# 27

Standards in this Framework

Standards Mapped

# 100%

Mapped to Course

Standard Lessons
1.01
Describe the function of common physical components of computing systems (hardware) with appropriate terminology.
1. 5.5 Internal Components
2. 5.6 Peripheral Devices
1.02
Utilize the design thinking process to develop an understanding of a problem or user need in order to design an optimal solution.
1. 6.1 Intro to Design Thinking
2. 6.2 Prototype
3. 6.3 Test
4. 6.4 Project Prep and Development
1.03
Recall the variety of inputs that a computer takes in and the outputs a computer sends to the user.
1. 5.1 Intro to Digital Information
2. 5.5 Internal Components
3. 5.6 Peripheral Devices
1.04
Understand the importance of documenting, commenting, and debugging code to make the program easier to read.
2. 1.15 Debugging Strategies
3. 1.16 Organizational Techniques
4. 1.18 How to Indent Your Code
2.01
Evaluate the social and economic implications of privacy in the context of safety, law, and ethics.
1. 5.7 Privacy & Security
2.02
Utilize public domain or creative commons media to avoid copying or using material created by others without permission.
1. 5.8 Creative Credit & Copyright
3.01
Define an algorithm as a sequence of instructions that can be processed by a computer.
1. 1.17 Karel Algorithms
3.02
Implement flowcharts and pseudocode to address complex problems as algorithms.
1. 1.16 Organizational Techniques
2. 1.17 Karel Algorithms
3. 1.20 Karel Challenges
4.01
Declare, initialize, and assign values to constants and variables using meaningful names.
1. 2.4 Variables
2. 2.7 Using Graphics in JavaScript
3. 2.8 Mouse Events: Mouse Clicked
4.02
Apply basic mathematical operators for variable values.
1. 2.6 Basic Math in JavaScript
2. 2.8 Mouse Events: Mouse Clicked
3. 3.9 Random Numbers
4.03
Create programs that use variables to store and modify data.
1. 2.4 Variables
2. 2.6 Basic Math in JavaScript
3. 2.7 Using Graphics in JavaScript
4. 2.8 Mouse Events: Mouse Clicked
5.01
Utilize ‘If…then’ and ‘If…then…else’ statements to yield specified outcomes.
1. 1.11 If Statements
2. 1.12 If/Else Statements
3. 3.4 If Statements
5.02
Create a program that correctly and effectively implements conditionals.
1. 1.11 If Statements
2. 1.12 If/Else Statements
3. 2.7 Using Graphics in JavaScript
4. 2.8 Mouse Events: Mouse Clicked
5. 3.4 If Statements
6. 3.5 Key Events
6.01
Analyze when to implement loops as a form of iteration.
1. 1.10 For Loops
2. 1.13 While Loops in Karel
3. 1.14 Control Structures Example
4. 1.20 Karel Challenges
6.02
Create a program that uses iteration and looping, including nested loops.
1. 1.10 For Loops
2. 1.13 While Loops in Karel
3. 3.6 For Loops in JavaScript
4. 3.7 General For Loops
5. 3.8 For Loop Practice
6. 3.10 While Loops
7. 3.11 Loop and a Half
6.03
Construct programs that include events.
1. 2.8 Mouse Events: Mouse Clicked
2. 3.5 Key Events
7.01
Evaluate how a sprite or game character moves across the output screen using a coordinate system.
1. 2.7 Using Graphics in JavaScript
2. 2.8 Mouse Events: Mouse Clicked
3. 3.5 Key Events
7.02
Create a program that uses coordinates.
1. 2.7 Using Graphics in JavaScript
2. 2.8 Mouse Events: Mouse Clicked
3. 3.5 Key Events
8.01
Apply Boolean expressions inside conditional (If/then and loops).
1. 3.4 If Statements
2. 3.8 For Loop Practice
3. 3.10 While Loops
8.02
Create a program that uses Booleans and Boolean operators.
1. 3.1 Booleans
2. 3.2 Logical Operators
3. 3.3 Comparison Operators
9.01
Analyze the base-2 (binary) number system.
1. 5.1 Intro to Digital Information
2. 5.2 Number Systems
3. 5.3 Encoding Text with Binary
9.02
Convert numbers from base-10 (decimal) to binary and decimal.
1. 5.2 Number Systems
2. 5.3 Encoding Text with Binary
10.01
Understand common list operations.
1. 4.1 Intro to Lists/Arrays
2. 4.2 Indexing Into an Array
3. 4.3 Adding/Removing From an Array
4. 4.4 Array Length and Looping Through Arrays
5. 4.5 Iterating Over an Array
6. 4.6 Finding an Element in a List
7. 4.7 Removing an Element From an Array
10.02
Practice creating, storing and retrieving list values.
1. 4.1 Intro to Lists/Arrays
2. 4.2 Indexing Into an Array
3. 4.3 Adding/Removing From an Array
4. 4.5 Iterating Over an Array
5. 4.6 Finding an Element in a List
6. 4.7 Removing an Element From an Array
11.01
Recognize functions in programs as a form of abstration.
1. 1.4 Functions in Karel
2. 1.8 Abstraction
3. 1.9 Super Karel
4. 1.19 Ultra Karel
11.02
Explain why and how functions can make code easier to read and maintain.
1. 1.4 Functions in Karel
2. 1.9 Super Karel
3. 1.19 Ultra Karel
11.03
Define and call simple functions.
1. 1.4 Functions in Karel
2. 1.17 Karel Algorithms
3. 1.20 Karel Challenges
4. 2.8 Mouse Events: Mouse Clicked