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Showing 31 - 40 of 72 Standards

Standard Identifier: 6-8.IC.20

Grade Range: 6–8
Concept: Impacts of Computing
Subconcept: Culture
Practice(s): Communicating About Computing (7.2)

Standard:
Compare tradeoffs associated with computing technologies that affect people's everyday activities and career options.

Descriptive Statement:
Advancements in computer technology are neither wholly positive nor negative. However, the ways that people use computing technologies have tradeoffs. Students consider current events related to broad ideas, including privacy, communication, and automation. For example, students could compare and contrast the impacts of computing technologies with the impacts of other systems developed throughout history such as the Pony Express and US Postal System. (HSS.7.8.4) Alternatively, students could identify tradeoffs for both personal and professional uses of a variety of computing technologies. For instance, driverless cars can increase convenience and reduce accidents, but they may be susceptible to hacking. The emerging industry will reduce the number of taxi and shared-ride drivers, but may create more software engineering and cybersecurity jobs.

Standard Identifier: 6-8.IC.21

Grade Range: 6–8
Concept: Impacts of Computing
Subconcept: Culture
Practice(s): Fostering an Inclusive Computing Culture (1.2)

Standard:
Discuss issues of bias and accessibility in the design of existing technologies.

Descriptive Statement:
Computing technologies should support users of many backgrounds and abilities. In order to maximize accessiblity, these differences need to be addressed by examining diverse populations. With the teacher's guidance, students test and discuss the usability of various technology tools, such as apps, games, and devices. For example, students could discuss the impacts of facial recognition software that works better for lighter skin tones and recognize that the software was likely developed with a homogeneous testing group. Students could then discuss how accessibility could be improved by sampling a more diverse population. (CA CCSS for ELA/Literacy SL.6.1, SL.7.1, SL.8.1)

Standard Identifier: 6-8.IC.22

Grade Range: 6–8
Concept: Impacts of Computing
Subconcept: Social Interactions
Practice(s): Collaborating Around Computing, Creating Computational Artifacts (2.4, 5.2)

Standard:
Collaborate with many contributors when creating a computational artifact.

Descriptive Statement:
Users have diverse sets of experiences, needs, and wants. These need to be understood and integrated into the design of computational artifacts. Students use applications that enable crowdsourcing to gather services, ideas, or content from a large group of people. At this level, crowdsourcing can be done at the local level (e.g., classroom, school, or neighborhood) and/or global level (e.g., age-appropriate online communities). For example, a group of students could use electronic surveys to solicit input from their neighborhood regarding an important social or political issue. They could collaborate with a community artist to combine animations and create a digital community collage informing the public about various points of view regarding the topic. (VAPA Visual Art 8.5.2, 8.5.4)

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: 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.14

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

Standard:
Justify the selection of specific control structures by identifying tradeoffs associated with implementation, readability, and performance.

Descriptive Statement:
The selection of control structures in a given programming language impacts readability and performance. Readability refers to how clear the program is to other programmers and can be improved through documentation. Control structures at this level may include, for example, conditional statements, loops, event handlers, and recursion. Students justify control structure selection and tradeoffs in the process of creating their own computational artifacts. The discussion of performance is limited to a theoretical understanding of execution time and storage requirements; a quantitative analysis is not expected. For example, students could compare the readability and program performance of iterative and recursive implementations of procedures that calculate the Fibonacci sequence. Alternatively, students could compare the readability and performance tradeoffs of multiple if statements versus a nested if statement.

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.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.AP.18

Grade Range: 9–12
Concept: Algorithms & Programming
Subconcept: Program Development
Practice(s): Fostering an Inclusive Computing Culture, Creating Computational Artifacts (1.1, 5.1)

Standard:
Systematically design programs for broad audiences by incorporating feedback from users.

Descriptive Statement:
Programmers use a systematic design and review process to meet the needs of a broad audience. The process includes planning to meet user needs, developing software for broad audiences, testing users from a cross-section of the audience, and refining designs based on feedback. For example, students could create a user satisfaction survey and brainstorm distribution methods to collect feedback about a mobile application. After collecting feedback from a diverse audience, students could incorporate feedback into their product design. Alternatively, while developing an e-textiles project with human touch sensors, students could collect data from peers and identify design changes needed to improve usability by users of different needs.

Showing 31 - 40 of 72 Standards


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