Programming
  3. 2nd Grade Computer Science
  4. 6.5 Data Patterns and Predictions
  5. 6.6 Advanced Data and Programming
K2.AP.01
Model daily processes with algorithms 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. 1.5 Computational Thinking: Morning Routines
  7. 1.6 Unplugged Introduction to ScratchJr: Part 1
  8. 1.7 Unplugged Introduction to ScratchJr: Part 2
  9. 3.3 Sequences: Snowball Fight
  10. 3.4 Events: Submarine Sequences
  11. 3.5 Introduction to Show and Hide Blocks
  12. 3.7 Growing Garden
  13. 4.3 Using the Go To Page Block
  14. 5.1 Introduction to Speed Blocks
  15. 5.3 Transportation Speeds and Sounds
  16. 5.4 All About Me!
  17. 6.1 Loops
  18. 1st Grade Computer Science
  19. 1.8 Computational Thinking: Evening Routines
  20. 2.1 Drawing Tools: Nature Walk
  21. 2.2 Events
  22. 2.3 Sequences: Digital Responsibilities
  23. 2.5 Grow and Shrink Blocks in Motion
  24. 2.6 Introduction to the Wait Block
  25. 3.4 Loops: Catching Butterflies
  26. 3.6 Forever Loop Dance Party
  27. 4.1 Introduction to Message Events
  28. 7.1 About Me Project
  29. 2nd Grade Computer Science
  30. 1.3 Events
  31. 1.5 Forever Loop Dance Party
  32. 1.6 Introduction to Message Events
  33. 1.7 Computational Thinking: School Day Routines
  34. 4.6 Original Story Animations - Fiction Story
  35. 5.1 Code Block Review
  36. 5.5 Design an Adventure Game
  37. 6.7 Choice Research
K2.AP.02
Demonstrate how programs store and manipulate data by using numbers or other symbols to represent information.
  1. 1st Grade Computer Science
  2. 8.4 Basic Data and Programming
  3. 2nd Grade Computer Science
  4. 6.6 Advanced Data and Programming
  5. 7.3 Variables: Keeping Score
K2.AP.03
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. 1.6 Unplugged Introduction to ScratchJr: Part 1
  5. 1.7 Unplugged Introduction to ScratchJr: Part 2
  6. 3.2 Introduction to Events
  7. 3.3 Sequences: Snowball Fight
  8. 3.4 Events: Submarine Sequences
  9. 3.5 Introduction to Show and Hide Blocks
  10. 3.7 Growing Garden
  11. 3.8 Careers in CS: Coding for Fashion-Retail
  12. 5.1 Introduction to Speed Blocks
  13. 5.2 Animal Sounds
  14. 5.3 Transportation Speeds and Sounds
  15. 5.4 All About Me!
  16. 5.6 Bowling Game
  17. 6.1 Loops
  18. 6.2 Loops: Frog and Rabbit
  19. 6.3 Forever Loops: Fireworks
  20. 6.4 Loops: Play in the Park
  21. 7.1 Chicken Crossing Game
  22. 7.2 Wildlife Scene Project
  23. 1st Grade Computer Science
  24. 2.2 Events
  25. 2.3 Sequences: Digital Responsibilities
  26. 2.5 Grow and Shrink Blocks in Motion
  27. 3.1 Coding Card Game: Loops
  28. 3.2 Coding Card Game: Loops 2
  29. 3.3 Introduction to Repeat Loops
  30. 3.4 Loops: Catching Butterflies
  31. 3.5 Loops: Predator and Prey
  32. 3.6 Forever Loop Dance Party
  33. 4.1 Introduction to Message Events
  34. 4.2 Message Events: Simon Says
  35. 4.4 Create an Original Story Animation
  36. 4.5 Speed Block: Bouncy Ball
  37. 4.6 Garden Project
  38. 5.1 Pages: Create a Tapping Game
  39. 5.2 Create a Mini Golf Game
  40. 5.4 Digital Greeting Card
  41. 6.1 Grid: Solving Mazes
  42. 6.2 End Block: Program a Race
  43. 6.3 Grid: Arctic Animation
  44. 7.1 About Me Project
  45. 7.2 River Crossing Game
  46. 7.3 Space Travel Project
  47. 8.6 Guided Research
  48. 2nd Grade Computer Science
  49. 1.3 Events
  50. 1.4 Introduction to Repeat Loops
  51. 1.5 Forever Loop Dance Party
  52. 1.6 Introduction to Message Events
  53. 2.4 Careers in CS: Litter Free Communities
  54. 3.1 Message Events: Scout Plays in the Forest
  55. 3.2 Programming a Cycle
  56. 3.3 Pages: Scout's Travels
  57. 4.3 Making a Timer
  58. 4.4 Two-Step Dance & Feedback
  59. 4.5 Algorithms: Connecting a Path
  60. 4.6 Original Story Animations - Fiction Story
  61. 5.1 Code Block Review
  62. 5.2 Racing Game
  63. 5.3 Moving Targets Game
  64. 5.4 Maze Game Project
  65. 5.5 Design an Adventure Game
  66. 6.6 Advanced Data and Programming
  67. 6.7 Choice Research
  68. 7.1 Coding Card Game: Conditionals
  69. 7.2 Coding Card Game: Conditionals 2
  70. 7.4 From ScratchJr to Scratch
  71. 7.5 ScratchJr to Scratch: Events and Loops
K2.AP.04
Decompose the steps needed to solve a problem into a precise sequence of instructions.
  1. Kindergarten Computer Science
  2. 1.1 Sequences (Unplugged)
  3. 1.6 Unplugged Introduction to ScratchJr: Part 1
  4. 1.7 Unplugged Introduction to ScratchJr: Part 2
  5. 3.3 Sequences: Snowball Fight
  6. 3.4 Events: Submarine Sequences
  7. 3.8 Careers in CS: Coding for Fashion-Retail
  8. 4.3 Using the Go To Page Block
  9. 5.1 Introduction to Speed Blocks
  10. 5.3 Transportation Speeds and Sounds
  11. 5.4 All About Me!
  12. 5.5 Debugging: Events and Motion
  13. 5.6 Bowling Game
  14. 6.1 Loops
  15. 6.2 Loops: Frog and Rabbit
  16. 6.3 Forever Loops: Fireworks
  17. 6.4 Loops: Play in the Park
  18. 7.2 Wildlife Scene Project
  19. 1st Grade Computer Science
  20. 2.2 Events
  21. 2.5 Grow and Shrink Blocks in Motion
  22. 2.7 Introduction to Debugging
  23. 3.3 Introduction to Repeat Loops
  24. 3.6 Forever Loop Dance Party
  25. 4.1 Introduction to Message Events
  26. 4.2 Message Events: Simon Says
  27. 4.3 Debugging
  28. 4.5 Speed Block: Bouncy Ball
  29. 6.1 Grid: Solving Mazes
  30. 6.2 End Block: Program a Race
  31. 7.1 About Me Project
  32. 7.3 Space Travel Project
  33. 2nd Grade Computer Science
  34. 1.3 Events
  35. 1.4 Introduction to Repeat Loops
  36. 1.5 Forever Loop Dance Party
  37. 1.6 Introduction to Message Events
  38. 2.1 Debugging: Events and Sequences
  39. 2.2 Introduction to the Grid
  40. 2.4 Careers in CS: Litter Free Communities
  41. 3.1 Message Events: Scout Plays in the Forest
  42. 3.2 Programming a Cycle
  43. 4.2 Debugging: Message Events and Loops
  44. 4.3 Making a Timer
  45. 4.6 Original Story Animations - Fiction Story
  46. 5.3 Moving Targets Game
  47. 5.5 Design an Adventure Game
  48. 6.6 Advanced Data and Programming
K2.AP.05
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. 4.6 Garden Project
  8. 7.1 About Me Project
  9. 7.2 River Crossing Game
  10. 2nd Grade Computer Science
  11. 2.3 Tap-a-Mole Game
  12. 4.6 Original Story Animations - Fiction Story
K2.AP.06
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
  3. 8.6 Guided Research
  4. 2nd Grade Computer Science
  5. 4.4 Two-Step Dance & Feedback
  6. 6.7 Choice Research
K2.AP.07
Identify and debug 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. 2nd Grade Computer Science
  23. 1.3 Events
  24. 1.4 Introduction to Repeat Loops
  25. 1.5 Forever Loop Dance Party
  26. 2.1 Debugging: Events and Sequences
  27. 2.3 Tap-a-Mole Game
  28. 4.2 Debugging: Message Events and Loops
  29. 4.3 Making a Timer
  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. 6.6 Advanced Data and Programming
K2.AP.08
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. 2nd Grade Computer Science
  8. 5.4 Maze Game Project
  9. 5.5 Design an Adventure Game
  10. 6.6 Advanced Data and Programming
K2.IC.01
Compare how people live and work before and after the implementation or adoption of new computing technology.
  1. Kindergarten Computer Science
  2. 3.8 Careers in CS: Coding for Fashion-Retail
  3. 8.1 Computer Basics: Introduction
  4. 1st Grade Computer Science
  5. 5.3 Impacts of Technology in Our World
  6. 8.1 Computer Basics: Exploration
  7. 2nd Grade Computer Science
  8. 2.4 Careers in CS: Litter Free Communities
  9. 6.1 Computer Basics: Connections
K2.IC.02
Select software that meets the diverse needs and preferences for the technology individuals use in the classroom.
  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. 8.8 3D Design: Introduction
K2.IC.03
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. 8.2 Keeping Information Safe
  5. 8.3 Responsible Digital Citizens
K2.IC.04
Model responsible login and logoff procedures on all devices.