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Computer Science Standards




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Showing 1 - 8 of 8 Standards

Standard Identifier: K-2.IC.18

Grade Range: K–2
Concept: Impacts of Computing
Subconcept: Culture
Practice(s): Recognizing and Defining Computational Problems (3.1)

Standard:
Compare how people lived and worked before and after the adoption of new computing technologies.

Descriptive Statement:
Computing technologies have changed the way people live and work. Students describe the positive and negative impacts of these changes. For example, as a class, students could create a timeline that includes advancements in computing technologies. Each student could then choose an advancement from the timeline and make a graphic organizer noting how people's lives were different before and after its introduction into society. Student responses could include: In the past, if students wanted to read about a topic, they needed access to a library to find a book about it. Today, students can view and read information on the Internet about a topic or they can download e-books about it directly to a device. Such information may be available in more than one language and could be read to a student, allowing for great accessibility. (HSS.K.6.3) Alternatively, students could retell or dramatize stories, myths, and fairy tales from two distinct time periods before and after a particular computing technology had been introduced. For example, the setting of one story could take place before smartphones had been invented, while a second setting could take place with smartphones in use by characters in the story. Students could note the positive and negative aspects of smartphones on the daily lives of the characters in the story. (VAPA Theatre Arts K.3.1, K.3.2, 1.2.2, 2.3.2) (CA CCSS for ELA/Literacy RL.K.2, RL.K.9, RL.1., RL.1.9, RL.2.2, RL.2.9)

Standard Identifier: 3-5.CS.2

Grade Range: 3–5
Concept: Computing Systems
Subconcept: Hardware & Software
Practice(s): Developing and Using Abstractions (4.4)

Standard:
Demonstrate how computer hardware and software work together as a system to accomplish tasks.

Descriptive Statement:
Hardware and software are both needed to accomplish tasks with a computing device. Students create a model to illustrate ways in which hardware and software work as a system. Students could draw a model on paper or in a drawing program, program an animation to demonstrate it, or demonstrate it by acting this out in some way. At this level, a model should only include the basic elements of a computer system, such as input, output, processor, sensors, and storage. For example, students could create a diagram or flow chart to indicate how a keyboard, desktop computer, monitor, and word processing software interact with each other. The keyboard (hardware) detects a key press, which the operating system and word processing application (software) displays as a new character that has been inserted into the document and is visible through the monitor (hardware). Students could also create a model by acting out the interactions of these different hardware and software components. Alternatively, when describing that animals and people receive different types of information through their senses, process the information in their brain, and respond to the information in different ways, students could compare this to the interaction of how the information traveling through a computer from mouse to processor are similar to signals sent through the nervous system telling our brain about the world around us to prompt responses. (CA NGSS: 4-LS1-2)

Standard Identifier: 3-5.IC.20

Grade Range: 3–5
Concept: Impacts of Computing
Subconcept: Culture
Practice(s): Recognizing and Defining Computational Problems (3.1)

Standard:
Discuss computing technologies that have changed the world, and express how those technologies influence, and are influenced by, cultural practices.

Descriptive Statement:
New computing technologies are created and existing technologies are modified for many reasons, including to increase their benefits, decrease their risks, and meet societal needs. Students, with guidance from their teacher, discuss topics that relate to the history of computing technologies and changes in the world due to these technologies. Topics could be based on current news content, such as robotics, wireless Internet, mobile computing devices, GPS systems, wearable computing, and how social media has influenced social and political changes. For example, students could conduct research in computing technologies that impact daily life such as self-driving cars. They engage in a collaborative discussion describing impacts of these advancements (e.g., self-driving cars could reduce crashes and decrease traffic, but there is a cost barrier to purchasing them). (CA CCSS for ELA/Literacy W.3.7, W.4.7, W.5.7, SL.3.1, SL.4.1, SL.5.1) Alternatively, students could discuss how technological advancements affected the entertainment industry and then compare and contrast the impacts on audiences. For instance, people with access to high-speed Internet may be able to choose to utilize streaming media (which may cost less than traditional media options), but those in rural areas may not have the same access and be able to reap those benefits. (VAPA Theatre Arts 4.3.2, 4.4.2)

Standard Identifier: 9-12.CS.2

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

Standard:
Compare levels of abstraction and interactions between application software, system software, and hardware.

Descriptive Statement:
At its most basic level, a computer is composed of physical hardware on which software runs. Multiple layers of software are built upon various layers of hardware. Layers manage interactions and complexity in the computing system. System software manages a computing device's resources so that software can interact with hardware. Application software communicates with the user and the system software to accomplish its purpose. Students compare and describe how application software, system software, and hardware interact. For example, students could compare how various levels of hardware and software interact when a picture is to be taken on a smartphone. Systems software provides low-level commands to operate the camera hardware, but the application software interacts with system software at a higher level by requesting a common image file format (e.g., .png) that the system software provides.

Standard Identifier: 9-12.IC.23

Grade Range: 9–12
Concept: Impacts of Computing
Subconcept: Culture
Practice(s): Fostering an Inclusive Computing Culture, Recognizing and Defining Computational Problems (1.2, 3.1)

Standard:
Evaluate the ways computing impacts personal, ethical, social, economic, and cultural practices.

Descriptive Statement:
Computing may improve, harm, or maintain practices. An understanding of how equity deficits, such as minimal exposure to computing, access to education, and training opportunities, are related to larger, systemic problems in society enables students to create more meaningful artifacts. Students illustrate the positive, negative, and/or neutral impacts of computing. For example, students could evaluate the accessibility of a product for a broad group of end users, such as people who lack access to broadband or who have various disabilities. Students could identify potential bias during the design process and evaluate approaches to maximize accessibility in product design. Alternatively, students could evaluate the impact of social media on cultural, economic, and social practices around the world.

Standard Identifier: 9-12.IC.25

Grade Range: 9–12
Concept: Impacts of Computing
Subconcept: Culture
Practice(s): Recognizing and Defining Computational Problems (3.1)

Standard:
Demonstrate ways a given algorithm applies to problems across disciplines.

Descriptive Statement:
Students identify how a given algorithm can be applied to real-world problems in different disciplines. For example, students could demonstrate how a randomization algorithm can be used to select participants for a clinical medical trial or to select a flash card to display on a vocabulary quiz. Alternatively, students could demonstrate how searching and sorting algorithms are needed to organize records in manufacturing settings, or to support doctors queries of patient records, or to help governments manage support services they provide to their citizens.

Standard Identifier: 9-12S.AP.15

Grade Range: 9–12 Specialty
Concept: Algorithms & Programming
Subconcept: Control
Practice(s): Recognizing and Defining Computational Problems, Communicating About Computing (3.2, 7.2)

Standard:
Demonstrate the flow of execution of a recursive algorithm.

Descriptive Statement:
Recursion is a powerful problem-solving approach where the problem solution is built on solutions of smaller instances of the same problem. A base case, which returns a result without referencing itself, must be defined, otherwise infinite recursion will occur. Students represent a sequence of calls to a recursive algorithm and show how the process resolves to a solution. For example, students could draw a diagram to illustrate flow of execution by keeping track of parameter and returned values for each recursive call. Alternatively, students could create a video showing the passing of arguments as the recursive algorithm runs.

Standard Identifier: 9-12S.IC.27

Grade Range: 9–12 Specialty
Concept: Impacts of Computing
Subconcept: Culture
Practice(s): Fostering an Inclusive Computing Culture, Testing and Refining Computational Artifacts (1.2, 6.1)

Standard:
Evaluate computational artifacts with regard to improving their beneficial effects and reducing harmful effects on society.

Descriptive Statement:
People design computational artifacts to help make the lives of humans better. Students evaluate an artifact and comment on aspects of it which positively or negatively impact users and give ideas for reducing the possible negative impacts. For example, students could discuss how algorithms that screen job candidates' resumes can cut costs for companies (a beneficial effect) but introduce or amplify bias in the hiring process (a harmful effect). Alternatively, students could discuss how turn-by-turn navigation tools can help drivers avoid traffic and find alternate routes (a beneficial effect), but sometimes channel large amounts of traffic down small neighborhood streets (a harmful effect). Additionally, students could discuss how social media algorithms can help direct users' attention to interesting content (a beneficial effect), while simultaneously limiting users' exposure to information that contradicts pre-existing beliefs (a harmful effect).

Questions: Curriculum Frameworks and Instructional Resources Division | CFIRD@cde.ca.gov | 916-319-0881