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New York 4-6 Standards Mapping


Tech Apps and Coding

34 Standards in this Framework 26 Standards Mapped 76% Mapped to Course

Standard Lessons
4-6.CT.1 Develop a computational model of a system that shows changes in output when there are changes in inputs.
  1. 1.12 User Input
4-6.CT.10 Describe the steps taken and choices made to design and develop a solution using an iterative design process.
  1. 1.20 Using Data to Refine Game Mechanics
  2. 7.6 Test
  3. 7.7 Build Your Website!
4-6.CT.2 Collect digital data related to a reallife question or need.
  1. 7.2 Empathy
4-6.CT.3 Visualize a simple data set in order to highlight relationships and persuade an audience.
4-6.CT.4 Decompose a problem into smaller named tasks, some of which can themselves be decomposed into smaller steps.
  1. 1.10 Top Down Design
  2. 11.6 Top Down Design and Decomposition in Karel
  3. 11.16 Karel Challenges
4-6.CT.5 Identify and name a task within a problem that gets performed multiple times while solving that problem, but with slightly different concrete details each time.
  1. 1.19 Putting Together Control Structures
  2. 11.16 Karel Challenges
4-6.CT.6 Compare two or more algorithms and discuss the advantages and disadvantages of each for a specific task.
4-6.CT.7 Identify pieces of information that might change as a program or process runs.
  1. 1.19 Putting Together Control Structures
4-6.CT.8 Develop algorithms or programs that use repetition and conditionals for creative expression or to solve a problem.
  1. 1.15 Extended Loop Control
  2. 1.16 If Statements
  3. 1.17 If/ Else Statements
  4. 1.18 While Loops
  5. 1.19 Putting Together Control Structures
  6. 11.9 For Loops
  7. 11.10 If Statements
  8. 11.11 If/Else Statements
  9. 11.12 While Loops in Karel
  10. 11.13 Control Structures Example
  11. 11.16 Karel Challenges
4-6.CT.9 Explain each step of an algorithm or program that includes repetition and conditionals for the purposes of debugging.
  1. 1.15 Extended Loop Control
  2. 1.17 If/ Else Statements
  3. 1.18 While Loops
  4. 1.19 Putting Together Control Structures
  5. 11.9 For Loops
  6. 11.10 If Statements
  7. 11.11 If/Else Statements
  8. 11.13 Control Structures Example
  9. 11.14 More Karel Examples and Testing
  10. 11.16 Karel Challenges
4-6.CY.1 Explain why different types of information might need to be protected.
  1. 4.4 Privacy & Security
  2. 5.1 Cryptography, Cryptology, Cryptanalysis
4-6.CY.2 Describe common safeguards for protecting personal information.
  1. 4.3 Internet Safety
  2. 4.4 Privacy & Security
  3. 5.1 Cryptography, Cryptology, Cryptanalysis
4-6.CY.3 Describe trade-offs between allowing information to be public and keeping information private and secure.
  1. 4.1 Digital Footprint and Reputation
  2. 4.3 Internet Safety
  3. 4.4 Privacy & Security
4-6.CY.4 Model and explain the purpose of simple cryptographic methods.
  1. 5.1 Cryptography, Cryptology, Cryptanalysis
  2. 5.3 Basic Crypto Systems: Caesar Cipher
  3. 5.4 Basic Crypto Systems: Cracking Caesar
  4. 5.5 Basic Crypto Systems: Vigenere Cipher
4-6.CY.5 Explain suspicious activity of applications and devices.
4-6.DL.1 Type on a keyboard while demonstrating proper keyboarding technique.
4-6.DL.2 Select appropriate digital tools to communicate and collaborate while learning with others.
  1. 10.1 Project: The Effects of the Internet
4-6.DL.3 Conduct and refine advanced multicriteria digital searches to locate content relevant to varied learning goals.
  1. 4.5 Project: Public Service Announcement
  2. 10.1 Project: The Effects of the Internet
4-6.DL.4 Use a variety of digital tools and resources to create and revise digital artifacts.
  1. 4.5 Project: Public Service Announcement
  2. 10.1 Project: The Effects of the Internet
4-6.DL.5 Identify common features of digital technologies.
4-6.DL.6 Describe persistence of digital information and explain how actions in online spaces can have consequences.
  1. 4.1 Digital Footprint and Reputation
4-6.DL.7 Identify and describe actions in online spaces that could potentially be unsafe or harmful.
  1. 4.2 Cyberbullying
  2. 4.3 Internet Safety
4-6.IC.1 Describe computing technologies that have changed the world, and express how those technologies influence, and are influenced by, cultural practices.
  1. 2.1 History of Computers
  2. 2.5 Future of Computing
  3. 9.1 Intro to the Internet
  4. 9.7 The Impact of the Internet
4-6.IC.2 Explain how laws impact the use of computing technologies and digital information.
  1. 6.6 Copyright
4-6.IC.3 Explain current events that involve computing technologies.
4-6.IC.4 Explain who has access to data in different digital spaces.
4-6.IC.5 Explain how computer systems play a role in human decision-making
  1. 2.5 Future of Computing
4-6.IC.6 Identify and explain ways to improve the accessibility and usability of a computing device or software application for the diverse needs and wants of users.
  1. 7.2 Empathy
4-6.IC.7 Identify a diverse range of role models in computer science.
4-6.NSD.1 Propose improvements to the design of a computing technology based on an analysis of user interactions with that technology.
  1. 1.20 Using Data to Refine Game Mechanics
  2. 7.6 Test
4-6.NSD.2 Model how computer hardware and software work together as a system to accomplish tasks.
  1. 2.2 Computer Organization
  2. 2.3 Software
  3. 2.4 Hardware
4-6.NSD.3 Determine potential solutions to solve hardware and software problems using common troubleshooting strategies.
  1. 2.6 Troubleshooting
4-6.NSD.4 Model how data is structured to transmit through a network.
  1. 9.6 Packets and Protocols
4-6.NSD.5 Describe that data can be stored locally or remotely in a network.
  1. 2.2 Computer Organization
  2. 2.4 Hardware