Computer Science Standards
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Showing 11 - 20 of 22 Standards
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.
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.).
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.
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.
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.
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.
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: 9-12S.AP.16
Grade Range:
9–12 Specialty
Concept:
Algorithms & Programming
Subconcept:
Modularity
Practice(s):
Recognizing and Defining Computational Problems, Developing and Using Abstractions (3.2, 4.2)
Standard:
Analyze a large-scale computational problem and identify generalizable patterns or problem components that can be applied to a solution.
Descriptive Statement:
As students encounter complex, real-world problems that span multiple disciplines or social systems, they need to be able to decompose problems and apply already developed code as part of their solutions. Students decompose complex problems into manageable subproblems that could potentially be solved with programs or procedures that can be reused or already exist. For example, in analyzing an Internet radio app, students could identify that users need to create an account and enter a password. They could identify a common application programming interface (API) for checking and displaying password strength. Additionally, students could recognize that the songs would need to be sorted by the time last played in order to display the most recently played songs and identify a common API for sorting dates from most to least recent. Alternatively, in analyzing the problem of tracking medical treatment in a hospital, students could recognize that patient records need to be stored in a database and identify a database solution to support quick access and modification of patient records. Additionally, they could recognize that records in the database need to be stored securely and could identify an encryption API to support the desired level of privacy.
Analyze a large-scale computational problem and identify generalizable patterns or problem components that can be applied to a solution.
Descriptive Statement:
As students encounter complex, real-world problems that span multiple disciplines or social systems, they need to be able to decompose problems and apply already developed code as part of their solutions. Students decompose complex problems into manageable subproblems that could potentially be solved with programs or procedures that can be reused or already exist. For example, in analyzing an Internet radio app, students could identify that users need to create an account and enter a password. They could identify a common application programming interface (API) for checking and displaying password strength. Additionally, students could recognize that the songs would need to be sorted by the time last played in order to display the most recently played songs and identify a common API for sorting dates from most to least recent. Alternatively, in analyzing the problem of tracking medical treatment in a hospital, students could recognize that patient records need to be stored in a database and identify a database solution to support quick access and modification of patient records. Additionally, they could recognize that records in the database need to be stored securely and could identify an encryption API to support the desired level of privacy.
Standard Identifier: 9-12S.AP.17
Grade Range:
9–12 Specialty
Concept:
Algorithms & Programming
Subconcept:
Modularity
Practice(s):
Developing and Using Abstractions, Creating Computational Artifacts (4.3, 5.2)
Standard:
Construct solutions to problems using student-created components, such as procedures, modules, and/or objects.
Descriptive Statement:
Programmers often address complex tasks through design and decomposition using procedures and/or modules. In object-oriented programming languages, classes can support this decomposition. Students create a computational artifact that solves a problem through use of procedures, modules, and/or objects. This problem should be of sufficient complexity to benefit from decomposition and/or use of objects. For example, students could write a flashcard program in which each card is able to show both the question and answer and record user history. Alternatively, students could create a simulation of an ecosystem in which sprites carry out behaviors, such as consuming resources.
Construct solutions to problems using student-created components, such as procedures, modules, and/or objects.
Descriptive Statement:
Programmers often address complex tasks through design and decomposition using procedures and/or modules. In object-oriented programming languages, classes can support this decomposition. Students create a computational artifact that solves a problem through use of procedures, modules, and/or objects. This problem should be of sufficient complexity to benefit from decomposition and/or use of objects. For example, students could write a flashcard program in which each card is able to show both the question and answer and record user history. Alternatively, students could create a simulation of an ecosystem in which sprites carry out behaviors, such as consuming resources.
Standard Identifier: 9-12S.AP.18
Grade Range:
9–12 Specialty
Concept:
Algorithms & Programming
Subconcept:
Modularity
Practice(s):
Developing and Using Abstractions, Creating Computational Artifacts, Testing and Refining Computational Artifacts (4.2, 5.3, 6.2)
Standard:
Demonstrate code reuse by creating programming solutions using libraries and APIs.
Descriptive Statement:
Code reuse is critical both for managing complexity in modern programs, but also in increasing programming efficiency and reliability by having programmers reuse code that has been highly vetted and tested. Software libraries allow developers to integrate common and often complex functionality without having to reimplement that functionality from scratch. Students identify, evaluate, and select appropriate application programming interfaces (APIs) from software libraries to use with a given language and operating system. They appropriately use resources such as technical documentation, online forums, and developer communities to learn about libraries and troubleshoot problems with APIs that they have chosen. For example, students could import charting and graphing modules to display data sets, adopt an online service that provides cloud storage and retrieval for a database used in a multiplayer game, or import location services into an app that identifies points of interest on a map. Libraries of APIs can be student-created or publicly available (e.g., common graphics libraries or map/navigation APIs).
Demonstrate code reuse by creating programming solutions using libraries and APIs.
Descriptive Statement:
Code reuse is critical both for managing complexity in modern programs, but also in increasing programming efficiency and reliability by having programmers reuse code that has been highly vetted and tested. Software libraries allow developers to integrate common and often complex functionality without having to reimplement that functionality from scratch. Students identify, evaluate, and select appropriate application programming interfaces (APIs) from software libraries to use with a given language and operating system. They appropriately use resources such as technical documentation, online forums, and developer communities to learn about libraries and troubleshoot problems with APIs that they have chosen. For example, students could import charting and graphing modules to display data sets, adopt an online service that provides cloud storage and retrieval for a database used in a multiplayer game, or import location services into an app that identifies points of interest on a map. Libraries of APIs can be student-created or publicly available (e.g., common graphics libraries or map/navigation APIs).
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).
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).
Showing 11 - 20 of 22 Standards
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