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Standards Mapping

for Texas Computer Science I

62

Standards in this Framework

43

Standards Mapped

69%

Mapped to Course

Standard Lessons
127.789.d.1.a
identify job and internship opportunities and accompanying job duties and tasks and contact one or more companies or organizations to explore career opportunities
127.789.d.1.b
examine the role of certifications, resumes, and portfolios in the computer science profession
127.789.d.1.c
employ effective technical reading and writing skills
  1. 15.1 What is File I/O
  2. 15.2 Reading Character from File
  3. 15.5 Writing to File
  4. 16.1 Software Engineer
  5. 16.2 QA Engineer
  6. 16.4 Project Manager
127.789.d.1.d
employ effective verbal and non-verbal communication skills
  1. 16.1 Software Engineer
  2. 16.2 QA Engineer
  3. 16.3 Designer
  4. 16.4 Project Manager
127.789.d.1.e
solve problems and think critically
  1. 4.1 Project: Mad Libs
  2. 6.1 Project: Quiz Game
  3. 8.1 Project: Password Authenticator
  4. 11.1 Project: The Game of Pig
127.789.d.1.f
demonstrate leadership skills and function effectively as a team member
127.789.d.1.g
communicate an understanding of legal and ethical responsibilities in relation to the field of computer science
127.789.d.1.h
demonstrate planning and time-management skills
  1. 16.1 Software Engineer
  2. 16.2 QA Engineer
  3. 16.3 Designer
  4. 16.4 Project Manager
127.789.d.1.i
compare university computer science programs
127.789.d.2.a
participate in learning communities as a learner, initiator, contributor, and teacher/mentor
127.789.d.2.b
seek and respond to advice from peers, educators, or professionals when evaluating quality and accuracy of the student's product
127.789.d.3.a
create and properly label and display output
  1. 3.1 Printing in Python
  2. 4.1 Project: Mad Libs
  3. 6.1 Project: Quiz Game
  4. 8.1 Project: Password Authenticator
  5. 11.1 Project: The Game of Pig
127.789.d.3.b
create interactive input interfaces, with relevant user prompts, to acquire data from a user such as console displays or Graphical User Interfaces (GUIs)
  1. 3.3 User Input
  2. 4.1 Project: Mad Libs
  3. 6.1 Project: Quiz Game
  4. 8.1 Project: Password Authenticator
  5. 11.1 Project: The Game of Pig
127.789.d.3.c
write programs with proper programming style to enhance the readability and functionality of a code by using descriptive identifiers, internal comments, white space, spacing, indentation, and a standardized program style
  1. 2.5 Top Down Design and Decomposition in Karel
  2. 3.2 Variables and Types
  3. 3.6 Comments
  4. 9.1 Functions
  5. 9.3 Namespaces in Functions
  6. 13.2 List Comprehensions
  7. 13.3 Packing and Unpacking
127.789.d.3.d
format data displays using standard formatting styles
  1. 15.1 What is File I/O
  2. 15.2 Reading Character from File
  3. 15.3 Reading Line from File
  4. 15.4 Reading All Lines from File
  5. 15.5 Writing to File
  6. 15.6 Move File Pointer Position
127.789.d.3.e
display simple vector graphics using lines, circles, and rectangles
127.789.d.4.a
use program design problem-solving strategies such as flowchart or pseudocode to create program solutions
  1. 11.1 Project: The Game of Pig
  2. 16.1 Software Engineer
127.789.d.4.b
create a high-level program plan using a visual tool such as a flowchart or graphic organizer
  1. 16.1 Software Engineer
127.789.d.4.c
identify the tasks and subtasks needed to solve a problem
  1. 2.5 Top Down Design and Decomposition in Karel
  2. 16.1 Software Engineer
  3. 16.4 Project Manager
127.789.d.4.d
identify the data types and objects needed to solve a problem
  1. 3.2 Variables and Types
  2. 3.4 Mathematical Operators
  3. 3.5 String Operators
  4. 5.1 Booleans
  5. 12.2 Lists
  6. 13.1 2d Lists
  7. 13.4 Dictionaries
127.789.d.4.e
identify reusable components from existing code
  1. 2.5 Top Down Design and Decomposition in Karel
  2. 9.1 Functions
  3. 9.2 Functions and Parameters
  4. 9.3 Namespaces in Functions
  5. 9.4 Functions and Return Values
127.789.d.4.f
design a solution to a problem
  1. 4.1 Project: Mad Libs
  2. 6.1 Project: Quiz Game
  3. 8.1 Project: Password Authenticator
  4. 11.1 Project: The Game of Pig
  5. 14.1 Project: Guess the Word
127.789.d.4.g
code a solution from a program design
  1. 11.1 Project: The Game of Pig
127.789.d.4.h
identify error types, including syntax, lexical, run time, and logic
  1. 2.14 Debugging Strategies
  2. 12.1 Tuples
  3. 16.2 QA Engineer
127.789.d.4.i
test program solutions with valid and invalid test data and analyze resulting behavior
127.789.d.4.j
debug and solve problems using error messages, reference materials, language documentation, and effective strategies
  1. 2.14 Debugging Strategies
  2. 16.2 QA Engineer
127.789.d.4.k
create and implement common algorithms such as finding greatest common divisor, finding the biggest number out of three, finding primes, making change, and finding the average
  1. 7.1 While Loops
  2. 7.2 For Loops
  3. 12.3 For Loops and Lists
127.789.d.4.l
create program solutions that address basic error handling such as preventing division by zero and type mismatch
  1. 9.5 Exceptions
127.789.d.4.m
select the most appropriate construct for a defined problem
  1. 7.4 Nested Control Structures
  2. 12.1 Tuples
  3. 12.2 Lists
  4. 13.1 2d Lists
  5. 13.4 Dictionaries
127.789.d.4.n
create program solutions by using the arithmetic operators to create mathematical expressions, including addition, subtraction, multiplication, real division, integer division, and modulus division
  1. 3.4 Mathematical Operators
  2. 5.5 Floating Point Numbers and Rounding
127.789.d.4.o
create program solutions to problems using available mathematics library functions or operators, including absolute value, round, power, square, and square root
  1. 12.1 Tuples
  2. 22.9 Modules
127.789.d.4.p
develop program solutions that use assignment
  1. 3.2 Variables and Types
  2. 4.1 Project: Mad Libs
  3. 6.1 Project: Quiz Game
  4. 8.1 Project: Password Authenticator
  5. 10.1 Indexing
  6. 10.2 Slicing
127.789.d.4.q
develop sequential algorithms to solve non-branching and non-iterative problems
  1. 2.2 More Basic Karel
  2. 2.3 Karel Can't Turn Right
  3. 3.1 Printing in Python
  4. 3.2 Variables and Types
127.789.d.4.r
develop algorithms to decision-making problems using branching control statements
  1. 2.10 If Statements
  2. 2.13 Control Structures Example
  3. 5.2 If Statements
  4. 5.3 Comparison Operators
  5. 5.4 Logical Operators
  6. 7.3 Break and Continue
127.789.d.4.s
develop iterative algorithms and code programs to solve practical problems
  1. 2.9 For Loops
  2. 2.12 While Loops in Karel
  3. 7.1 While Loops
  4. 7.2 For Loops
  5. 7.3 Break and Continue
  6. 7.4 Nested Control Structures
127.789.d.4.t
demonstrate the appropriate use of the relational operators
  1. 5.3 Comparison Operators
127.789.d.4.u
demonstrate the appropriate use of the logical operators
  1. 5.4 Logical Operators
127.789.d.4.v
generate and use random numbers
  1. 11.1 Project: The Game of Pig
127.789.d.5.a
discuss and explain intellectual property, privacy, sharing of information, copyright laws, and software licensing agreements
127.789.d.5.b
practice ethical acquisition and use of digital information
127.789.d.5.c
demonstrate proper digital etiquette, responsible use of software, and knowledge of acceptable use policies
127.789.d.5.d
investigate privacy and security measures, including strong passwords, pass phrases, and other methods of authentication and virus detection and prevention
127.789.d.5.e
investigate computing and computing-related advancements and the social and ethical ramifications of computer usage
127.789.d.6.a
identify and describe the function of major hardware components, including primary and secondary memory, a central processing unit (CPU), and peripherals
127.789.d.6.b
differentiate between current programming languages, discuss the general purpose for each language, and demonstrate knowledge of specific programming terminology and concepts and types of software development applications
  1. 3.7 Programming Languages
127.789.d.6.c
differentiate between a high-level compiled language and an interpreted language
  1. 3.7 Programming Languages
127.789.d.6.d
identify and use concepts of object-oriented design
  1. 22.1 Classes and Objects
127.789.d.6.e
differentiate between local and global scope access variable declarations
  1. 9.3 Namespaces in Functions
  2. 22.8 Namespaces
127.789.d.6.f
encapsulate data and associated subroutines into an abstract data type
127.789.d.6.g
create subroutines that do not return values with and without the use of arguments and parameters
  1. 2.4 Functions in Karel
  2. 9.1 Functions
127.789.d.6.h
create subroutines that return typed values with and without the use of arguments and parameters
  1. 9.4 Functions and Return Values
127.789.d.6.i
create calls to processes passing arguments that match parameters by number, type, and position
  1. 9.2 Functions and Parameters
127.789.d.6.j
compare data elements using logical and relational operators
  1. 5.3 Comparison Operators
  2. 5.4 Logical Operators
127.789.d.6.k
identify and convert binary representation of numeric and nonnumeric data in computer systems using American Standard Code for Information Interchange (ASCII) or Unicode
127.789.d.6.l
identify finite limits of numeric data such as integer wrap around and floating point precision
  1. 5.5 Floating Point Numbers and Rounding
127.789.d.6.m
perform numerical conversions between the decimal and binary number systems and count in the binary number system
127.789.d.6.n
choose, identify, and use the appropriate data types for integer, real, and Boolean data when writing program solutions
  1. 3.2 Variables and Types
  2. 3.4 Mathematical Operators
  3. 3.5 String Operators
  4. 5.5 Floating Point Numbers and Rounding
127.789.d.6.o
analyze the concept of a variable, including primitives and objects
  1. 3.2 Variables and Types
127.789.d.6.p
represent and manipulate text data, including concatenation and other string functions
  1. 10.1 Indexing
  2. 10.2 Slicing
  3. 10.4 Strings and For Loops
  4. 10.5 The in Keyword
  5. 10.6 String Methods
  6. 15.1 What is File I/O
  7. 15.2 Reading Character from File
  8. 15.3 Reading Line from File
  9. 15.5 Writing to File
127.789.d.6.q
identify and use the structured data type of one-dimensional arrays to traverse, search, and modify data
  1. 12.3 For Loops and Lists
127.789.d.6.r
choose, identify, and use the appropriate data type or structure to properly represent the data in a program problem solution
  1. 12.1 Tuples
  2. 12.2 Lists
  3. 13.1 2d Lists
  4. 13.4 Dictionaries
127.789.d.6.s
compare strongly typed and un-typed programming languages