Skip to main content
California Department of Education Logo

Computer Science Standards




Results


Showing 21 - 30 of 42 Standards

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: 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.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.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.DA.10

Grade Range: 9–12
Concept: Data & Analysis
Subconcept: Collection, Visualization, & Transformation
Practice(s): Creating Computational Artifacts (5.2)

Standard:
Create data visualizations to help others better understand real-world phenomena.

Descriptive Statement:
People transform, generalize, simplify, and present large data sets in different ways to influence how other people interpret and understand the underlying information. Students select relevant data from large or complex data sets in support of a claim or to communicate the information in a more sophisticated manner. Students use software tools or programming to perform a range of mathematical operations to transform and analyze data and create powerful data visualizations (that reveal patterns in the data). For example, students could create data visualizations to reveal patterns in voting data by state, gender, political affiliation, or socioeconomic status. Alternatively, students could use U.S. government data on criticially endangered animals to visualize population change over time.

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.

Standard Identifier: 9-12.IC.29

Grade Range: 9–12
Concept: Impacts of Computing
Subconcept: Safety, Law, & Ethics
Practice(s): Communicating About Computing (7.2)

Standard:
Explain the privacy concerns related to the collection and generation of data through automated processes.

Descriptive Statement:
Data can be collected and aggregated across millions of people, even when they are not actively engaging with or physically near the data collection devices. Students recognize automated and non-evident collection of information and the privacy concerns they raise for individuals. For example, students could explain the impact on an individual when a social media site's security settings allows for mining of account information even when the user is not online. Alternatively, students could discuss the impact on individuals of using surveillance video in a store to track customers. Additionally, students could discuss how road traffic can be monitored to change signals in real time to improve road efficiency without drivers being aware and discuss policies for retaining data that identifies drivers' cars and their behaviors.

Standard Identifier: 9-12.IC.30

Grade Range: 9–12
Concept: Impacts of Computing
Subconcept: Safety, Law, & Ethics
Practice(s): Communicating About Computing (7.2)

Standard:
Evaluate the social and economic implications of privacy in the context of safety, law, or ethics.

Descriptive Statement:
Laws govern many aspects of computing, such as privacy, data, property, information, and identity. International differences in laws and ethics have implications for computing. Students make and justify claims about potential and/or actual privacy implications of policies, laws, or ethics and consider the associated tradeoffs, focusing on society and the economy. For example, students could explore the case of companies tracking online shopping behaviors in order to decide which products to target to consumers. Students could evaluate the ethical and legal dilemmas of collecting such data without consumer knowledge in order to profit companies. Alternatively, students could evaluate the implications of net neutrality laws on society's access to information and on the impacts to businesses of varying sizes.

Showing 21 - 30 of 42 Standards


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