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Common Core Standards

Alignment
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Table of Contents
Preface - About the Kodable Common Core
Alignment

Quick Reference Guide

Chapter 1 - Smeeborg

Chapter 2 Function Junction

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Chapter 3 Bugs Below

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Quick Reference Guide

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Kodable was founded as a solution to the growing demand for


programming education. We knew a lot of parents and teachers
who wanted to teach kids to code, but had no idea where to start.
Kodable was designed with these needs in mind and became a top
game for teaching kids about programming fundamentals.
Over the past two years we worked with teachers to find out what
they wanted from a programming curriculum. We created the
Kodable Learning Guides and dozens of other resources. One thing
that came up numerous times was the need to demonstrate what
students are learning with Kodable.
We added progress tracking and various education plans to help
educators better understand what their students are learning in
Kodable. The progress tracking allows for differentiation,
personalized instruction, and ideas for pair programming. Teachers
can track what levels students have played, what concepts theyre
learning, and how many attempts have been made. The added
insight has empowered educators with confidence to teach
students how to code because they can see what their students are learning.
Learning to code teaches kids more than just programming skills. Students learn
critical thinking skills, collaboration, communication and problem solving skills while
playing Kodable. There are also key educational lessons inherent in programming
like logic, pattern recognition, and key math skills. These skills are important for
students futures and are important lessons in many other subjects, therefore many
are included in the Common Core State Standards.
Teachers told us they wanted to know what standards were met by using Kodable
so they could show their administrators and colleagues the benefits of teaching kids
to code.
After a lot of hard work and collaboration with the brilliant minds at Edulum, LLC.,
we are thrilled to offer this document to break down the details of Kodables
Common Core Standards Alignment.

Preface

About The
Kodable
Common
Core
Alignment

Kodable
Lesson
1,2,3 Roll

If Fuzz, Then
Roll

Level
Number
1.1.1-1.1.3

1.2.1-1.2.15

Loopy
Lesson

1.3.1-1.3.12

Test Your
Skills

1.4.1-1.4.15

Functions
101

2.1.1-2.1.3

Function Pro

2.2.1-2.2.11

Functions +

Buggy Basics

Loopy Bugs

Funky Bugs

Infestation!

2.3.1-2.3.16

3.1.1-3.1.4

3.2.1-3.2.8

3.3.1-3.3.8

3.4.1-3.4.10

CCSS Math Standards


K.CC.A.1
K.CC.B.4
K.CC.A.2
a,b,c
K.CC.B.5
K.MD.A.1
K.G.A.1
1.OA.A.1
1.MD.C.4
1.OA.B.4
2.MD.A.1
2.OA.A.1
2.OA.B.2

Anchor Standards
RF.K.1.A
CCRA.R.1
CCRA.R.6
CCRA.R.7

3.OA.A.3
3.OA.D.8
4.OA.C.5

2.NBT.A.1

CCRA.R.1
CCRA.R.6
CCRA.R.7

3.OA.A.3
3.OA.D.8
4.OA.C.5

2.NBT.A.1

5.OA.A.1
5.OA.B.3
5.NBT.A.1
6.RP.A.1
5.OA.A.1
5.OA.B.3
5.NBT.A.1
6.RP.A.1

5.OA.A.1
5.OA.B.3
5.NBT.A.1

6.EE.B.5
6.EE.B.6
6.EE.B.5
6.EE.B.6

6.RP.A.1
6.EE.B.5
6.EE.B.6

2.OA.A.1
2.OA.B.2
2.MD.A.1

CCRA.R.1
CCRA.R.6
CCRA.R.7

CCRA.R.1
CCRA.R.6
CCRA.R.7
CCRA.R.1
CCRA.R.6
CCRA.R.7
CCRA.R.1
CCRA.R.6
CCRA.R.7

CCRA.R.1
CCRA.R.6
CCRA.R.7

Page Number

10

10

10

CCRA.SL.2
13

3.OA.A.3
3.OA.D.8
4.OA.C.5
5.OA.A.1
5.OA.B.3

2.NBT.A.1
5.NBT.A.1
6.RPA.1
6.EE.B.5
6.EE.B.6

CCRA.R.1
CCRA.R.6
CCRA.R.7

5.OA.A.1
5.OA.B.3
5.NBT.A.1
5.OA.A.1
5.OA.B.3
5.NBT.A.1

6.RPA.1
6.EE.B.5
6.EE.B.6
6.RPA.1
6.EE.B.5
6.EE.B.6

CCRA.R.1
CCRA.R.6
CCRA.R.7
CCRA.R.1
CCRA.R.6
CCRA.R.7

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14

Chapter
Smeeborg
Lessons on Sequence,
Conditions, Loops,
pattern recognition,
counting, and more.

Lesson: 1,2,3 Roll Directions & Sequence


In 1,2,3 Roll, Kodable covers basic directions and sequence.
When programming, you need to be very specific. These levels
introduce students to the principles of giving directions and also
how the game works.

Common Core Math Standards Kodable Levels


1.1.1-1.1.3
Counting and Cardinality
Know number names and the count sequence.
CCSS.MATH.CONTENT.K.CC.A.1
Count to 100 by ones and by tens.

CCSS.MATH.CONTENT.K.CC.A.2
Count forward beginning from a given number within the known sequence (instead
of having to begin at 1).

Count to tell the number of objects.


CCSS.MATH.CONTENT.K.CC.B.4
Understand the relationship between numbers and quantities; connect counting to
cardinality.
CCSS.MATH.CONTENT.K.CC.B.4.A
When counting objects, say the number names in the standard order,
pairing each object with one and only one number name and each number
name with one and only one object.
CCSS.MATH.CONTENT.K.CC.B.4.B
Understand that the last number name said tells the number of objects
counted. The number of objects is the same regardless of their arrangement
or the order in which they were counted.
CCSS.MATH.CONTENT.K.CC.B.4.C
Understand that each successive number name refers to a quantity that is
one larger.
CCSS.MATH.CONTENT.K.CC.B.5
Count to answer "how many?" questions about as many as 20 things arranged in a
line, a rectangular array, or a circle, or as many as 10 things in a scattered
configuration; given a number from 1-20, count out that many objects.

Measurement and Data


Describe and compare measurable attributes.
CCSS.MATH.CONTENT.K.MD.A.1
Describe measurable attributes of objects, such as length or weight. Describe
several measurable attributes of a single object.

Geometry
Identify and describe shapes.
CCSS.MATH.CONTENT.K.G.A.1
Describe objects in the environment using names of shapes, and describe the
relative positions of these objects using terms such as above, below, beside, in
front of, behind, and next to.

Common Core Anchor Standards Kodable Levels 1.1.1-1.1.3

Print Concepts
CCSS.ELA-LITERACY.RF.K.1.A
Follow words from left to right, top to bottom, and page-by-page.

Anchor Standards
Key Ideas and Details:
CCSS.ELA-LITERACY.CCRA.R.1
Read closely to determine what the text says explicitly and to make logical
inferences from it; cite specific textual evidence when writing or speaking to support
conclusions drawn from the text.
Craft and Structure:
CCSS.ELA-LITERACY.CCRA.R.6
Assess how point of view or purpose shapes the content and style of a text.
Integration of Knowledge and Ideas:
CCSS.ELA-LITERACY.CCRA.R.7
Integrate and evaluate content presented in diverse media and formats, including
visually and quantitatively, as well as in words.1

Lesson: If Fuzz, Then Roll Conditional Statements


In If Fuzz, Then Roll, Kodable covers conditional statements, or if, then logic
statements. In programming, conditions are used as an exception to an existing
rule. These levels also teach important logic and cause and effect lessons.

Common Core Math Standards


Operations and Algebraic Thinking Kodable Level 1.2.1
Represent and solve problems involving addition and subtraction.
CCSS.MATH.CONTENT.1.OA.A.1
Use addition and subtraction within 20 to solve word problems involving situations
of adding to, taking from, putting together, taking apart, and comparing, with
unknowns in all positions, e.g., by using objects, drawings, and equations with a
symbol for the unknown number to represent the problem.1
Understand and apply properties of operations and the relationship between
addition and subtraction.

CCSS.MATH.CONTENT.1.OA.B.4
Understand subtraction as an unknown-addend problem. For example, subtract 10
- 8 by finding the number that makes 10 when added to 8.

Measurement and Data Kodable Level 1.2.1


Represent and interpret data.
CCSS.MATH.CONTENT.1.MD.C.4
Organize, represent, and interpret data with up to three categories; ask and answer
questions about the total number of data points, how many in each category, and
how many more or less are in one category than in another.

Operations and Algebraic Thinking Kodable Levels 1.2.2-1.2.15


Represent and solve problems involving addition and subtraction.
CCSS.MATH.CONTENT.2.OA.A.1
Use addition and subtraction within 100 to solve one- and two-step word problems
involving situations of adding to, taking from, putting together, taking apart, and
comparing, with unknowns in all positions, e.g., by using drawings and equations
with a symbol for the unknown number to represent the problem.1
Add and subtract within 20.
CCSS.MATH.CONTENT.2.OA.B.2
Fluently add and subtract within 20 using mental strategies.2 By end of Grade 2,
know from memory all sums of two one-digit numbers.

Measurement and Data Kodable Levels 1.2.2-1.2.15


Measure and estimate lengths in standard units.
CCSS.MATH.CONTENT.2.MD.A.1
Measure the length of an object by selecting and using appropriate tools such as
rulers, yardsticks, meter sticks, and measuring tapes.

Common Core Anchor Standards


Anchor Standards - Kodable Levels 1.2.1-1.2.15
Key Ideas and Details:
CCSS.ELA-LITERACY.CCRA.R.1
Read closely to determine what the text says explicitly and to make logical
inferences from it; cite specific textual evidence when writing or speaking to support
conclusions drawn from the text.

Craft and Structure:


CCSS.ELA-LITERACY.CCRA.R.6
Assess how point of view or purpose shapes the content and style of a text.
Integration of Knowledge and Ideas:
CCSS.ELA-LITERACY.CCRA.R.7
Integrate and evaluate content presented in diverse media and formats, including
visually and quantitatively, as well as in words.1

Lessons: Loopy Lesson Loops and Repetition


Test Your Skills - Combine all skills
In Loopy Lesson, Kodable covers the programming concept known as loops.
Loops are used in programming to repeat a set of commands. You control the loop
by telling it exactly how many times it should repeat. By learning about loops in
Kodable, students are also learning patterns, counting, and algebraic thinking.

Common Core Math Standards


Operations and Algebraic Thinking Kodable Levels 1.3.1-1.3.12, 1.4.11.4.15
Represent and solve problems involving multiplication and division.
CCSS.MATH.CONTENT.3.OA.A.3
Use multiplication and division within 100 to solve word problems in situations
involving equal groups, arrays, and measurement quantities, e.g., by using
drawings and equations with a symbol for the unknown number to represent the
problem.1
Solve problems involving the four operations, and identify and explain
patterns in arithmetic.
CCSS.MATH.CONTENT.3.OA.D.8
Solve two-step word problems using the four operations. Represent these
problems using equations with a letter standing for the unknown quantity. Assess
the reasonableness of answers using mental computation and estimation strategies
including rounding.3
Generate and analyze patterns.
CCSS.MATH.CONTENT.4.OA.C.5
Generate a number or shape pattern that follows a given rule. Identify apparent
features of the pattern that were not explicit in the rule itself. For example, given the
rule "Add 3" and the starting number 1, generate terms in the resulting sequence

and observe that the terms appear to alternate between odd and even numbers.
Explain informally why the numbers will continue to alternate in this way.

Numbers and Operations Kodable Levels 1.3.1-1.3.12, 1.4.1-1.4.15


Understand place value.
CCSS.MATH.CONTENT.2.NBT.A.1
Understand that the three digits of a three-digit number represent amounts of
hundreds, tens, and ones; e.g., 706 equals 7 hundreds, 0 tens, and 6 ones.

Chapter
Function
Junction
Lessons on Functions,
pattern recognition, and
variables.

Lessons: Functions 101, Function Pro,


and Functions +
In Function Junction, Kodable covers functions. Functions are a
key concept in any programming language. They serve as a
rule you can set and use again anywhere in your code. The
purpose of a function is to save time, and to create clean,
organized code.
Functions 101 Levels 2.1.1- 2.1.3 Functions 101 covers the
basics of how functions work and how they are used in the
game.
Function Pro Levels 2.2.1-2.2.11 Functions Pro introduces
more complicated function problems.
Functions + - Levels 2.3.1-2.3.16 Functions + covers using
functions with conditions.

10

Common Core Math Standards Kodable Levels 2.1.1-2.3.16


Operations and Algebraic Thinking
Write and interpret numerical expressions.
CCSS.MATH.CONTENT.5.OA.A.1
Use parentheses, brackets, or braces in numerical expressions, and evaluate
expressions with these symbols.
Analyze patterns and relationships.
CCSS.MATH.CONTENT.5.OA.B.3
Generate two numerical patterns using two given rules. Identify apparent
relationships between corresponding terms. Form ordered pairs consisting of
corresponding terms from the two patterns, and graph the ordered pairs on a
coordinate plane. For example, given the rule "Add 3" and the starting number 0,
and given the rule "Add 6" and the starting number 0, generate terms in the
resulting sequences, and observe that the terms in one sequence are twice the
corresponding terms in the other sequence. Explain informally why this is so.

Numbers and Operations


Understand the place value system.
CCSS.MATH.CONTENT.5.NBT.A.1
Recognize that in a multi-digit number, a digit in one place represents 10 times as
much as it represents in the place to its right and 1/10 of what it represents in the
place to its left.

Ratios & Proportional Relationships


Understand ratio concepts and use ratio reasoning to solve problems.
CCSS.MATH.CONTENT.6.RP.A.1
Understand the concept of a ratio and use ratio language to describe a ratio
relationship between two quantities. For example, "The ratio of wings to beaks in
the bird house at the zoo was 2:1, because for every 2 wings there was 1 beak."
"For every vote candidate A received, candidate C received nearly three votes."

Expressions and Equations


Reason about and solve one-variable equations and inequalities.
CCSS.MATH.CONTENT.6.EE.B.5
Understand solving an equation or inequality as a process of answering a question:
which values from a specified set, if any, make the equation or inequality true? Use
substitution to determine whether a given number in a specified set makes an
equation or inequality true.

11

CCSS.MATH.CONTENT.6.EE.B.6
Use variables to represent numbers and write expressions when solving a realworld or mathematical problem; understand that a variable can represent an
unknown number, or, depending on the purpose at hand, any number in a
specified set.

Common Core Anchor Standards


Anchor Standards - Kodable Levels 2.1.1-2.3.16
Key Ideas and Details:
CCSS.ELA-LITERACY.CCRA.R.1
Read closely to determine what the text says explicitly and to make logical
inferences from it; cite specific textual evidence when writing or speaking to support
conclusions drawn from the text.
Craft and Structure:
CCSS.ELA-LITERACY.CCRA.R.6
Assess how point of view or purpose shapes the content and style of a text.
Integration of Knowledge and Ideas:
CCSS.ELA-LITERACY.CCRA.R.7
Integrate and evaluate content presented in diverse media and formats, including
visually and quantitatively, as well as in words.1

12

Chapter
Bugs Below
Lessons on debugging
code, self-correction,
algebraic thinking, and
more.

Lesson: Buggy Basics Basics of


Debugging and Self-Correction
In Bugs Below, the game set up changes. Students are given
a completed program and must find all the errors. There are
real bugs on the level that they need to avoid or squish. The
levels in Buggy Basics introduce the new game play, and
how to debug code. Students learn debugging, learn to
combine all the skills they learned in previous levels, and also
explore self-correction and other valuable lessons.

13

Common Core Math Standards Kodable Levels 3.1.1-3.1.4


Operations and Algebraic Thinking
Represent and solve problems involving addition and subtraction.
CCSS.MATH.CONTENT.2.OA.A.1
Use addition and subtraction within 100 to solve one- and two-step word problems
involving situations of adding to, taking from, putting together, taking apart, and
comparing, with unknowns in all positions, e.g., by using drawings and equations
with a symbol for the unknown number to represent the problem.1

Measurement and Data Kodable Levels 1.2.2-1.2.15


Measure and estimate lengths in standard units.
CCSS.MATH.CONTENT.2.MD.A.1
Measure the length of an object by selecting and using appropriate tools such as
rulers, yardsticks, meter sticks, and measuring tapes.

Common Core Anchor Standards Kodable Levels 3.1.1-3.1.4


Comprehension and Collaboration:
CCSS.ELA-LITERACY.CCRA.SL.2
Integrate and evaluate information presented in diverse media and formats,
including visually, quantitatively, and orally.

Lessons: Loopy Bugs, Funky Bugs, and Infestation!


Debugging Complex Loops and Functions.
In the advanced levels of Bugs Below, Kodable covers debugging loops and
functions by themselves, together, and with conditions.

Common Core Math Standards Kodable Levels 3.2.1-3.4.10


Operations and Algebraic Thinking
Represent and solve problems involving multiplication and division.

14

CCSS.MATH.CONTENT.3.OA.A.3
Use multiplication and division within 100 to solve word problems in situations
involving equal groups, arrays, and measurement quantities, e.g., by using
drawings and equations with a symbol for the unknown number to represent the
problem.1
Solve problems involving the four operations, and identify and explain
patterns in arithmetic.
CCSS.MATH.CONTENT.3.OA.D.8
Solve two-step word problems using the four operations. Represent these
problems using equations with a letter standing for the unknown quantity. Assess
the reasonableness of answers using mental computation and estimation strategies
including rounding.3
Generate and analyze patterns.
CCSS.MATH.CONTENT.4.OA.C.5
Generate a number or shape pattern that follows a given rule. Identify apparent
features of the pattern that were not explicit in the rule itself. For example, given the
rule "Add 3" and the starting number 1, generate terms in the resulting sequence
and observe that the terms appear to alternate between odd and even numbers.
Explain informally why the numbers will continue to alternate in this way.
Write and interpret numerical expressions.
CCSS.MATH.CONTENT.5.OA.A.1
Use parentheses, brackets, or braces in numerical expressions, and evaluate
expressions with these symbols.
Analyze patterns and relationships.
CCSS.MATH.CONTENT.5.OA.B.3
Generate two numerical patterns using two given rules. Identify apparent
relationships between corresponding terms. Form ordered pairs consisting of
corresponding terms from the two patterns, and graph the ordered pairs on a
coordinate plane. For example, given the rule "Add 3" and the starting number 0,
and given the rule "Add 6" and the starting number 0, generate terms in the
resulting sequences, and observe that the terms in one sequence are twice the
corresponding terms in the other sequence. Explain informally why this is so.

Numbers and Operations


Understand place value.
CCSS.MATH.CONTENT.2.NBT.A.1
Understand that the three digits of a three-digit number represent amounts of
hundreds, tens, and ones; e.g., 706 equals 7 hundreds, 0 tens, and 6 ones.
Understand the place value system.
15

CCSS.MATH.CONTENT.5.NBT.A.1
Recognize that in a multi-digit number, a digit in one place represents 10 times as
much as it represents in the place to its right and 1/10 of what it represents in the
place to its left.

Ratios & Proportional Relationships


Understand ratio concepts and use ratio reasoning to solve problems.
CCSS.MATH.CONTENT.6.RP.A.1
Understand the concept of a ratio and use ratio language to describe a ratio
relationship between two quantities. For example, "The ratio of wings to beaks in
the bird house at the zoo was 2:1, because for every 2 wings there was 1 beak."
"For every vote candidate A received, candidate C received nearly three votes."

Expressions and Equations


Reason about and solve one-variable equations and inequalities.
CCSS.MATH.CONTENT.6.EE.B.5
Understand solving an equation or inequality as a process of answering a question:
which values from a specified set, if any, make the equation or inequality true? Use
substitution to determine whether a given number in a specified set makes an
equation or inequality true.
CCSS.MATH.CONTENT.6.EE.B.6
Use variables to represent numbers and write expressions when solving a realworld or mathematical problem; understand that a variable can represent an
unknown number, or, depending on the purpose at hand, any number in a
specified set.

16

Kodable Lesson

Level Number

CCSS Math Standards

1,2,3 Roll

1.1.1-1.1.3

K.CC.A.1
K.CC.A.2

If Fuzz, Then
Roll

1.2.1-1.2.15

1.OA.A.1
1.OA.B.4
2.OA.A.1
2.OA.B.2

Loopy Lesson

1.3.1-1.3.12

3.OA.A.3
3.OA.D.8
4.OA.C.5

2.NBT.A.1

CCRA.R.1
CCRA.R.6
CCRA.R.7

Test Your
Skills

1.4.1-1.4.15

3.OA.A.3
3.OA.D.8
4.OA.C.5

2.NBT.A.1

CCRA.R.1
CCRA.R.6
CCRA.R.7

Functions 101

2.1.1-2.1.3

5.OA.A.1
5.OA.B.3
5.NBT.A.1
6.RP.A.1
5.OA.A.1
5.OA.B.3
5.NBT.A.1
6.RP.A.1

K.CC.B.4 a,b,c
K.CC.B.5
K.MD.A.1
K.G.A.1
1.MD.C.4
2.MD.A.1

6.EE.B.5
6.EE.B.6

Anchor
Standards
RF.K.1.A
CCRA.R.1
CCRA.R.6
CCRA.R.7
CCRA.R.1
CCRA.R.6
CCRA.R.7

CCRA.R.1
CCRA.R.6
CCRA.R.7

Function Pro

2.2.1-2.2.11

6.EE.B.5
6.EE.B.6

CCRA.R.1
CCRA.R.6
CCRA.R.7

Functions +

2.3.1-2.3.16

5.OA.A.1
5.OA.B.3
5.NBT.A.1

6.RP.A.1
6.EE.B.5
6.EE.B.6

CCRA.R.1
CCRA.R.6
CCRA.R.7

Buggy Basics

3.1.1-3.1.4

2.OA.A.1
2.OA.B.2
2.MD.A.1

Loopy Bugs

3.2.1-3.2.8

3.OA.A.3
3.OA.D.8
4.OA.C.5
5.OA.A.1
5.OA.B.3

2.NBT.A.1
5.NBT.A.1
6.RPA.1
6.EE.B.5
6.EE.B.6

CCRA.R.1
CCRA.R.6
CCRA.R.7

Funky Bugs

3.3.1-3.3.8

5.OA.A.1
5.OA.B.3
5.NBT.A.1

6.RPA.1
6.EE.B.5
6.EE.B.6

CCRA.R.1
CCRA.R.6
CCRA.R.7

Infestation!

3.4.1-3.4.10

5.OA.A.1
5.OA.B.3
5.NBT.A.1

6.RPA.1
6.EE.B.5
6.EE.B.6

CCRA.R.1
CCRA.R.6
CCRA.R.7

CCRA.SL.2

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