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Standards Mapping

for Washington 3A

30

Standards in this Framework

13

Standards Mapped

43%

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. 3.1 Hello World
  30. 3.1 Hello World
  31. 3.2 Variables
  32. 3.2 Variables
  33. 3.3 User Input
  34. 3.3 User Input
  35. 3.4 Basic Math in JavaScript
  36. 3.4 Basic Math in JavaScript
  37. 3.5 Using Graphics in JavaScript
  38. 3.5 Using Graphics in JavaScript
  39. 5.1 Booleans
  40. 5.1 Booleans
  41. 5.2 Logical Operators
  42. 5.2 Logical Operators
  43. 5.3 Comparison Operators
  44. 5.3 Comparison Operators
  45. 5.4 If Statements
  46. 5.4 If Statements
  47. 5.5 For Loops in JavaScript
  48. 5.5 For Loops in JavaScript
  49. 5.6 General For Loops
  50. 5.6 General For Loops
  51. 5.7 For Loop Practice
  52. 5.7 For Loop Practice
  53. 5.8 Random Numbers
  54. 5.8 Random Numbers
  55. 5.9 While Loops
  56. 5.9 While Loops
  57. 5.10 Loop and a Half
  58. 5.10 Loop and a Half
  59. 7.1 Functions and Parameters 1
  60. 7.1 Functions and Parameters 1
  61. 7.2 Functions and Parameters 2
  62. 7.2 Functions and Parameters 2
  63. 7.3 Functions and Parameters 3
  64. 7.3 Functions and Parameters 3
  65. 8.1 Functions Challenges
  66. 8.1 Functions Challenges
  67. 9.1 Functions Challenges
  68. 9.1 Functions Challenges
  69. 14.1 Fun Snake
  70. 14.1 Fun Snake
  71. 15.1 Conway's Game of Life
  72. 15.1 Conway's Game of Life
  73. 15.2 Connect Four
  74. 15.2 Connect Four
  75. 16.1 Evolution Simulation
  76. 16.1 Evolution Simulation
  77. 20.1 Visualizing Music
  78. 20.1 Visualizing Music
  79. 21.8 Intro to Objects/Maps
  80. 21.8 Intro to Objects/Maps
  81. 21.11 When Do I Use an Object?
  82. 21.11 When Do I Use an Object?
  83. 22.1 Tic Tac Toe
  84. 22.1 Tic Tac Toe
  85. 23.1 Game Design: Helicopter
  86. 23.1 Game Design: Helicopter
3A-AP-14
Use lists to simplify solutions, generalizing computational problems instead of repeatedly using simple variables.
  1. 16.1 Evolution Simulation
  2. 16.1 Evolution Simulation
  3. 21.1 Intro to Lists/Arrays
  4. 21.1 Intro to Lists/Arrays
  5. 21.2 Indexing Into an Array
  6. 21.2 Indexing Into an Array
  7. 21.3 Adding/Removing From an Array
  8. 21.3 Adding/Removing From an Array
  9. 21.4 Array Length and Looping Through Arrays
  10. 21.4 Array Length and Looping Through Arrays
  11. 21.5 Iterating Over an Array
  12. 21.5 Iterating Over an Array
  13. 21.6 Finding an Element in a List
  14. 21.6 Finding an Element in a List
  15. 21.7 Removing an Element From an Array
  16. 21.7 Removing an Element From an Array
  17. 21.8 Intro to Objects/Maps
  18. 21.8 Intro to Objects/Maps
  19. 21.9 Basics of Objects
  20. 21.9 Basics of Objects
  21. 21.10 Iterating Over an Object
  22. 21.10 Iterating Over an Object
  23. 21.11 When Do I Use an Object?
  24. 21.11 When Do I Use an Object?
  25. 21.12 Intro to Sets
  26. 21.12 Intro to Sets
  27. 21.13 Intro to Grids
  28. 21.13 Intro to Grids
  29. 21.14 Looping Over a Grid
  30. 21.14 Looping Over a Grid
  31. 21.15 Grid Example: Get a Row
  32. 21.15 Grid Example: Get a Row
  33. 21.16 Data Structures Challenges
  34. 21.16 Data Structures Challenges
  35. 23.1 Game Design: Helicopter
  36. 23.1 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. 5.4 If Statements
  2. 5.4 If Statements
  3. 5.5 For Loops in JavaScript
  4. 5.5 For Loops in JavaScript
  5. 5.6 General For Loops
  6. 5.6 General For Loops
  7. 5.7 For Loop Practice
  8. 5.7 For Loop Practice
  9. 5.9 While Loops
  10. 5.9 While Loops
  11. 5.10 Loop and a Half
  12. 5.10 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. 14.1 Fun Snake
  2. 14.1 Fun Snake
  3. 15.1 Conway's Game of Life
  4. 15.1 Conway's Game of Life
  5. 15.2 Connect Four
  6. 15.2 Connect Four
  7. 16.1 Evolution Simulation
  8. 16.1 Evolution Simulation
  9. 20.1 Visualizing Music
  10. 20.1 Visualizing Music
  11. 21.16 Data Structures Challenges
  12. 21.16 Data Structures Challenges
  13. 22.1 Tic Tac Toe
  14. 22.1 Tic Tac Toe
  15. 23.1 Game Design: Helicopter
  16. 23.1 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. 3.1 Hello World
  28. 3.1 Hello World
  29. 3.2 Variables
  30. 3.2 Variables
  31. 3.3 User Input
  32. 3.3 User Input
  33. 3.4 Basic Math in JavaScript
  34. 3.4 Basic Math in JavaScript
  35. 3.5 Using Graphics in JavaScript
  36. 3.5 Using Graphics in JavaScript
  37. 5.1 Booleans
  38. 5.1 Booleans
  39. 5.2 Logical Operators
  40. 5.2 Logical Operators
  41. 5.3 Comparison Operators
  42. 5.3 Comparison Operators
  43. 5.4 If Statements
  44. 5.4 If Statements
  45. 5.5 For Loops in JavaScript
  46. 5.5 For Loops in JavaScript
  47. 5.6 General For Loops
  48. 5.6 General For Loops
  49. 5.7 For Loop Practice
  50. 5.7 For Loop Practice
  51. 5.8 Random Numbers
  52. 5.8 Random Numbers
  53. 5.9 While Loops
  54. 5.9 While Loops
  55. 5.10 Loop and a Half
  56. 5.10 Loop and a Half
  57. 7.1 Functions and Parameters 1
  58. 7.1 Functions and Parameters 1
  59. 7.2 Functions and Parameters 2
  60. 7.2 Functions and Parameters 2
  61. 7.3 Functions and Parameters 3
  62. 7.3 Functions and Parameters 3
  63. 7.4 Functions and Return Values 1
  64. 7.4 Functions and Return Values 1
  65. 7.5 Functions and Return Values 2
  66. 7.5 Functions and Return Values 2
  67. 7.6 Local Variables and Scope
  68. 7.6 Local Variables and Scope
  69. 8.1 Functions Challenges
  70. 8.1 Functions Challenges
  71. 9.1 Functions Challenges
  72. 9.1 Functions Challenges
  73. 10.1 Extra Karel Practice
  74. 10.1 Extra Karel Practice
  75. 12.1 Functions and Parameters Practice
  76. 12.1 Functions and Parameters Practice
  77. 13.1 Prime Numbers
  78. 13.1 Prime Numbers
  79. 14.1 Fun Snake
  80. 14.1 Fun Snake
  81. 14.2 Fun Graphics Challenges
  82. 14.2 Fun Graphics Challenges
  83. 15.1 Conway's Game of Life
  84. 15.1 Conway's Game of Life
  85. 15.2 Connect Four
  86. 15.2 Connect Four
  87. 16.1 Evolution Simulation
  88. 16.1 Evolution Simulation
  89. 20.1 Visualizing Music
  90. 20.1 Visualizing Music
  91. 21.1 Intro to Lists/Arrays
  92. 21.1 Intro to Lists/Arrays
  93. 21.2 Indexing Into an Array
  94. 21.2 Indexing Into an Array
  95. 21.3 Adding/Removing From an Array
  96. 21.3 Adding/Removing From an Array
  97. 21.4 Array Length and Looping Through Arrays
  98. 21.4 Array Length and Looping Through Arrays
  99. 21.5 Iterating Over an Array
  100. 21.5 Iterating Over an Array
  101. 21.6 Finding an Element in a List
  102. 21.6 Finding an Element in a List
  103. 21.7 Removing an Element From an Array
  104. 21.7 Removing an Element From an Array
  105. 21.8 Intro to Objects/Maps
  106. 21.8 Intro to Objects/Maps
  107. 21.9 Basics of Objects
  108. 21.9 Basics of Objects
  109. 21.10 Iterating Over an Object
  110. 21.10 Iterating Over an Object
  111. 21.11 When Do I Use an Object?
  112. 21.11 When Do I Use an Object?
  113. 21.12 Intro to Sets
  114. 21.12 Intro to Sets
  115. 21.13 Intro to Grids
  116. 21.13 Intro to Grids
  117. 21.14 Looping Over a Grid
  118. 21.14 Looping Over a Grid
  119. 21.15 Grid Example: Get a Row
  120. 21.15 Grid Example: Get a Row
  121. 21.16 Data Structures Challenges
  122. 21.16 Data Structures Challenges
  123. 22.1 Tic Tac Toe
  124. 22.1 Tic Tac Toe
  125. 23.1 Game Design: Helicopter
  126. 23.1 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. 3.5 Using Graphics in JavaScript
  24. 3.5 Using Graphics in JavaScript
  25. 14.1 Fun Snake
  26. 14.1 Fun Snake
  27. 14.2 Fun Graphics Challenges
  28. 14.2 Fun Graphics Challenges
  29. 15.1 Conway's Game of Life
  30. 15.1 Conway's Game of Life
  31. 15.2 Connect Four
  32. 15.2 Connect Four
  33. 16.1 Evolution Simulation
  34. 16.1 Evolution Simulation
  35. 20.1 Visualizing Music
  36. 20.1 Visualizing Music
  37. 21.16 Data Structures Challenges
  38. 21.16 Data Structures Challenges
  39. 22.1 Tic Tac Toe
  40. 22.1 Tic Tac Toe
  41. 23.1 Game Design: Helicopter
  42. 23.1 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.
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. 4.1 Collaborative Programming
  2. 4.1 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. 3.1 Hello World
  22. 3.1 Hello World
  23. 3.2 Variables
  24. 3.2 Variables
  25. 3.3 User Input
  26. 3.3 User Input
  27. 3.4 Basic Math in JavaScript
  28. 3.4 Basic Math in JavaScript
  29. 3.5 Using Graphics in JavaScript
  30. 3.5 Using Graphics in JavaScript
  31. 5.1 Booleans
  32. 5.1 Booleans
  33. 5.2 Logical Operators
  34. 5.2 Logical Operators
  35. 5.3 Comparison Operators
  36. 5.3 Comparison Operators
  37. 5.4 If Statements
  38. 5.4 If Statements
  39. 5.5 For Loops in JavaScript
  40. 5.5 For Loops in JavaScript
  41. 5.6 General For Loops
  42. 5.6 General For Loops
  43. 5.7 For Loop Practice
  44. 5.7 For Loop Practice
  45. 5.8 Random Numbers
  46. 5.8 Random Numbers
  47. 5.9 While Loops
  48. 5.9 While Loops
  49. 5.10 Loop and a Half
  50. 5.10 Loop and a Half
  51. 7.1 Functions and Parameters 1
  52. 7.1 Functions and Parameters 1
  53. 7.2 Functions and Parameters 2
  54. 7.2 Functions and Parameters 2
  55. 7.3 Functions and Parameters 3
  56. 7.3 Functions and Parameters 3
  57. 7.4 Functions and Return Values 1
  58. 7.4 Functions and Return Values 1
  59. 7.5 Functions and Return Values 2
  60. 7.5 Functions and Return Values 2
  61. 7.6 Local Variables and Scope
  62. 7.6 Local Variables and Scope
  63. 8.1 Functions Challenges
  64. 8.1 Functions Challenges
  65. 9.1 Functions Challenges
  66. 9.1 Functions Challenges
  67. 10.1 Extra Karel Practice
  68. 10.1 Extra Karel Practice
  69. 11.1 Extra Karel Puzzles
  70. 11.1 Extra Karel Puzzles
  71. 12.1 Functions and Parameters Practice
  72. 12.1 Functions and Parameters Practice
  73. 13.1 Prime Numbers
  74. 13.1 Prime Numbers
  75. 14.1 Fun Snake
  76. 14.1 Fun Snake
  77. 14.2 Fun Graphics Challenges
  78. 14.2 Fun Graphics Challenges
  79. 15.1 Conway's Game of Life
  80. 15.1 Conway's Game of Life
  81. 15.2 Connect Four
  82. 15.2 Connect Four
  83. 16.1 Evolution Simulation
  84. 16.1 Evolution Simulation
  85. 20.1 Visualizing Music
  86. 20.1 Visualizing Music
  87. 21.1 Intro to Lists/Arrays
  88. 21.1 Intro to Lists/Arrays
  89. 21.2 Indexing Into an Array
  90. 21.2 Indexing Into an Array
  91. 21.3 Adding/Removing From an Array
  92. 21.3 Adding/Removing From an Array
  93. 21.4 Array Length and Looping Through Arrays
  94. 21.4 Array Length and Looping Through Arrays
  95. 21.5 Iterating Over an Array
  96. 21.5 Iterating Over an Array
  97. 21.6 Finding an Element in a List
  98. 21.6 Finding an Element in a List
  99. 21.7 Removing an Element From an Array
  100. 21.7 Removing an Element From an Array
  101. 21.8 Intro to Objects/Maps
  102. 21.8 Intro to Objects/Maps
  103. 21.9 Basics of Objects
  104. 21.9 Basics of Objects
  105. 21.10 Iterating Over an Object
  106. 21.10 Iterating Over an Object
  107. 21.11 When Do I Use an Object?
  108. 21.11 When Do I Use an Object?
  109. 21.12 Intro to Sets
  110. 21.12 Intro to Sets
  111. 21.13 Intro to Grids
  112. 21.13 Intro to Grids
  113. 21.14 Looping Over a Grid
  114. 21.14 Looping Over a Grid
  115. 21.15 Grid Example: Get a Row
  116. 21.15 Grid Example: Get a Row
  117. 21.16 Data Structures Challenges
  118. 21.16 Data Structures Challenges
  119. 22.1 Tic Tac Toe
  120. 22.1 Tic Tac Toe
  121. 23.1 Game Design: Helicopter
  122. 23.1 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.
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
3A-DA-09
Translate between different bit representations of real-world phenomena, such as characters, numbers, and images.
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. 5.8 Random Numbers
  2. 5.8 Random Numbers
3A-DA-12
Create computational models that represent the relationships among different elements of data collected from a phenomenon or process.
  1. 5.8 Random Numbers
  2. 5.8 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.
3A-IC-26
Demonstrate ways a given algorithm applies to problems across disciplines.
3A-IC-27
Use tools and methods for collaboration on a project to increase connectivity of people in different cultures and career fields.
  1. 4.1 Collaborative Programming
  2. 4.1 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.
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.