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Computer Science Standards




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Showing 1 - 10 of 12 Standards

Standard Identifier: K-2.CS.1

Grade Range: K–2
Concept: Computing Systems
Subconcept: Devices
Practice(s): Fostering an Inclusive Computing Culture (1.1)

Standard:
Select and operate computing devices that perform a variety of tasks accurately and quickly based on user needs and preferences.

Descriptive Statement:
People use computing devices to perform a variety of tasks accurately and quickly. Computing devices interpret and follow the given instructions literally. Students select and operate an appropriate computing device and corresponding program or app for a given task. For example, students could use computing devices to describe what plants and animals (including humans) need to survive. In this case, students could choose to use a keyboard to type explanatory sentences onto graphics. They could also choose to use a touchscreen device with a stylus to annotate an image for a slideshow, or choose to use a camera enabled device to make a video. Student choices may reflect their own needs or the needs of others. (CA NGSS: K-LS1-1; 2-LS4-1) Alternatively, students could choose to use a computing device with audio recording capabilities to recount stories or poems. Students could clarify thoughts, ideas, or feelings via their preference of either using a device with digital drawing tools, or by creating paper and pencil drawing based on their needs and preferences. (CA CCSS for ELA/Literacy SL.K.5, SL.1.5, SL.2.5)

Standard Identifier: 3-5.AP.15

Grade Range: 3–5
Concept: Algorithms & Programming
Subconcept: Program Development
Practice(s): Fostering an Inclusive Computing Culture, Creating Computational Artifacts (1.1, 5.1)

Standard:
Use an iterative process to plan and develop a program by considering the perspectives and preferences of others.

Descriptive Statement:
Planning is an important part of the iterative process of program development. Students gain a basic understanding of the importance and process of planning before beginning to write code for a program. They plan the development of a program by outlining key features, time and resource constraints, and user expectations. Students should document the plan as, for example, a storyboard, flowchart, pseudocode, or story map. For example, students could collaborate with a partner to plan and develop a program that graphs a function. They could iteratively modify the program based on feedback from diverse users, such as students who are color blind and may have trouble differentiating lines on a graph based on the color. (CA CCSS for Mathematics 5.G.1, 5.G.2) Alternatively, students could plan as a team to develop a program to display experimental data. They could implement the program in stages, generating basic displays first and then soliciting feedback from others on how easy it is to interpret (e.g., are labels clear and readable?, are lines thick enough?, are titles understandable?). Students could iteratively improve their display to make it more readable and to better support the communication of the finding of the experiment. (NGSS.3-5-ETS1-1, 3-5-ETS1-2, 3-5-ETS1-3)

Standard Identifier: 3-5.IC.21

Grade Range: 3–5
Concept: Impacts of Computing
Subconcept: Culture
Practice(s): Fostering an Inclusive Computing Culture (1.2)

Standard:
Propose ways to improve the accessibility and usability of technology products for the diverse needs and wants of users.

Descriptive Statement:
The development and modification of computing technology is driven by people’s needs and wants and can affect groups differently. Students anticipate the needs and wants of diverse end users and propose ways to improve access and usability of technology, with consideration of potential perspectives of users with different backgrounds, ability levels, points of view, and disabilities. For example, students could research a wide variety of disabilities that would limit the use of traditional computational tools for the creation of multimedia artifacts, including digital images, songs, and videos. Students could then brainstorm and propose new software that would allow students that are limited by the disabilities to create similar artifacts in new ways (e.g., graphical display of music for the deaf, the sonification of images for visually impaired students, voice input for those that are unable to use traditional input like the mouse and the keyboard). (CA CCSS for ELA/Literacy W.3.7, W.4.7, W.5.7) Alternatively, as they anticipate unique user needs, students may consider using both speech and text to convey information in a game. They may also wish to vary the types of programs they create, knowing that not everyone shares their own tastes. (CA NGSS: 3-5-ETS1-1, 3-5-ETS1-2, 3-5-ETS1-3)

Standard Identifier: 3-5.IC.22

Grade Range: 3–5
Concept: Impacts of Computing
Subconcept: Social Interactions
Practice(s): Fostering an Inclusive Computing Culture (1.1)

Standard:
Seek and explain the impact of diverse perspectives for the purpose of improving computational artifacts.

Descriptive Statement:
Computing technologies enable global collaboration and sharing of ideas. Students solicit feedback from a diverse group of users and creators and explain how this input improves their computational artifacts. For example, students could seek feedback from classmates via user surveys, in order to create an idea and then make a claim as to how to improve the overall structure and function of their computational artifact. Using the feedback students could write an opinion piece supporting their claim. (CA CCSS for ELA/Literacy W.3.1, W.4.1, W.5.1) Alternatively, with guidance from their teacher, students could use video conferencing tools, shared documents, or other online collaborative spaces, such as blogs, wikis, forums, or website comments, to gather and synthesize feedback from individuals and groups about programming projects. (CA CCSS for ELA/Literacy SL.3.1, SL.4.1, SL.5.1)

Standard Identifier: 6-8.AP.15

Grade Range: 6–8
Concept: Algorithms & Programming
Subconcept: Program Development
Practice(s): Fostering an Inclusive Computing Culture, Collaborating Around Computing (1.1, 2.3)

Standard:
Seek and incorporate feedback from team members and users to refine a solution that meets user needs.

Descriptive Statement:
Development teams that employ user-centered design processes create solutions (e.g., programs and devices) that can have a large societal impact (e.g., an app that allows people with speech difficulties to allow a smartphone to clarify their speech). Students begin to seek diverse perspectives throughout the design process to improve their computational artifacts. Considerations of the end-user may include usability, accessibility, age-appropriate content, respectful language, user perspective, pronoun use, or color contrast. For example, if students are designing an app to teach their classmates about recycling, they could first interview or survey their classmates to learn what their classmates already know about recycling and why they do or do not recycle. After building a prototype of the app, the students could then test the app with a sample of their classmates to see if they learned anything from the app and if they had difficulty using the app (e.g., trouble reading or understanding text). After gathering interview data, students could refine the app to meet classmate needs. (CA NGSS: MS-ETS1-4)

Standard Identifier: 6-8.CS.1

Grade Range: 6–8
Concept: Computing Systems
Subconcept: Devices
Practice(s): Fostering an Inclusive Computing Culture, Recognizing and Defining Computational Problems (1.2, 3.3)

Standard:
Design modifications to computing devices in order to improve the ways users interact with the devices.

Descriptive Statement:
Computing devices can extend the abilities of humans, but design considerations are critical to make these devices useful. Students suggest modifications to the design of computing devices and describe how these modifications would improve usabilty. For example, students could create a design for the screen layout of a smartphone that is more usable by people with vision impairments or hand tremors. They might also design how to use the device as a scanner to convert text to speech. Alternatively, students could design modifications for a student ID card reader to increase usability by planning for scanner height, need of scanner device to be connected physically to the computer, robustness of scanner housing, and choice of use of RFID or line of sight scanners. (CA NGSS: MS-ETS1-1)

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: 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.

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.

Showing 1 - 10 of 12 Standards


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