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Showing 21 - 30 of 38 Standards

Standard Identifier: 9-12.AP.15

Grade Range: 9–12
Concept: Algorithms & Programming
Subconcept: Control
Practice(s): Creating Computational Artifacts (5.1, 5.2, 5.3)

Standard:
Iteratively design and develop computational artifacts for practical intent, personal expression, or to address a societal issue by using events to initiate instructions.

Descriptive Statement:
In this context, relevant computational artifacts can include programs, mobile apps, or web apps. Events can be user-initiated, such as a button press, or system-initiated, such as a timer firing. For example, students might create a tool for drawing on a canvas by first implementing a button to set the color of the pen. Alternatively, students might create a game where many events control instructions executed (e.g., when a score climbs above a threshold, a congratulatory sound is played; when a user clicks on an object, the object is loaded into a basket; when a user clicks on an arrow key, the player object is moved around the screen).

Standard Identifier: 9-12.AP.16

Grade Range: 9–12
Concept: Algorithms & Programming
Subconcept: Modularity
Practice(s): Recognizing and Defining Computational Problems (3.2)

Standard:
Decompose problems into smaller subproblems through systematic analysis, using constructs such as procedures, modules, and/or classes.

Descriptive Statement:
Decomposition enables solutions to complex problems to be designed and implemented as more manageable subproblems. Students decompose a given problem into subproblems that can be solved using existing functionalities, or new functionalities that they design and implement. For example, students could design a program for supporting soccer coaches in analyzing their teams' statistics. They decompose the problem in terms of managing input, analysis, and output. They decompose the data organization by designing what data will be stored per player, per game, and per team. Team players may be stored as a collection. Data per team player may include: number of shots, misses, saves, assists, penalty kicks, blocks, and corner kicks. Students design methods for supporting various statistical analyses and display options. Students design output formats for individual players or coaches.

Standard Identifier: 9-12.AP.17

Grade Range: 9–12
Concept: Algorithms & Programming
Subconcept: Modularity
Practice(s): Developing and Using Abstractions, Creating Computational Artifacts (4.3, 5.2)

Standard:
Create computational artifacts using modular design.

Descriptive Statement:
Computational artifacts are created by combining and modifying existing computational artifacts and/or by developing new artifacts. To reduce complexity, large programs can be designed as systems of interacting modules, each with a specific role, coordinating for a common overall purpose. Students should create computational artifacts with interacting procedures, modules, and/or libraries. For example, students could incorporate a physics library into an animation of bouncing balls. Alternatively, students could integrate open-source JavaScript libraries to expand the functionality of a web application. Additionally, students could create their own game to teach Spanish vocabulary words using their own modular design (e.g., including methods to: control scoring, manage wordlists, manage access to different game levels, take input from the user, etc.).

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.24

Grade Range: 9–12
Concept: Impacts of Computing
Subconcept: Culture
Practice(s): Fostering an Inclusive Computing Culture (1.2)

Standard:
Identify impacts of bias and equity deficit on design and implementation of computational artifacts and apply appropriate processes for evaluating issues of bias.

Descriptive Statement:
Biases could include incorrect assumptions developers have made about their users, including minimal exposure to computing, access to education, and training opportunities. Students identify and use strategies to test and refine computational artifacts with the goal of reducing bias and equity deficits and increasing universal access. For example, students could use a spreadsheet to chart various forms of equity deficits, and identify solutions in existing software. Students could use and refine the spreadsheet solutions to create a strategy for methodically testing software specifically for bias and equity.

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: 9-12.IC.26

Grade Range: 9–12
Concept: Impacts of Computing
Subconcept: Culture
Practice(s): Communicating About Computing (7.2)

Standard:
Study, discuss, and think critically about the potential impacts and implications of emerging technologies on larger social, economic, and political structures, with evidence from credible sources.

Descriptive Statement:
For example, after studying the rise of artifical intelligence, students create a cause and effect chart to represent positive and negative impacts of this technology on society.

Standard Identifier: 9-12.NI.6

Grade Range: 9–12
Concept: Networks & the Internet
Subconcept: Cybersecurity
Practice(s): Communicating About Computing (7.2)

Standard:
Compare and contrast security measures to address various security threats.

Descriptive Statement:
Network security depends on a combination of hardware, software, and practices that control access to data and systems. The needs of users and the sensitivity of data determine the level of security implemented. Potential security problems, such as denial-of-service attacks, ransomware, viruses, worms, spyware, and phishing, present threats to sensitive data. Students compare and contrast different types of security measures based on factors such as efficiency, feasibility, ethical impacts, usability, and security. At this level, students are not expected to develop or implement the security measures that they discuss. For example, students could review case studies or current events in which governments or organizations experienced data leaks or data loss as a result of these types of attacks. Students could provide an analysis of actual security measures taken comparing to other security measure which may have led to different outcomes. Alternatively, students might discuss computer security policies in place at the local level that present a tradeoff between usability and security, such as a web filter that prevents access to many educational sites but keeps the campus network safe.

Standard Identifier: 9-12.NI.7

Grade Range: 9–12
Concept: Networks & the Internet
Subconcept: Cybersecurity
Practice(s): Recognizing and Defining Computational Problems, Developing and Using Abstractions (3.3, 4.4)

Standard:
Compare and contrast cryptographic techniques to model the secure transmission of information.

Descriptive Statement:
Cryptography is a technique for transforming information on a computer in such a way that it becomes unreadable by anyone except authorized parties. Cryptography is useful for supporting secure communication of data across networks. Examples of cryptographic methods include hashing, symmetric encryption/decryption (private key), and assymmetric encryption/decryption (public key/private key). Students use software to encode and decode messages using cryptographic methods. Students compare the costs and benefits of using various cryptographic methods. At this level, students are not expected to perform the mathematical calculations associated with encryption and decryption. For example, students could compare and contrast multiple examples of symmetric cryptographic techiques. Alternatively, students could compare and contrast symmetric and asymmetric cryptographic techniques in which they apply for a given scenario.

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.

Showing 21 - 30 of 38 Standards


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