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Showing 11 - 20 of 33 Standards

Standard Identifier: 6-8.AP.10

Grade Range: 6–8
Concept: Algorithms & Programming
Subconcept: Algorithms
Practice(s): Developing and Using Abstractions (4.1, 4.4)

Standard:
Use flowcharts and/or pseudocode to design and illustrate algorithms that solve complex problems.

Descriptive Statement:
Complex problems are problems that would be difficult for students to solve without breaking them down into multiple steps. Flowcharts and pseudocode are used to design and illustrate the breakdown of steps in an algorithm. Students design and illustrate algorithms using pseudocode and/or flowcharts that organize and sequence the breakdown of steps for solving complex problems. For example, students might use a flowchart to illustrate an algorithm that produces a recommendation for purchasing sneakers based on inputs such as size, colors, brand, comfort, and cost. Alternatively, students could write pseudocode to express an algorithm for suggesting their outfit for the day, based on inputs such as the weather, color preferences, and day of the week.

Standard Identifier: 6-8.CS.1

Grade Range: 6–8
Concept: Computing Systems
Subconcept: Devices
Practice(s): Fostering an Inclusive Computing Culture, Recognizing and Defining Computational Problems (1.2, 3.3)

Standard:
Design modifications to computing devices in order to improve the ways users interact with the devices.

Descriptive Statement:
Computing devices can extend the abilities of humans, but design considerations are critical to make these devices useful. Students suggest modifications to the design of computing devices and describe how these modifications would improve usabilty. For example, students could create a design for the screen layout of a smartphone that is more usable by people with vision impairments or hand tremors. They might also design how to use the device as a scanner to convert text to speech. Alternatively, students could design modifications for a student ID card reader to increase usability by planning for scanner height, need of scanner device to be connected physically to the computer, robustness of scanner housing, and choice of use of RFID or line of sight scanners. (CA NGSS: MS-ETS1-1)

Standard Identifier: 6-8.DA.9

Grade Range: 6–8
Concept: Data & Analysis
Subconcept: Inference & Models
Practice(s): Developing and Using Abstractions, Testing and Refining Computational Artifacts (4.4, 6.1)

Standard:
Test and analyze the effects of changing variables while using computational models.

Descriptive Statement:
Variables within a computational model may be changed, in order to alter a computer simulation or to more accurately represent how various data is related. Students interact with a given model, make changes to identified model variables, and observe and reflect upon the results. For example, students could test a program that makes a robot move on a track by making changes to variables (e.g., height and angle of track, size and mass of the robot) and discussing how these changes affect how far the robot travels. (CA NGSS: MS-PS2-2) Alternatively, students could test a game simulation and change variables (e.g., skill of simulated players, nature of opening moves) and analyze how these changes affect who wins the game. (CA NGSS: MS-ETS1-3) Additionally, students could modify a model for predicting the likely color of the next pick from a bag of colored candy and analyze the effects of changing variables representing the common color ratios in a typical bag of candy. (CA CCSS for Mathematics 7.SP.7, 8.SP.4)

Standard Identifier: 6-8.IC.23

Grade Range: 6–8
Concept: Impacts of Computing
Subconcept: Safety, Law, & Ethics
Practice(s): Communicating About Computing (7.3)

Standard:
Compare tradeoffs associated with licenses for computational artifacts to balance the protection of the creators' rights and the ability for others to use and modify the artifacts.

Descriptive Statement:
Using and building on the works of others allows people to create meaningful works and fosters innovation. Copyright is an important law that helps protect the rights of creators so they receive credit and get paid for their work. Creative Commons is a kind of copyright that makes it easier for people to copy, share, and build on creative work, as long as they give credit for it. There are different kinds of Creative Commons licenses that allow people to do things such as change, remix, or make money from their work. As creators, students can pick and choose how they want their work to be used, and then create a Creative Commons license that they include in their work. For example, students could create interactive animations to educate others on bullying or protecting the environment. They then select an appropriate license to reflect how they want their program to be used by others (e.g., allow others to use their work and alter it, as long as they do not make a profit from it). Students use established methods to both protect their artifacts and attribute use of protected artifacts.

Standard Identifier: 6-8.IC.24

Grade Range: 6–8
Concept: Impacts of Computing
Subconcept: Safety, Law, & Ethics
Practice(s): Communicating About Computing (7.2)

Standard:
Compare tradeoffs between allowing information to be public and keeping information private and secure.

Descriptive Statement:
While it is valuable to establish, maintain, and strengthen connections between people online, security attacks often start with intentionally or unintentionally providing personal information online. Students identify situations where the value of keeping information public outweighs privacy concerns, and vice versa. They also recognize practices such as phishing and social engineering and explain best practices to defend against them. For example, students could discuss the benefits of artists and designers displaying their work online to reach a broader audience. Students could also compare the tradeoffs of making a shared file accessible to anyone versus restricting it to specific accounts. (CA CCSS for ELA/Literacy SL.6.1, SL.7.1, SL.8.1) Alternatively, students could discuss the benefits and dangers of the increased accessibility of information available on the internet, and then compare this to the advantages and disadvantages of the introduction of the printing press in society. (HSS.7.8.4)

Standard Identifier: 6-8.NI.4

Grade Range: 6–8
Concept: Networks & the Internet
Subconcept: Network Communication & Organization
Practice(s): Developing and Using Abstractions (4.4)

Standard:
Model the role of protocols in transmitting data across networks and the Internet.

Descriptive Statement:
Protocols are rules that define how messages between computers are sent. They determine how quickly and securely information is transmitted across networks, as well as how to handle errors in transmission. Students model how data is sent using protocols to choose the fastest path and to deal with missing information. Knowledge of the details of how specific protocols work is not expected. The priority at this grade level is understanding the purpose of protocols and how they enable efficient and errorless communication. For example, students could devise a plan for sending data representing a textual message and devise a plan for resending lost information. Alternatively, students could devise a plan for sending data to represent a picture, and devise a plan for interpreting the image when pieces of the data are missing. Additionally, students could model the speed of sending messages by Bluetooth, Wi-Fi, or cellular networks and describe ways errors in data transmission can be detected and dealt with.

Standard Identifier: 9-12.AP.12

Grade Range: 9–12
Concept: Algorithms & Programming
Subconcept: Algorithms
Practice(s): Developing and Using Abstractions, Creating Computational Artifacts (4.2, 5.1)

Standard:
Design algorithms to solve computational problems using a combination of original and existing algorithms.

Descriptive Statement:
Knowledge of common algorithms improves how people develop software, secure data, and store information. Some algorithms may be easier to implement in a particular programming language, work faster, require less memory to store data, and be applicable in a wider variety of situations than other algorithms. Algorithms used to search and sort data are common in a variety of software applications. For example, students could design an algorithm to calculate and display various sports statistics and use common sorting or mathematical algorithms (e.g., average) in the design of the overall algorithm. Alternatively, students could design an algorithm to implement a game and use existing randomization algorithms to place pieces randomly in starting positions or to control the "roll" of a dice or selection of a "card" from a deck.

Standard Identifier: 9-12.CS.1

Grade Range: 9–12
Concept: Computing Systems
Subconcept: Devices
Practice(s): Developing and Using Abstractions (4.1)

Standard:
Describe ways in which abstractions hide the underlying implementation details of computing systems to simplify user experiences.

Descriptive Statement:
An abstraction is a representation of an idea or phenomenon that hides details irrelevant to the question at hand. Computing systems, both stand alone and embedded in products, are often integrated with other systems to simplify user experiences. For example, students could identify geolocation hardware embedded in a smartphone and describe how this simplifies the users experience since the user does not have to enter her own location on the phone. Alternatively, students might select an embedded device such as a car stereo, identify the types of data (e.g., radio station presets, volume level) and procedures (e.g., increase volume, store/recall saved station, mute) it includes, and explain how the implementation details are hidden from the user.

Standard Identifier: 9-12.DA.11

Grade Range: 9–12
Concept: Data & Analysis
Subconcept: Inference & Models
Practice(s): Developing and Using Abstractions, Testing and Refining Computational Artifacts (4.4, 6.3)

Standard:
Refine computational models to better represent the relationships among different elements of data collected from a phenomenon or process.

Descriptive Statement:
Computational models are used to make predictions about processes or phenomena based on selected data and features. They allow people to investigate the relationships among different variables to understand a system. Predictions are tested to validate models. Students evaluate these models against real-world observations. For example, students could use a population model that allows them to speculate about interactions among different species, evaluate the model based on data gathered from nature, and then refine the model to reflect more complex and realistic interactions.

Standard Identifier: 9-12.IC.28

Grade Range: 9–12
Concept: Impacts of Computing
Subconcept: Safety, Law, & Ethics
Practice(s): Communicating About Computing (7.3)

Standard:
Explain the beneficial and harmful effects that intellectual property laws can have on innovation.

Descriptive Statement:
Laws and ethics govern aspects of computing such as privacy, data, property, information, and identity. Students explain the beneficial and harmful effects of intellectual property laws as they relate to potential innovations and governance. For example, students could explain how patents protect inventions but may limit innovation. Alternatively, students could explain how intellectual property laws requiring that artists be paid for use of their media might limit the choice of songs developers can use in their computational artifacts.

Showing 11 - 20 of 33 Standards


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