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Standards Mapping

for TExES 241

107

Standards in this Framework

98

Standards Mapped

91%

Mapped to Course

Standard Lessons
001.A
Knows and uses technology terminology and concepts appropriate to the task.
  1. 6.2 Computer Organization
  2. 6.4 Hardware
  3. 7.3 Number Systems
001.B
Knows the appropriate use of software and hardware components.
  1. 4.2 Internal Components
  2. 4.3 Peripheral Devices
  3. 4.4 Network Devices
  4. 4.5 Storage Options
  5. 4.6 Network Options
  6. 6.3 Software
  7. 6.4 Hardware
  8. 7.1 What is Code?
  9. 17.1 Operating Systems Software
  10. 17.2 Software and Applications
001.C
Demonstrates knowledge of various types of networks (e.g., LAN, WAN, intranets and the Internet).
  1. 4.6 Network Options
  2. 4.7 Network Communication
  3. 6.2 Computer Organization
  4. 9.2 Internet Hardware
  5. 9.3 Internet Addresses
  6. 9.4 DNS
  7. 9.5 Routing
  8. 9.6 Packets and Protocols
001.D
Knows how to select, connect and use a variety of local and remote peripheral devices.
  1. 4.3 Peripheral Devices
001.E
Knows how to manage compatibility issues for a variety of media, file formats (e.g., text, graphics, image, video, audio), file naming conventions, file management structures and digital organization strategies.
  1. 4.5 Storage Options
001.F
Knows how to evaluate software for quality, appropriateness, effectiveness, efficiency, support and licensing to make decisions regarding its proper acquisition and use.
  1. 17.2 Software and Applications
001.G
Knows how to access, manage and manipulate information from secondary storage devices.
  1. 4.5 Storage Options
001.H
Knows strategies for searching, acquiring and accessing information from electronic resources.
  1. 9.11 Information Literacy
001.I
Knows how to assess the accuracy and validity of acquired information and how to resolve information conflicts through research and comparison of data from multiple sources.
  1. 9.11 Information Literacy
001.J
Demonstrates knowledge of intellectual property rights (e.g., copyright, Creative Commons, free and open source licensing) when accessing, using, manipulating and editing electronic data.
  1. 9.8 The Impact of the Internet
  2. 9.9 Creative Credit & Copyright
001.K
Demonstrates knowledge of issues of unacceptable use of computer resources including, but not limited to, cyberbullying and harassment, computer hacking, computer piracy, plagiarism, vandalism, intentional virus setting and invasion of privacy.
  1. 6.6 Ethical and Social Implications of Computing
  2. 9.7 Cybersecurity
  3. 9.8 The Impact of the Internet
001.L
Demonstrates ethical and lawful acquisition of digital information, including the use of established methods to cite sources.
  1. 6.6 Ethical and Social Implications of Computing
  2. 9.8 The Impact of the Internet
001.M
Understands digital safety, privacy rules, digital etiquette, acceptable use of technology and the ethical and legal responsibilities of using social media.
  1. 6.6 Ethical and Social Implications of Computing
  2. 9.8 The Impact of the Internet
  3. 9.9 Creative Credit & Copyright
001.N
Knows how to use online help and other support documentation to troubleshoot minor technical problems with hardware and software.
  1. 18.1 Methodology
  2. 18.2 Support Practice
001.O
Knows how to develop documentation for a variety of products.
  1. 2.2 Organizational Techniques
  2. 3.1 Basic Debugging in Java
001.P
Demonstrates knowledge of technology’s historical and future impact on society.
  1. 6.1 History of Computers
  2. 6.5 Future of Computing
  3. 6.6 Ethical and Social Implications of Computing
  4. 7.8 Cryptography
  5. 9.8 The Impact of the Internet
002.A
Knows how to plan, create, edit, analyze and represent data in documents using general productivity software.
  1. 17.2 Software and Applications
002.B
Knows how to explore complex concepts using simulations, models, interactive virtual environments and new technologies to develop hypotheses, modify input and analyze results.
  1. 8.5 Simulation
002.C
Demonstrates knowledge of how to design and implement procedures to track trends, set timelines and evaluate the progress of products using project management tools for continual improvement in process and product development.
002.D
Knows how to evaluate projects for design, purpose, audience and content delivery using various criteria (e.g., project specifications, rubrics).
  1. 16.2 Assessing Student Mastery
  2. 16.3 Assessing with Rubrics
002.E
Knows how to select representative products to be collected and stored in an electronic evaluation tool and to evaluate products for relevance to the assignment or task.
  1. 16.2 Assessing Student Mastery
  2. 16.3 Assessing with Rubrics
002.F
Knows how to plan and design products that are accessible to learners with various needs and abilities.
  1. 10.1 Collaboration in Computer Science
  2. 16.2 Assessing Student Mastery
003.A
Knows how to implement grade-level appropriate instructional practices, activities and materials to improve student learning.
  1. 10.1 Collaboration in Computer Science
003.B
Knows how to implement lessons using various instructional strategies.
  1. 10.1 Collaboration in Computer Science
  2. 16.2 Assessing Student Mastery
003.C
Demonstrates knowledge of issues related to the balanced use of technology for various populations.
  1. 10.1 Collaboration in Computer Science
  2. 16.2 Assessing Student Mastery
003.D
Knows how to implement instruction that allows students to solve problems by posing questions, collecting data and interpreting results.
  1. 10.1 Collaboration in Computer Science
  2. 16.2 Assessing Student Mastery
003.E
Knows how to develop and facilitate collaborative tasks among group members, incorporating various perspectives while exploring alternative solutions.
  1. 10.1 Collaboration in Computer Science
  2. 16.1 Collaboration Strategies
  3. 16.2 Assessing Student Mastery
003.F
Knows strategies to help students learn how to locate, retrieve, analyze, evaluate, communicate and retain content-related information from a variety of texts and digital sources.
  1. 9.11 Information Literacy
003.G
Knows how to evaluate student projects and portfolios using various assessment methods (e.g., formal, informal).
  1. 16.2 Assessing Student Mastery
  2. 16.3 Assessing with Rubrics
003.H
Knows how to promote effective self-evaluation and use of feedback from peers.
  1. 16.2 Assessing Student Mastery
  2. 16.3 Assessing with Rubrics
003.I
Knows the relationship between instruction and assessment.
  1. 16.2 Assessing Student Mastery
  2. 16.3 Assessing with Rubrics
003.J
Knows how to adjust instruction based on assessment results.
  1. 16.2 Assessing Student Mastery
  2. 16.3 Assessing with Rubrics
003.K
Demonstrates knowledge of emerging technology and its role in education.
  1. 6.5 Future of Computing
  2. 9.1 Welcome to the Internet
  3. 16.2 Assessing Student Mastery
  4. 16.3 Assessing with Rubrics
003.L
Knows the importance of self-assessment and planning for professional growth.
  1. 16.2 Assessing Student Mastery
  2. 16.3 Assessing with Rubrics
004.A
Exhibits knowledge of all phases of the software system life cycle and understands its cyclical nature.
  1. 5.1 Intro to Design Thinking
  2. 5.2 Prototype
  3. 5.3 Test
004.B
Knows the characteristics of programming design strategies (e.g., design specification, top-down design, step-wise refinement, black box, object-oriented design).
  1. 5.1 Intro to Design Thinking
  2. 5.2 Prototype
  3. 5.3 Test
004.C
Knows how to apply problem-solving strategies to implement design.
  1. 5.1 Intro to Design Thinking
  2. 5.2 Prototype
  3. 5.3 Test
004.D
Demonstrates the use of visual organizers (e.g., flow diagrams, Unified Modeling Language [UML]) to document program designs and implementations.
  1. 2.2 Organizational Techniques
004.E
Knows how to create robust programs with emphasis on design to facilitate maintenance, program expansion, reliability, validity and efficiency.
  1. 11.1 Java Methods
  2. 12.4 Writing Classes
  3. 12.5 Writing Classes and Instance Methods
  4. 12.6 Getter and Setter Methods
  5. 12.10 Objects vs. Primitives
  6. 12.11 Inheritance
005.A
Knows the characteristics of models used in the development of software systems.
  1. 5.1 Intro to Design Thinking
  2. 5.2 Prototype
  3. 5.3 Test
  4. 10.1 Collaboration in Computer Science
  5. 10.2 Whiteboarding
  6. 10.3 Pair-Programming
  7. 10.4 Pop Coding
  8. 10.5 Storytelling through Code
005.B
Demonstrates the ability to use an integrated development environment (IDE).
  1. 2.3 Printing in Java
  2. 3.6 Java Outside of CodeHS
005.C
Demonstrates knowledge of collaborative strategies for the development of complex software systems (e.g., design/implementation teams, software validation/testing, risk assessment).
  1. 5.2 Prototype
  2. 5.3 Test
  3. 10.1 Collaboration in Computer Science
  4. 10.2 Whiteboarding
  5. 10.3 Pair-Programming
  6. 10.4 Pop Coding
  7. 10.5 Storytelling through Code
  8. 16.1 Collaboration Strategies
005.D
Demonstrates the ability to work independently or collaboratively to implement a solution to a problem according to design specifications, identifying data types, objects needed, subtasks to be performed and reusable components from existing code.
  1. 5.2 Prototype
  2. 5.3 Test
  3. 10.1 Collaboration in Computer Science
  4. 10.2 Whiteboarding
  5. 10.3 Pair-Programming
  6. 10.4 Pop Coding
  7. 10.5 Storytelling through Code
  8. 12.3 Using a Class as a Client
005.E
Demonstrates the use of programming style conventions (e.g., spacing, indentation, descriptive identifiers, comments, documentation, standardized programming style) to enhance the readability and functionality of code.
  1. 2.2 Organizational Techniques
  2. 3.1 Basic Debugging in Java
  3. 20.4 Intro to JavaScript
005.F
Knows how to create robust programs with emphasis on programming style to facilitate maintenance, program expansion, reliability, validity and efficiency.
  1. 2.2 Organizational Techniques
  2. 2.14 While Loops
005.G
Knows how to create and use libraries of generic modular code for efficient programming.
  1. 12.3 Using a Class as a Client
  2. 20.6 Introducing Libraries
005.H
Demonstrates the ability to read, evaluate, correct and improve existing code.
  1. 14.8 Informal Code Analysis
005.I
Knows how to create robust programs by avoiding runtime errors and handling anticipated errors (e.g., correct handling of input and output, division by zero, type mismatch).
  1. 2.13 For Loops
  2. 3.1 Basic Debugging in Java
  3. 3.2 Debugging Tools
  4. 3.3 Debugging Techniques
  5. 3.4 Common Java Errors
  6. 3.5 Common Compiler Errors
  7. 11.5 Exceptions
005.J
Demonstrates the ability to test programs by entering valid and invalid data; investigating boundary conditions; testing classes, methods and libraries in isolation; and performing stepwise refinement.
005.K
Demonstrates the ability to debug program errors (e.g., syntax, runtime, logic) using error messages, reference materials, language documentation and other effective strategies.
006.A
Knows fundamental computer science vocabulary, including terms related to hardware, software and computational thinking.
  1. 12.9 Key Terms for Classes
006.B
Knows specific programming terminology, including terms related to data type, data structures, algorithms and programming constructs.
  1. 12.1 Intro to Classes and Objects
  2. 12.2 Classes vs. Objects
  3. 12.4 Writing Classes
006.C
Knows the differences between low-level and high-level languages.
  1. 2.1 Programming Languages
006.D
Knows the differences between compiled and interpreted languages.
  1. 2.1 Programming Languages
006.E
Knows the characteristics of and differences in current programming languages and paradigms (e.g., procedural, object-oriented).
  1. 2.1 Programming Languages
007.A
Understands various computer-related number-base systems and uses them to count, convert and perform mathematical operations.
  1. 7.2 Intro to Digital Information
  2. 7.3 Number Systems
  3. 7.4 Encoding Text with Binary
  4. 7.6 Hexadecimal
  5. 7.7 Pixel Colors
007.B
Understands the characteristics of standard data types in current programming languages (e.g., integer, floating point, character, string, Boolean).
  1. 2.1 Programming Languages
  2. 2.4 Variables and Types
  3. 12.8 Local Variables and Scope
  4. 13.1 What are Data Structures
007.C
Demonstrates the ability to develop code using constants, variables, data structures and appropriate scope (e.g., local, global).
  1. 2.1 Programming Languages
  2. 2.4 Variables and Types
  3. 13.1 What are Data Structures
  4. 20.5 Variables
007.D
Understands the difference between primitive and referenced data types (e.g., objects, lists).
  1. 2.1 Programming Languages
  2. 2.4 Variables and Types
007.E
Demonstrates the ability to cast between data types and provide object functionality to primitive data types.
  1. 2.7 Casting
007.F
Demonstrates effective use of standard libraries (e.g., math, string) in the development of code.
  1. 11.1 Java Methods
  2. 12.3 Using a Class as a Client
007.G
Demonstrates the ability to create user-defined functions and procedures.
  1. 2.5 User Input
007.H
Demonstrates understanding of the difference between parameters that are passed by value or by reference.
  1. 2.4 Variables and Types
  2. 11.2 Methods and Parameters
  3. 11.3 Methods and Return Values
  4. 12.7 Method Overloading
007.I
Knows how to identify object-oriented data types and how to delineate the advantages and disadvantages of object data.
  1. 12.1 Intro to Classes and Objects
  2. 12.2 Classes vs. Objects
  3. 12.4 Writing Classes
007.J
Demonstrates the ability to process data in one-dimensional and multi-dimensional arrays.
  1. 13.2 Introduction to Arrays
  2. 13.3 Using Arrays
  3. 13.4 2D Arrays
  4. 13.5 Traversing 2D Arrays
007.K
Understands how to implement input/output processes (e.g., file, keyboard).
  1. 8.3 Using Spreadsheets with Data
007.L
Demonstrates the ability to manipulate text using string processing functions (e.g., concatenation, substring, search).
  1. 2.19 String Types
007.M
Understands concepts related to the traversal and processing of abstract data types (e.g., stacks, queues, linked lists, trees, graphs).
  1. 13.6 HashMaps, Stacks, and Queues
008.A
Creates mathematical expressions using arithmetic operators (addition, subtraction, multiplication, division, integer division and modulus division).
  1. 2.6 Arithmetic Expressions
008.B
Develops programs using standard operators (e.g., arithmetic, relational, logical, assignment), operator precedence and short-circuit evaluation.
  1. 2.4 Variables and Types
  2. 2.6 Arithmetic Expressions
  3. 2.10 Logical Operators
  4. 2.11 Comparison Operators
  5. 2.17 Short-Circuit Evaluation
008.C
Demonstrates an understanding of conditional and iterative control structures.
  1. 2.11 Comparison Operators
  2. 2.12 If Statements
  3. 2.13 For Loops
  4. 2.14 While Loops
  5. 2.15 Nested Iterations
  6. 2.16 Loop-and-a-Half
008.D
Demonstrates coding proficiency in current programming languages, including an object-oriented language.
  1. 2.1 Programming Languages
008.E
Demonstrates understanding of object-oriented design and the relationships (including composition and inheritance) among defined classes, abstract classes and interfaces.
  1. 11.1 Java Methods
  2. 12.4 Writing Classes
  3. 12.5 Writing Classes and Instance Methods
  4. 12.11 Inheritance
008.F
Designs classes that encapsulate data and related methods.
  1. 11.1 Java Methods
  2. 12.4 Writing Classes
  3. 12.5 Writing Classes and Instance Methods
  4. 12.11 Inheritance
008.G
Demonstrates understanding of polymorphism in overloading and overriding features of classes.
  1. 12.13 Polymorphism
008.H
Demonstrates the ability to use abstract classes and interfaces to design and implement multi-class programs.
  1. 12.11 Inheritance
  2. 12.13 Polymorphism
009.A
Constructs searching algorithms (e.g., linear and binary searches).
  1. 14.2 Linear Search
  2. 14.3 Binary Search
009.B
Constructs sorting algorithms including, but not limited to, selection, insertion, merge and quick sorts.
  1. 14.4 Selection Sort
  2. 14.5 Insertion Sort
  3. 14.7 Mergesort
009.C
Analyzes the best-, average- and worst-case run-time efficiencies of various algorithms using informal comparisons and Big-O notation.
  1. 13.8 Algorithm Performance
  2. 14.1 What is an Algorithm?
009.D
Traces, compares and uses iterative and recursive algorithms.
  1. 14.6 Recursion
009.E
Demonstrates an understanding of and the ability to develop common algorithms to solve practical problems.
  1. 14.1 What is an Algorithm?
  2. 14.9 Random and Pseudorandom Numbers
010.A
Demonstrates knowledge of terminology and the appropriate application of sets, functions and relations.
  1. 1.1 Sets, Functions, and Relations
  2. 1.7 Discrete Math for Computer Science Quiz
  3. 8.1 Getting Started with Data
010.B
Constructs truth tables (for negation, conjunction, disjunction, implication, biconditional, bit operators) and uses them to demonstrate propositional relations.
  1. 1.2 Truth Tables & Propositional Logic
  2. 1.7 Discrete Math for Computer Science Quiz
010.C
Converts spoken language statements to appropriate statements in propositional logic.
  1. 1.2 Truth Tables & Propositional Logic
  2. 1.7 Discrete Math for Computer Science Quiz
010.D
Demonstrates proficiency in the use of Boolean algebra, including De Morgan’s laws, to identify propositional equivalences.
  1. 1.3 Boolean Algebra & De Morgan’s Laws
  2. 1.7 Discrete Math for Computer Science Quiz
  3. 2.9 Booleans
  4. 2.18 DeMorgan's Laws
010.E
Uses formal logic proofs and logical reasoning to solve problems and evaluate algorithmic complexity.
  1. 1.4 Formal Logic Proofs
  2. 1.5 Algorithmic Complexity
  3. 1.7 Discrete Math for Computer Science Quiz
  4. 8.4 Data Collection & Limitations
010.F
Computes permutations and combinations of a set and interprets the meaning in context.
  1. 1.6 Permutations & Combinations
  2. 1.7 Discrete Math for Computer Science Quiz
010.G
Knows how to exhibit, describe and justify mathematical ideas and arguments through the use of precise mathematical language in written or oral communication.
  1. 1.1 Sets, Functions, and Relations
  2. 1.2 Truth Tables & Propositional Logic
  3. 1.3 Boolean Algebra & De Morgan’s Laws
  4. 1.4 Formal Logic Proofs
  5. 1.5 Algorithmic Complexity
  6. 1.6 Permutations & Combinations
  7. 1.7 Discrete Math for Computer Science Quiz
011.A
Understands that digital forensics involves the recovery and investigation of material found in digital devices, often in relation to computer crime.
  1. 19.1 Digital Forensics
  2. 19.2 Forensic Case 1: Logs
  3. 19.3 Forensic Case 2: File Metadata
  4. 19.4 Forensic Case 3: Exit Data
011.B
Demonstrates knowledge of legal, illegal, ethical and unethical information gathering methods; possible gray areas; and ways in which developing laws and guidelines affect digital forensics practices.
  1. 19.1 Digital Forensics
  2. 19.2 Forensic Case 1: Logs
  3. 19.3 Forensic Case 2: File Metadata
  4. 19.4 Forensic Case 3: Exit Data
011.C
Understands that digital forensics involves the application of tools in a variety of investigations related to malicious attacks (e.g., worm infections, malware, phishing incidents, viruses, Trojans, rootkits, email threats).
  1. 19.1 Digital Forensics
  2. 19.2 Forensic Case 1: Logs
  3. 19.3 Forensic Case 2: File Metadata
  4. 19.4 Forensic Case 3: Exit Data
011.D
Identifies and describes businesses and government agencies that use digital forensics.
  1. 19.1 Digital Forensics
  2. 19.2 Forensic Case 1: Logs
  3. 19.3 Forensic Case 2: File Metadata
  4. 19.4 Forensic Case 3: Exit Data
011.E
Demonstrates knowledge of how digital forensics fits in the workplace and how to establish guidelines, procedures and recommendations for the use of digital forensics tools.
  1. 19.1 Digital Forensics
  2. 19.2 Forensic Case 1: Logs
  3. 19.3 Forensic Case 2: File Metadata
  4. 19.4 Forensic Case 3: Exit Data
011.F
Knows how to describe the function and use of digital forensics toolkits in the analysis of network traffic data and data files from various storage media.
  1. 19.1 Digital Forensics
  2. 19.2 Forensic Case 1: Logs
  3. 19.3 Forensic Case 2: File Metadata
  4. 19.4 Forensic Case 3: Exit Data
012.A
Demonstrates knowledge of technology concepts, systems and operations as they apply to robotics.
012.B
Knows how to utilize the design process to prototype, construct, evaluate, refine and document the development of a robot.
012.C
Demonstrates the use of computers to manipulate a robot.
012.D
Develops algorithms to move and provide interaction with a robot, including applying instructions, collecting sensor data and performing simple tasks (e.g., following lines, moving objects, avoiding obstacles).
012.E
Knows how to explore the effects robots have on society.
012.F
Knows how to use software applications to simulate the behavior of robots of varying complexity, present design concepts and test solution strategies.
013.A
Demonstrates an understanding of the software-development process specifically applied to mobile and desktop game applications.
  1. 20.1 Intro to Games
  2. 20.2 Unpacking a Game
  3. 20.3 Categorizing Games
013.B
Demonstrates knowledge of the basic game design process and elements.
  1. 20.1 Intro to Games
  2. 20.2 Unpacking a Game
  3. 20.3 Categorizing Games
  4. 20.7 Program Structure
013.C
Knows the fundamentals of game art, including the look and feel, graphics coordinate system, basics of color theory and image rendering.
  1. 20.1 Intro to Games
  2. 20.2 Unpacking a Game
  3. 20.3 Categorizing Games
  4. 20.8 Understanding the Canvas
  5. 20.9 Your First Sprites
  6. 20.10 The Physics of Sprites
013.D
Demonstrates an understanding of the user experience and knows how to create effective user interfaces, game rules and instructions.
  1. 20.1 Intro to Games
  2. 20.2 Unpacking a Game
  3. 20.3 Categorizing Games
  4. 20.8 Understanding the Canvas
013.E
Knows how to use board games to research and collect game-play data.
  1. 20.11 Game Design Document (GDD)
013.F
Demonstrates an understanding of game programming essentials, including event-driven programming and collision detection.
  1. 20.1 Intro to Games
  2. 20.2 Unpacking a Game
  3. 20.7 Program Structure
  4. 20.10 The Physics of Sprites
  5. 20.11 Game Design Document (GDD)
013.G
Knows how to use a simulation tool to imitate a mobile device’s functionality.
  1. 21.1 Hour of Code: React Native Mobile Apps with CodeHS