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Bootstrap lessons align with several important teaching standards. Select particular standards from the following menu to see which lessons meet those standards.

Common Core Math Standards

7.EE.B.4

Use variables to represent quantities in a real-world or mathematical problem, and construct simple equations and inequalities to solve problems by reasoning about the quantities. [See: Defining Values; Defining Functions; Solving Word Problems; Simple Inequalities; Compound Inequalities.]

7.RP.A.1

Compute unit rates associated with ratios of fractions, including ratios of lengths, areas and other quantities measured in like or different units. [See: Making Game Images.]

8.F.A.1

Understand that a function is a rule that assigns to each input exactly one output. The graph of a function is the set of ordered pairs consisting of an input and the corresponding output. [See: Domain and Range.]

8.F.B

Use functions to model relationships between quantities. [See: Defining Functions; Solving Word Problems; Restating the Problem; Character Animation.]

8.G.A.1

Verify experimentally the properties of rotations, reflections, and translations. [See: Making Game Images.]

8.G.B.7

Apply the Pythagorean Theorem to determine unknown side lengths in right triangles in real-world and mathematical problems in two and three dimensions. [See: The Distance Formula.]

HSA.SSE.A.1

Interpret expressions that represent a quantity in terms of its context. [See: Defining Values; Defining Functions.]

HSA.SSE.A.1.A

Interpret parts of an expression, such as terms, factors, and coefficients. [See: Piecewise Functions; Player Animation.]

HSA.SSE.A.1.B

Interpret complicated expressions by viewing one or more of their parts as a single entity. [See: Piecewise Functions; Player Animation.]

HSA.SSE.A.2

Use the structure of an expression to identify ways to rewrite it. [See: Order of Operations.]

HSA.SSE.B

Write expressions in equivalent forms to solve problems. [See: Order of Operations.]

HSF.BF.A.1

Write a function that describes a relationship between two quantities. [See: Restating the Problem; Problem Decomposition; Collision Detection.]

HSF.IF.A.1

Understand that a function from one set (called the domain) to another set (called the range) assigns to each element of the domain exactly one element of the range. If f is a function and x is an element of its domain, then f(x) denotes the output of f corresponding to the input x. The graph of f is the graph of the equation y = f(x). [See: Domain and Range.]

HSF.IF.A.2

Use function notation, evaluate functions for inputs in their domains, and interpret statements that use function notation in terms of a context. [See: Solving Word Problems; Simple Inequalities; Compound Inequalities.]

HSF.LE.B

Interpret expressions for functions in terms of the situation they model. [See: Character Animation.]

MP.1

Make sense of problems and persevere in solving them [See: Order of Operations; Restating the Problem; Problem Decomposition; Simple Inequalities.]

MP.2

Reason abstractly and quantitatively [See: The Numbers Inside Video Games; Coordinates and Game Design; Order of Operations; Defining Values; Character Animation; The Distance Formula.]

MP.4

Model with mathematics [See: Simple Inequalities.]

MP.6

Attend to precision [See: Making Game Images; Problem Decomposition.]

MP.7

Look for and make use of structure [See: Defining Values; Restating the Problem.]

MP.8

Look for and express regularity in repeated reasoning [See: Piecewise Functions.]

Oklahoma Standards

OK.A1.A.3

Generate equivalent algebraic expressions and use algebraic properties to evaluate expressions and arithmetic and geometric sequences. [See: Order of Operations.]

OK.A1.A.3.1

Solve equations involving several variables for one variable in terms of the others. [See: Problem Decomposition.]

OK.PA.A.1.1

Recognize that a function is a relationship between an independent variable and a dependent variable in which the value of the independent variable determines the value of the dependent variable. [See: Domain and Range; Piecewise Functions; Player Animation.]

OK.PA.A.1.2

Use linear functions to represent and explain real-world and mathematical situations. [See: Restating the Problem; Character Animation.]

OK.PA.A.1.3

Identify a function as linear if it can be expressed in the form y = mx + b or if its graph is a straight line. [See: Solving Word Problems.]

OK.PA.A.3

Generate equivalent numerical and algebraic expressions and use algebraic properties to evaluate expressions. [See: Order of Operations.]

OK.PA.A.3.1

Use substitution to simplify and evaluate algebraic expressions. [See: Defining Values.]

OK.PA.A.4.3

Represent real-world situations using equations and inequalities involving one variable. [See: Simple Inequalities; Compound Inequalities.]

OK.PA.GM.1.2

Use the Pythagorean Theorem to find the distance between any two points in a coordinate plane. [See: The Distance Formula.]