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Standards Mapping

for Arkansas MS Introduction to Code

22

Standards in this Framework

22

Standards Mapped

100%

Mapped to Course

Standard Lessons
1.1.1
Define an algorithm as a step-by-step sequence of instructions to solve a problem.
  1. 1.1 Karel's Coding Environment
  2. 1.3 The Rabbit Chase
  3. 2.1 Quest for the Rosetta Stone
  4. 3.1 Intro to Tracy's Grid World
  5. 3.3 A Day at the Carnival
  6. 5.1 Introduction to Karel
  7. 5.2 Karel's World
  8. 5.3 Functions
1.1.2
Evaluate algorithms for efficiency (e.g., speed and resource use) and clarity (e.g., readability and logical flow).
  1. 2.1 Quest for the Rosetta Stone
  2. 3.3 A Day at the Carnival
  3. 5.3 Functions
  4. 5.4 Multiple Functions
1.2.1
Demonstrate appropriate collaborative behaviors when working in a group (e.g., listening actively, sharing ideas, and providing constructive feedback).
  1. 4.1 History of Computing
  2. 12.2 Intro to Spreadsheets
1.2.2
Integrate feedback from others to improve problem-solving solutions.
  1. 3.3 A Day at the Carnival
  2. 8.1 Getting Started
2.1.1
Identify the ethical considerations and social implications of computer technology, including issues such as privacy (e.g., data collection), security (e.g., password protection), and bias (e.g., in algorithms or AI systems).
  1. 6.1 What is the Internet?
  2. 6.3 Impact of the Internet
  3. 6.4 Cybersecurity
  4. 7.1 Digital Footprint and Reputation
  5. 7.2 Cyberbullying
  6. 7.3 Internet Safety
  7. 7.4 Privacy & Security
2.1.2
Create and maintain a positive digital footprint (e.g., responsible social media use, thoughtful online comments, and showcasing achievements).
  1. 7.1 Digital Footprint and Reputation
  2. 7.4 Privacy & Security
2.2.1
Evaluate and use information online (e.g. reliable vs. unreliable sources and using appropriate search terms) .
  1. 6.3 Impact of the Internet
2.2.2
Use safe online practices (e.g., protecting personal information, adjusting privacy settings, practicing respectful online interactions in social media and gaming, and recognizing and avoiding scams or phishing attempts).
  1. 7.2 Cyberbullying
  2. 7.3 Internet Safety
  3. 7.4 Privacy & Security
3.1.1
Explain how a text-based program executes (e.g., line-by-line, conditional branching, and loops).
  1. 1.1 Karel's Coding Environment
  2. 1.3 The Rabbit Chase
  3. 2.1 Quest for the Rosetta Stone
  4. 3.3 A Day at the Carnival
  5. 9.4 Intro to JavaScript
  6. 9.5 Variables
3.1.2
Identify and correct errors in a text-based program (e.g. debugging syntax or logic errors).
  1. 1.2 Karel Error Messages
  2. 3.2 Debugging with Error Messages
  3. 9.4 Intro to JavaScript
  4. 9.5 Variables
3.1.3
Test a text-based program and evaluate output for accuracy.
  1. 1.2 Karel Error Messages
  2. 3.2 Debugging with Error Messages
  3. 5.3 Functions
  4. 9.4 Intro to JavaScript
  5. 9.5 Variables
  6. 9.10 The Physics of Sprites
3.2.1
Explain how variables are used to store and manipulate data in a text-based program (e.g., integers for counting, strings for names, and booleans for true/false conditions).
  1. 8.3 Variables
  2. 9.5 Variables
3.2.2
Create and use variables with assigned values in a text-based program.
  1. 8.3 Variables
  2. 9.5 Variables
  3. 9.9 Your First Sprites
3.3.1
Use mathematical operators within a text-based program (e.g., +, -, * and, /).
  1. 8.3 Variables
3.3.2
Use relational operators within a text-based program (e.g. <, >, <=, >=, ==, !=).
  1. 2.1 Quest for the Rosetta Stone
3.4.1
Use conditional statements (e.g., if and if-else) to control flow or decision-making in a text-based program.
  1. 2.1 Quest for the Rosetta Stone
  2. 3.3 A Day at the Carnival
  3. 5.3 Functions
3.4.2
Use loops (e.g. for and while) in a text-based program.
  1. 2.1 Quest for the Rosetta Stone
  2. 3.3 A Day at the Carnival
4.1.1
Discuss how computer programming is used in everyday life (e.g., smartphone apps, video games, social media platforms, school management systems, and smart home devices).
  1. 4.1 History of Computing
  2. 4.2 Software
  3. 6.3 Impact of the Internet
4.1.2
Analyze real-world examples of how computer programs have solved problems or improved people's lives.
  1. 6.3 Impact of the Internet
  2. 6.4 Cybersecurity
  3. 7.1 Digital Footprint and Reputation
4.2.1
Investigate various career paths in computer science (e.g., software development, information technology and security, robotics and automation systems, and data analytics and machine learning).
  1. 6.4 Cybersecurity
  2. 7.4 Privacy & Security
  3. 9.1 Intro to Games
4.2.2
Identify the skills and knowledge required for these careers.
  1. 6.4 Cybersecurity
4.3.1
Discuss the ethical considerations and social implications of computer technology (e.g., data privacy concerns, impact of automation on jobs, and environmental effects of e-waste).
  1. 6.3 Impact of the Internet
  2. 6.4 Cybersecurity
  3. 7.1 Digital Footprint and Reputation
  4. 7.2 Cyberbullying
  5. 7.3 Internet Safety
  6. 7.4 Privacy & Security