Please enable JavaScript to use CodeHS

Standards Mapping

for New Mexico 3A

30

Standards in this Framework

19

Standards Mapped

63%

Mapped to Course

Standard Lessons
3A-AP-13
Create prototypes that use algorithms to solve computational problems by leveraging prior student knowledge and personal interests.
  1. 1.1 Introduction to Programming With Karel
  2. 1.1 Introduction to Programming With Karel
  3. 1.2 More Basic Karel
  4. 1.2 More Basic Karel
  5. 1.3 Karel Can't Turn Right
  6. 1.3 Karel Can't Turn Right
  7. 1.4 Functions in Karel
  8. 1.4 Functions in Karel
  9. 1.5 The Start Function
  10. 1.5 The Start Function
  11. 1.6 Top Down Design and Decomposition in Karel
  12. 1.6 Top Down Design and Decomposition in Karel
  13. 1.7 Commenting Your Code
  14. 1.7 Commenting Your Code
  15. 1.9 For Loops
  16. 1.9 For Loops
  17. 1.10 If Statements
  18. 1.10 If Statements
  19. 1.11 If/Else Statements
  20. 1.11 If/Else Statements
  21. 1.12 While Loops in Karel
  22. 1.12 While Loops in Karel
  23. 1.13 Control Structures Example
  24. 1.13 Control Structures Example
  25. 1.14 More Karel Examples and Testing
  26. 1.14 More Karel Examples and Testing
  27. 1.15 How to Indent Your Code
  28. 1.15 How to Indent Your Code
  29. 1.16 Debugging Strategies
  30. 1.16 Debugging Strategies
  31. 8.2 Hello World
  32. 8.2 Hello World
  33. 8.3 Variables
  34. 8.3 Variables
  35. 8.4 User Input
  36. 8.4 User Input
  37. 8.5 Basic Math in JavaScript
  38. 8.5 Basic Math in JavaScript
  39. 8.6 Using Graphics in JavaScript
  40. 8.6 Using Graphics in JavaScript
  41. 10.1 Booleans
  42. 10.1 Booleans
  43. 10.2 Logical Operators
  44. 10.2 Logical Operators
  45. 10.3 Comparison Operators
  46. 10.3 Comparison Operators
  47. 10.4 If Statements
  48. 10.4 If Statements
  49. 10.5 For Loops in JavaScript
  50. 10.5 For Loops in JavaScript
  51. 10.6 General For Loops
  52. 10.6 General For Loops
  53. 10.7 For Loop Practice
  54. 10.7 For Loop Practice
  55. 10.8 Random Numbers
  56. 10.8 Random Numbers
  57. 10.9 While Loops
  58. 10.9 While Loops
  59. 10.10 Loop and a Half
  60. 10.10 Loop and a Half
  61. 12.1 Functions and Parameters 1
  62. 12.1 Functions and Parameters 1
  63. 12.2 Functions and Parameters 2
  64. 12.2 Functions and Parameters 2
  65. 12.3 Functions and Parameters 3
  66. 12.3 Functions and Parameters 3
  67. 13.1 Functions Challenges
  68. 13.1 Functions Challenges
  69. 21.2 Random Circles
  70. 21.2 Random Circles
  71. 21.3 Random Ghosts
  72. 21.3 Random Ghosts
  73. 21.4 Bouncing Ball
  74. 21.4 Bouncing Ball
  75. 21.9 Crazy Ball Game
  76. 21.9 Crazy Ball Game
  77. 23.1 Breakout
  78. 23.1 Breakout
  79. 27.1 Fun Snake
  80. 27.1 Fun Snake
  81. 28.1 Conway's Game of Life
  82. 28.1 Conway's Game of Life
  83. 28.2 Connect Four
  84. 28.2 Connect Four
  85. 29.1 Evolution Simulation
  86. 29.1 Evolution Simulation
  87. 32.1 Visualizing Music
  88. 32.1 Visualizing Music
  89. 33.8 Intro to Objects/Maps
  90. 33.8 Intro to Objects/Maps
  91. 33.11 When Do I Use an Object?
  92. 33.11 When Do I Use an Object?
  93. 34.1 Tic Tac Toe
  94. 34.1 Tic Tac Toe
  95. 35.1 Game Design: Helicopter
  96. 35.1 Game Design: Helicopter
3A-AP-14
Use lists to simplify solutions, generalizing computational problems instead of repeatedly using simple variables.
  1. 29.1 Evolution Simulation
  2. 29.1 Evolution Simulation
  3. 33.1 Intro to Lists/Arrays
  4. 33.1 Intro to Lists/Arrays
  5. 33.2 Indexing Into an Array
  6. 33.2 Indexing Into an Array
  7. 33.3 Adding/Removing From an Array
  8. 33.3 Adding/Removing From an Array
  9. 33.4 Array Length and Looping Through Arrays
  10. 33.4 Array Length and Looping Through Arrays
  11. 33.5 Iterating Over an Array
  12. 33.5 Iterating Over an Array
  13. 33.6 Finding an Element in a List
  14. 33.6 Finding an Element in a List
  15. 33.7 Removing an Element From an Array
  16. 33.7 Removing an Element From an Array
  17. 33.8 Intro to Objects/Maps
  18. 33.8 Intro to Objects/Maps
  19. 33.9 Basics of Objects
  20. 33.9 Basics of Objects
  21. 33.10 Iterating Over an Object
  22. 33.10 Iterating Over an Object
  23. 33.11 When Do I Use an Object?
  24. 33.11 When Do I Use an Object?
  25. 33.12 Intro to Sets
  26. 33.12 Intro to Sets
  27. 33.13 Intro to Grids
  28. 33.13 Intro to Grids
  29. 33.14 Looping Over a Grid
  30. 33.14 Looping Over a Grid
  31. 33.15 Grid Example: Get a Row
  32. 33.15 Grid Example: Get a Row
  33. 33.16 Data Structures Challenges
  34. 33.16 Data Structures Challenges
  35. 35.1 Game Design: Helicopter
  36. 35.1 Game Design: Helicopter
3A-AP-15
Justify the selection of specific control structures when tradeoffs involve implementation, readability, and program performance, and explain the benefits and drawbacks of choices made.
  1. 10.4 If Statements
  2. 10.4 If Statements
  3. 10.5 For Loops in JavaScript
  4. 10.5 For Loops in JavaScript
  5. 10.6 General For Loops
  6. 10.6 General For Loops
  7. 10.7 For Loop Practice
  8. 10.7 For Loop Practice
  9. 10.9 While Loops
  10. 10.9 While Loops
  11. 10.10 Loop and a Half
  12. 10.10 Loop and a Half
3A-AP-16
Design and iteratively develop computational artifacts for practical intent, personal expression, or to address a societal issue by using events to initiate instructions.
  1. 16.3 Present a Data-Driven Insight
  2. 21.5 Mouse Events: Mouse Clicked
  3. 21.5 Mouse Events: Mouse Clicked
  4. 21.6 Mouse Events: Mouse Moved
  5. 21.6 Mouse Events: Mouse Moved
  6. 21.8 Key Events
  7. 21.8 Key Events
  8. 21.9 Crazy Ball Game
  9. 21.9 Crazy Ball Game
  10. 23.1 Breakout
  11. 23.1 Breakout
  12. 27.1 Fun Snake
  13. 27.1 Fun Snake
  14. 28.1 Conway's Game of Life
  15. 28.1 Conway's Game of Life
  16. 28.2 Connect Four
  17. 28.2 Connect Four
  18. 29.1 Evolution Simulation
  19. 29.1 Evolution Simulation
  20. 32.1 Visualizing Music
  21. 32.1 Visualizing Music
  22. 33.16 Data Structures Challenges
  23. 33.16 Data Structures Challenges
  24. 34.1 Tic Tac Toe
  25. 34.1 Tic Tac Toe
  26. 35.1 Game Design: Helicopter
  27. 35.1 Game Design: Helicopter
3A-AP-17
Decompose problems into smaller components through systematic analysis, using constructs such as procedures, modules, and/or objects.
  1. 1.4 Functions in Karel
  2. 1.4 Functions in Karel
  3. 1.5 The Start Function
  4. 1.5 The Start Function
  5. 1.6 Top Down Design and Decomposition in Karel
  6. 1.6 Top Down Design and Decomposition in Karel
  7. 1.7 Commenting Your Code
  8. 1.7 Commenting Your Code
  9. 1.8 Super Karel
  10. 1.8 Super Karel
  11. 1.9 For Loops
  12. 1.9 For Loops
  13. 1.10 If Statements
  14. 1.10 If Statements
  15. 1.11 If/Else Statements
  16. 1.11 If/Else Statements
  17. 1.12 While Loops in Karel
  18. 1.12 While Loops in Karel
  19. 1.13 Control Structures Example
  20. 1.13 Control Structures Example
  21. 1.14 More Karel Examples and Testing
  22. 1.14 More Karel Examples and Testing
  23. 1.15 How to Indent Your Code
  24. 1.15 How to Indent Your Code
  25. 2.1 Challenge Problems
  26. 2.1 Challenge Problems
  27. 8.2 Hello World
  28. 8.2 Hello World
  29. 8.3 Variables
  30. 8.3 Variables
  31. 8.4 User Input
  32. 8.4 User Input
  33. 8.5 Basic Math in JavaScript
  34. 8.5 Basic Math in JavaScript
  35. 8.6 Using Graphics in JavaScript
  36. 8.6 Using Graphics in JavaScript
  37. 10.1 Booleans
  38. 10.1 Booleans
  39. 10.2 Logical Operators
  40. 10.2 Logical Operators
  41. 10.3 Comparison Operators
  42. 10.3 Comparison Operators
  43. 10.4 If Statements
  44. 10.4 If Statements
  45. 10.5 For Loops in JavaScript
  46. 10.5 For Loops in JavaScript
  47. 10.6 General For Loops
  48. 10.6 General For Loops
  49. 10.7 For Loop Practice
  50. 10.7 For Loop Practice
  51. 10.8 Random Numbers
  52. 10.8 Random Numbers
  53. 10.9 While Loops
  54. 10.9 While Loops
  55. 10.10 Loop and a Half
  56. 10.10 Loop and a Half
  57. 12.1 Functions and Parameters 1
  58. 12.1 Functions and Parameters 1
  59. 12.2 Functions and Parameters 2
  60. 12.2 Functions and Parameters 2
  61. 12.3 Functions and Parameters 3
  62. 12.3 Functions and Parameters 3
  63. 12.4 Functions and Return Values 1
  64. 12.4 Functions and Return Values 1
  65. 12.5 Functions and Return Values 2
  66. 12.5 Functions and Return Values 2
  67. 12.6 Local Variables and Scope
  68. 12.6 Local Variables and Scope
  69. 13.1 Functions Challenges
  70. 13.1 Functions Challenges
  71. 20.1 Extra Karel Practice
  72. 20.1 Extra Karel Practice
  73. 21.1 Timers
  74. 21.1 Timers
  75. 21.2 Random Circles
  76. 21.2 Random Circles
  77. 21.3 Random Ghosts
  78. 21.3 Random Ghosts
  79. 21.4 Bouncing Ball
  80. 21.4 Bouncing Ball
  81. 21.5 Mouse Events: Mouse Clicked
  82. 21.5 Mouse Events: Mouse Clicked
  83. 21.6 Mouse Events: Mouse Moved
  84. 21.6 Mouse Events: Mouse Moved
  85. 21.7 Drawing Lines
  86. 21.7 Drawing Lines
  87. 21.8 Key Events
  88. 21.8 Key Events
  89. 21.9 Crazy Ball Game
  90. 21.9 Crazy Ball Game
  91. 23.1 Breakout
  92. 23.1 Breakout
  93. 25.1 Functions and Parameters Practice
  94. 25.1 Functions and Parameters Practice
  95. 26.1 Prime Numbers
  96. 26.1 Prime Numbers
  97. 27.1 Fun Snake
  98. 27.1 Fun Snake
  99. 27.2 Fun Graphics Challenges
  100. 27.2 Fun Graphics Challenges
  101. 28.1 Conway's Game of Life
  102. 28.1 Conway's Game of Life
  103. 28.2 Connect Four
  104. 28.2 Connect Four
  105. 29.1 Evolution Simulation
  106. 29.1 Evolution Simulation
  107. 32.1 Visualizing Music
  108. 32.1 Visualizing Music
  109. 33.1 Intro to Lists/Arrays
  110. 33.1 Intro to Lists/Arrays
  111. 33.2 Indexing Into an Array
  112. 33.2 Indexing Into an Array
  113. 33.3 Adding/Removing From an Array
  114. 33.3 Adding/Removing From an Array
  115. 33.4 Array Length and Looping Through Arrays
  116. 33.4 Array Length and Looping Through Arrays
  117. 33.5 Iterating Over an Array
  118. 33.5 Iterating Over an Array
  119. 33.6 Finding an Element in a List
  120. 33.6 Finding an Element in a List
  121. 33.7 Removing an Element From an Array
  122. 33.7 Removing an Element From an Array
  123. 33.8 Intro to Objects/Maps
  124. 33.8 Intro to Objects/Maps
  125. 33.9 Basics of Objects
  126. 33.9 Basics of Objects
  127. 33.10 Iterating Over an Object
  128. 33.10 Iterating Over an Object
  129. 33.11 When Do I Use an Object?
  130. 33.11 When Do I Use an Object?
  131. 33.12 Intro to Sets
  132. 33.12 Intro to Sets
  133. 33.13 Intro to Grids
  134. 33.13 Intro to Grids
  135. 33.14 Looping Over a Grid
  136. 33.14 Looping Over a Grid
  137. 33.15 Grid Example: Get a Row
  138. 33.15 Grid Example: Get a Row
  139. 33.16 Data Structures Challenges
  140. 33.16 Data Structures Challenges
  141. 34.1 Tic Tac Toe
  142. 34.1 Tic Tac Toe
  143. 35.1 Game Design: Helicopter
  144. 35.1 Game Design: Helicopter
3A-AP-18
Create artifacts by using procedures within a program, combinations of data and procedures, or independent but interrelated programs.
  1. 1.1 Introduction to Programming With Karel
  2. 1.1 Introduction to Programming With Karel
  3. 1.2 More Basic Karel
  4. 1.2 More Basic Karel
  5. 1.3 Karel Can't Turn Right
  6. 1.3 Karel Can't Turn Right
  7. 1.4 Functions in Karel
  8. 1.4 Functions in Karel
  9. 1.5 The Start Function
  10. 1.5 The Start Function
  11. 1.6 Top Down Design and Decomposition in Karel
  12. 1.6 Top Down Design and Decomposition in Karel
  13. 1.7 Commenting Your Code
  14. 1.7 Commenting Your Code
  15. 1.8 Super Karel
  16. 1.8 Super Karel
  17. 1.9 For Loops
  18. 1.9 For Loops
  19. 1.10 If Statements
  20. 1.10 If Statements
  21. 1.11 If/Else Statements
  22. 1.11 If/Else Statements
  23. 8.6 Using Graphics in JavaScript
  24. 8.6 Using Graphics in JavaScript
  25. 16.3 Present a Data-Driven Insight
  26. 21.1 Timers
  27. 21.1 Timers
  28. 21.2 Random Circles
  29. 21.2 Random Circles
  30. 21.3 Random Ghosts
  31. 21.3 Random Ghosts
  32. 21.4 Bouncing Ball
  33. 21.4 Bouncing Ball
  34. 21.5 Mouse Events: Mouse Clicked
  35. 21.5 Mouse Events: Mouse Clicked
  36. 21.6 Mouse Events: Mouse Moved
  37. 21.6 Mouse Events: Mouse Moved
  38. 21.7 Drawing Lines
  39. 21.7 Drawing Lines
  40. 21.8 Key Events
  41. 21.8 Key Events
  42. 21.9 Crazy Ball Game
  43. 21.9 Crazy Ball Game
  44. 23.1 Breakout
  45. 23.1 Breakout
  46. 27.1 Fun Snake
  47. 27.1 Fun Snake
  48. 27.2 Fun Graphics Challenges
  49. 27.2 Fun Graphics Challenges
  50. 28.1 Conway's Game of Life
  51. 28.1 Conway's Game of Life
  52. 28.2 Connect Four
  53. 28.2 Connect Four
  54. 29.1 Evolution Simulation
  55. 29.1 Evolution Simulation
  56. 32.1 Visualizing Music
  57. 32.1 Visualizing Music
  58. 33.16 Data Structures Challenges
  59. 33.16 Data Structures Challenges
  60. 34.1 Tic Tac Toe
  61. 34.1 Tic Tac Toe
  62. 35.1 Game Design: Helicopter
  63. 35.1 Game Design: Helicopter
3A-AP-19
Systematically design and develop programs for broad audiences by incorporating feedback from users.
3A-AP-20
Evaluate licenses that limit or restrict use of computational artifacts when using resources such as libraries.
  1. 14.5 Software Licenses
3A-AP-21
Evaluate and refine computational artifacts to make them more usable and accessible.
3A-AP-22
Design and develop computational artifacts working in team roles using collaborative tools.
  1. 9.1 Collaborative Programming
  2. 9.1 Collaborative Programming
3A-AP-23
Document design decisions using text, graphics, presentations, and/or demonstrations in the development of complex programs.
  1. 1.7 Commenting Your Code
  2. 1.7 Commenting Your Code
  3. 1.8 Super Karel
  4. 1.8 Super Karel
  5. 1.9 For Loops
  6. 1.9 For Loops
  7. 1.10 If Statements
  8. 1.10 If Statements
  9. 1.11 If/Else Statements
  10. 1.11 If/Else Statements
  11. 1.12 While Loops in Karel
  12. 1.12 While Loops in Karel
  13. 1.13 Control Structures Example
  14. 1.13 Control Structures Example
  15. 1.14 More Karel Examples and Testing
  16. 1.14 More Karel Examples and Testing
  17. 1.15 How to Indent Your Code
  18. 1.15 How to Indent Your Code
  19. 2.1 Challenge Problems
  20. 2.1 Challenge Problems
  21. 8.2 Hello World
  22. 8.2 Hello World
  23. 8.3 Variables
  24. 8.3 Variables
  25. 8.4 User Input
  26. 8.4 User Input
  27. 8.5 Basic Math in JavaScript
  28. 8.5 Basic Math in JavaScript
  29. 8.6 Using Graphics in JavaScript
  30. 8.6 Using Graphics in JavaScript
  31. 10.1 Booleans
  32. 10.1 Booleans
  33. 10.2 Logical Operators
  34. 10.2 Logical Operators
  35. 10.3 Comparison Operators
  36. 10.3 Comparison Operators
  37. 10.4 If Statements
  38. 10.4 If Statements
  39. 10.5 For Loops in JavaScript
  40. 10.5 For Loops in JavaScript
  41. 10.6 General For Loops
  42. 10.6 General For Loops
  43. 10.7 For Loop Practice
  44. 10.7 For Loop Practice
  45. 10.8 Random Numbers
  46. 10.8 Random Numbers
  47. 10.9 While Loops
  48. 10.9 While Loops
  49. 10.10 Loop and a Half
  50. 10.10 Loop and a Half
  51. 12.1 Functions and Parameters 1
  52. 12.1 Functions and Parameters 1
  53. 12.2 Functions and Parameters 2
  54. 12.2 Functions and Parameters 2
  55. 12.3 Functions and Parameters 3
  56. 12.3 Functions and Parameters 3
  57. 12.4 Functions and Return Values 1
  58. 12.4 Functions and Return Values 1
  59. 12.5 Functions and Return Values 2
  60. 12.5 Functions and Return Values 2
  61. 12.6 Local Variables and Scope
  62. 12.6 Local Variables and Scope
  63. 13.1 Functions Challenges
  64. 13.1 Functions Challenges
  65. 20.1 Extra Karel Practice
  66. 20.1 Extra Karel Practice
  67. 21.1 Timers
  68. 21.1 Timers
  69. 21.2 Random Circles
  70. 21.2 Random Circles
  71. 21.3 Random Ghosts
  72. 21.3 Random Ghosts
  73. 21.4 Bouncing Ball
  74. 21.4 Bouncing Ball
  75. 21.5 Mouse Events: Mouse Clicked
  76. 21.5 Mouse Events: Mouse Clicked
  77. 21.6 Mouse Events: Mouse Moved
  78. 21.6 Mouse Events: Mouse Moved
  79. 21.7 Drawing Lines
  80. 21.7 Drawing Lines
  81. 21.8 Key Events
  82. 21.8 Key Events
  83. 21.9 Crazy Ball Game
  84. 21.9 Crazy Ball Game
  85. 23.1 Breakout
  86. 23.1 Breakout
  87. 24.1 Extra Karel Puzzles
  88. 24.1 Extra Karel Puzzles
  89. 25.1 Functions and Parameters Practice
  90. 25.1 Functions and Parameters Practice
  91. 26.1 Prime Numbers
  92. 26.1 Prime Numbers
  93. 27.1 Fun Snake
  94. 27.1 Fun Snake
  95. 27.2 Fun Graphics Challenges
  96. 27.2 Fun Graphics Challenges
  97. 28.1 Conway's Game of Life
  98. 28.1 Conway's Game of Life
  99. 28.2 Connect Four
  100. 28.2 Connect Four
  101. 29.1 Evolution Simulation
  102. 29.1 Evolution Simulation
  103. 32.1 Visualizing Music
  104. 32.1 Visualizing Music
  105. 33.1 Intro to Lists/Arrays
  106. 33.1 Intro to Lists/Arrays
  107. 33.2 Indexing Into an Array
  108. 33.2 Indexing Into an Array
  109. 33.3 Adding/Removing From an Array
  110. 33.3 Adding/Removing From an Array
  111. 33.4 Array Length and Looping Through Arrays
  112. 33.4 Array Length and Looping Through Arrays
  113. 33.5 Iterating Over an Array
  114. 33.5 Iterating Over an Array
  115. 33.6 Finding an Element in a List
  116. 33.6 Finding an Element in a List
  117. 33.7 Removing an Element From an Array
  118. 33.7 Removing an Element From an Array
  119. 33.8 Intro to Objects/Maps
  120. 33.8 Intro to Objects/Maps
  121. 33.9 Basics of Objects
  122. 33.9 Basics of Objects
  123. 33.10 Iterating Over an Object
  124. 33.10 Iterating Over an Object
  125. 33.11 When Do I Use an Object?
  126. 33.11 When Do I Use an Object?
  127. 33.12 Intro to Sets
  128. 33.12 Intro to Sets
  129. 33.13 Intro to Grids
  130. 33.13 Intro to Grids
  131. 33.14 Looping Over a Grid
  132. 33.14 Looping Over a Grid
  133. 33.15 Grid Example: Get a Row
  134. 33.15 Grid Example: Get a Row
  135. 33.16 Data Structures Challenges
  136. 33.16 Data Structures Challenges
  137. 34.1 Tic Tac Toe
  138. 34.1 Tic Tac Toe
  139. 35.1 Game Design: Helicopter
  140. 35.1 Game Design: Helicopter
3A-CS-01
Explain how abstractions hide the underlying implementation details of computing systems embedded in everyday objects.
  1. 1.8 Super Karel
  2. 1.8 Super Karel
3A-CS-02
Compare levels of abstraction and interactions between application software, system software, and hardware layers.
  1. 4.2 Computer Organization
  2. 4.2 Computer Organization
  3. 4.3 Software
  4. 4.3 Software
  5. 4.4 Hardware
  6. 4.4 Hardware
3A-CS-03
Develop guidelines that convey systematic troubleshooting strategies that others can use to identify and fix errors.
  1. 1.2 More Basic Karel
  2. 1.2 More Basic Karel
  3. 1.16 Debugging Strategies
3A-DA-09
Translate between different bit representations of real-world phenomena, such as characters, numbers, and images.
  1. 5.1 Intro to Digital Information
  2. 5.1 Intro to Digital Information
  3. 5.2 Number Systems
  4. 5.2 Number Systems
  5. 5.3 Encoding Text with Binary
  6. 5.3 Encoding Text with Binary
  7. 5.4 Pixel Images
  8. 5.4 Pixel Images
  9. 5.5 Hexadecimal
  10. 5.5 Hexadecimal
  11. 5.6 Pixel Colors!
  12. 5.6 Pixel Colors!
3A-DA-10
Evaluate the tradeoffs in how data elements are organized and where data is stored.
3A-DA-11
Create interactive data visualizations using software tools to help others better understand real-world phenomena.
  1. 10.8 Random Numbers
  2. 10.8 Random Numbers
3A-DA-12
Create computational models that represent the relationships among different elements of data collected from a phenomenon or process.
  1. 10.8 Random Numbers
  2. 10.8 Random Numbers
3A-IC-24
Evaluate the ways computing impacts personal, ethical, social, economic, and cultural practices.
3A-IC-25
Test and refine computational artifacts to reduce bias and equity deficits.
  1. 1.17 Computer Science Careers
  2. 1.17 Computer Science Careers
3A-IC-26
Demonstrate ways a given algorithm applies to problems across disciplines.
  1. 1.17 Computer Science Careers
  2. 1.17 Computer Science Careers
3A-IC-27
Use tools and methods for collaboration on a project to increase connectivity of people in different cultures and career fields.
  1. 9.1 Collaborative Programming
  2. 9.1 Collaborative Programming
3A-IC-28
Explain the beneficial and harmful effects that intellectual property laws can have on innovation.
3A-IC-29
Explain the privacy concerns related to the collection and generation of data through automated processes that may not be evident to users.
3A-IC-30
Evaluate the social and economic implications of privacy in the context of safety, law, or ethics.
3A-NI-04
Evaluate the scalability and reliability of networks, by describing the relationship between routers, switches, servers, topology, and addressing.
  1. 15.3 Network Devices
3A-NI-05
Give examples to illustrate how sensitive data can be affected by malware and other attacks.
3A-NI-06
Recommend security measures to address various scenarios based on factors such as efficiency, feasibility, and ethical impacts.
3A-NI-07
Compare various security measures, considering tradeoffs between the usability and security of a computing system.
3A-NI-08
Explain tradeoffs when selecting and implementing cybersecurity recommendations.