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Standards Mapping

for Michigan 2

23

Standards in this Framework

5

Standards Mapped

21%

Mapped to Course

Standard Lessons
2-AP-10
Use flowcharts and/or pseudocode to address complex problems as algorithms.
  1. 1.4 Functions in Karel
  2. 1.5 The Main Function
  3. 1.6 Top Down Design and Decomposition in Karel
  4. 1.7 Commenting Your Code
2-AP-11
Create clearly named variables that represent different data types and perform operations on their values.
  1. 2.2 Variables
  2. 2.3 User Input
  3. 2.4 Basic Math
  4. 2.6 Random Numbers
  5. 5.1 Booleans
  6. 5.2 If/Else Statements
  7. 5.3 Logical Operators
  8. 5.4 Comparison Operators
  9. 5.6 While Loops
  10. 5.7 The Break Statement
  11. 5.9 For Loops
  12. 8.1 Functions Challenges
  13. 9.1 Timers
  14. 9.2 Stopping Timers
  15. 9.3 Collisions
  16. 9.4 Mouse Click Events
  17. 9.5 More Mouse Events
  18. 9.6 Key Events
  19. 11.1 Breakout
  20. 12.1 Snake Game
  21. 13.1 Intro to Arrays
  22. 13.2 Adding & Removing from an Array
  23. 13.3 Iterating Through an Array
  24. 14.1 Intro to Objects
  25. 14.4 Iterating Through an Object
  26. 15.1 Tic Tac Toe
  27. 16.1 Game Design: Helicopter
  28. 20.1 Connect Four
  29. 22.1 Intro to Sets
  30. 22.2 Intro to Grids
  31. 22.3 Looping Over a Grid
  32. 22.4 Grid Example: Get a Row
  33. 23.3 Extra Karel Practice
  34. 23.4 Extra Karel Puzzles
  35. 24.1 Functions and Parameters Practice
  36. 25.1 Prime Numbers
  37. 26.1 Fun Graphics Challenges
  38. 26.2 Animation Practice
  39. 26.3 Crazy Ball Game
  40. 27.1 Conway's Game of Life
  41. 29.1 Visualizing Music
2-AP-12
Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.
  1. 1.12 While Loops
  2. 1.14 Control Structures Example
  3. 8.1 Functions Challenges
  4. 9.3 Collisions
  5. 9.4 Mouse Click Events
  6. 9.5 More Mouse Events
  7. 9.6 Key Events
  8. 11.1 Breakout
  9. 12.1 Snake Game
  10. 13.1 Intro to Arrays
  11. 13.2 Adding & Removing from an Array
  12. 13.3 Iterating Through an Array
  13. 14.1 Intro to Objects
  14. 14.4 Iterating Through an Object
  15. 15.1 Tic Tac Toe
  16. 16.1 Game Design: Helicopter
  17. 20.1 Connect Four
  18. 22.1 Intro to Sets
  19. 22.2 Intro to Grids
  20. 22.3 Looping Over a Grid
  21. 22.4 Grid Example: Get a Row
  22. 23.3 Extra Karel Practice
  23. 23.4 Extra Karel Puzzles
  24. 24.1 Functions and Parameters Practice
  25. 25.1 Prime Numbers
  26. 26.1 Fun Graphics Challenges
  27. 26.2 Animation Practice
  28. 26.3 Crazy Ball Game
  29. 27.1 Conway's Game of Life
  30. 29.1 Visualizing Music
2-AP-13
Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.
2-AP-14
Create procedures with parameters to organize code and make it easier to reuse.
  1. 2.6 Random Numbers
  2. 5.2 If/Else Statements
  3. 5.6 While Loops
  4. 5.7 The Break Statement
  5. 5.9 For Loops
  6. 8.1 Functions Challenges
  7. 9.2 Stopping Timers
  8. 9.3 Collisions
  9. 9.4 Mouse Click Events
  10. 9.5 More Mouse Events
  11. 9.6 Key Events
  12. 11.1 Breakout
  13. 12.1 Snake Game
  14. 13.3 Iterating Through an Array
  15. 14.1 Intro to Objects
  16. 14.4 Iterating Through an Object
  17. 15.1 Tic Tac Toe
  18. 16.1 Game Design: Helicopter
  19. 20.1 Connect Four
  20. 22.1 Intro to Sets
  21. 22.2 Intro to Grids
  22. 22.3 Looping Over a Grid
  23. 22.4 Grid Example: Get a Row
  24. 23.3 Extra Karel Practice
  25. 23.4 Extra Karel Puzzles
  26. 24.1 Functions and Parameters Practice
  27. 25.1 Prime Numbers
  28. 26.1 Fun Graphics Challenges
  29. 26.2 Animation Practice
  30. 26.3 Crazy Ball Game
  31. 27.1 Conway's Game of Life
  32. 29.1 Visualizing Music
2-AP-15
Seek and incorporate feedback from team members and users to refine a solution that meets user needs.
2-AP-16
Incorporate existing code, media, and libraries into original programs, and give attribution.
2-AP-17
Systematically test and refine programs using a range of test cases.
2-AP-18
Distribute tasks and maintain a project timeline when collaboratively developing computational artifacts.
2-AP-19
Document programs in order to make them easier to follow, test, and debug.
  1. 2.2 Variables
  2. 2.3 User Input
  3. 2.4 Basic Math
  4. 2.6 Random Numbers
  5. 5.1 Booleans
  6. 5.2 If/Else Statements
  7. 5.3 Logical Operators
  8. 5.4 Comparison Operators
  9. 5.6 While Loops
  10. 5.7 The Break Statement
  11. 5.9 For Loops
  12. 8.1 Functions Challenges
  13. 9.1 Timers
  14. 9.2 Stopping Timers
  15. 9.3 Collisions
  16. 9.4 Mouse Click Events
  17. 9.5 More Mouse Events
  18. 9.6 Key Events
  19. 11.1 Breakout
  20. 12.1 Snake Game
  21. 13.1 Intro to Arrays
  22. 13.2 Adding & Removing from an Array
  23. 13.3 Iterating Through an Array
  24. 14.1 Intro to Objects
  25. 14.4 Iterating Through an Object
  26. 15.1 Tic Tac Toe
  27. 16.1 Game Design: Helicopter
  28. 20.1 Connect Four
  29. 22.1 Intro to Sets
  30. 22.2 Intro to Grids
  31. 22.3 Looping Over a Grid
  32. 22.4 Grid Example: Get a Row
  33. 23.3 Extra Karel Practice
  34. 23.4 Extra Karel Puzzles
  35. 24.1 Functions and Parameters Practice
  36. 25.1 Prime Numbers
  37. 26.1 Fun Graphics Challenges
  38. 26.2 Animation Practice
  39. 26.3 Crazy Ball Game
  40. 27.1 Conway's Game of Life
  41. 29.1 Visualizing Music
2-CS-01
Recommend improvements to the design of computing devices, based on an analysis of how users interact with the devices.
2-CS-02
Design projects that combine hardware and software components to collect and exchange data.
2-CS-03
Systematically identify and fix problems with computing devices and their components.
2-DA-07
Represent data using multiple encoding schemes.
2-DA-08
Collect data using computational tools and transform the data to make it more useful and reliable.
2-DA-09
Refine computational models based on the data they have generated.
2-IC-20
Compare tradeoffs associated with computing technologies that affect people's everyday activities and career options.
2-IC-21
Discuss issues of bias and accessibility in the design of existing technologies.
2-IC-22
Collaborate with many contributors through strategies such as crowdsourcing or surveys when creating a computational artifact.
2-IC-23
Describe tradeoffs between allowing information to be public and keeping information private and secure.
2-NI-04
Model the role of protocols in transmitting data across networks and the Internet.
2-NI-05
Explain how physical and digital security measures protect electronic information.
2-NI-06
Apply multiple methods of encryption to model the secure transmission of information.