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Computer Science Standards




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Showing 41 - 50 of 80 Standards

Standard Identifier: 6-8.NI.5

Grade Range: 6–8
Concept: Networks & the Internet
Subconcept: Cybersecurity
Practice(s): Recognizing and Defining Computational Problems (3.1, 3.3)

Standard:
Explain potential security threats and security measures to mitigate threats.

Descriptive Statement:
Cybersecurity is an important field of study and it is valuable for students to understand the need for protecting sensitive data. Students identify multiple methods for protecting data and articulate the value and appropriateness for each method. Students are not expected to implement or explain the implementation of such technologies. For example, students could explain the importance of keeping passwords hidden, setting secure router administrator passwords, erasing a storage device before it is reused, and using firewalls to restrict access to private networks. Alternatively, students could explain the importance of two-factor authentication and HTTPS connections to ensure secure data transmission.

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.19

Grade Range: 9–12
Concept: Algorithms & Programming
Subconcept: Program Development
Practice(s): Communicating About Computing (7.3)

Standard:
Explain the limitations of licenses that restrict use of computational artifacts when using resources such as libraries.

Descriptive Statement:
Software licenses include copyright, freeware, and open-source licensing schemes. Licenses are used to protect the intellectual property of the author while also defining accessibility of the code. Students consider licensing implications for their own work, especially when incorporating libraries and other resources. For example, students might consider two software libraries that address a similar need, justifying their choice of one over the other. The choice could be based upon least restrictive licensing or further protections for their own intellectual property.

Standard Identifier: 9-12.AP.20

Grade Range: 9–12
Concept: Algorithms & Programming
Subconcept: Program Development
Practice(s): Testing and Refining Computational Artifacts (6.3)

Standard:
Iteratively evaluate and refine a computational artifact to enhance its performance, reliability, usability, and accessibility.

Descriptive Statement:
Evaluation and refinement of computational artifacts involves measuring, testing, debugging, and responding to the changing needs and expectations of users. Aspects that can be evaluated include correctness, performance, reliability, usability, and accessibility. For example, after witnessing common errors with user input in a computational artifact, students could refine the artifact to validate user input and provide an error message if invalid data is provided. Alternatively, students could observe a robot in a variety of lighting conditions to determine whether the code controlling a light sensor should be modified to make it less sensitive. Additionally, students could also incorporate feedback from a variety of end users to help guide the size and placement of menus and buttons in a user interface.

Standard Identifier: 9-12.AP.21

Grade Range: 9–12
Concept: Algorithms & Programming
Subconcept: Program Development
Practice(s): Collaborating Around Computing (2.4)

Standard:
Design and develop computational artifacts working in team roles using collaborative tools.

Descriptive Statement:
Collaborative tools can be as complex as a source code version control system or as simple as a collaborative word processor. Team roles in pair programming are driver and navigator but students can take on more specialized roles in larger teams. Teachers or students should choose resources that aid collaborative program development as programs grow more complex. For example, students might work as a team to develop a mobile application that addresses a problem relevant to the school or community, using appropriate tools to support actions such as: establish and manage the project timeline; design, share, and revise graphical user interface elements; implement program components, track planned, in-progress, and completed components, and design and implement user testing.

Standard Identifier: 9-12.AP.22

Grade Range: 9–12
Concept: Algorithms & Programming
Subconcept: Program Development
Practice(s): Communicating About Computing (7.2)

Standard:
Document decisions made during the design process using text, graphics, presentations, and/or demonstrations in the development of complex programs.

Descriptive Statement:
Complex programs are often iteratively designed as systems of interacting modules, each with a specific role, coordinating for a common overall purpose. Comments are included in code both to document the purpose of modules as well as the implementation details within a module. Together these support documentation of the design process. Students use resources such as libraries and tools to edit and manage parts of the program and corresponding documentation. For example, during development of a computational artifact students could comment their code (with date, modification, and rationale), sketch a flowchart to summarize control flow in a code journal, and share ideas and updates on a white board. Students may document their logic by explaining the development process and presenting to the class. The presentation could include photos of their white board, a video or screencast explaining the development process, or recorded audio description.

Standard Identifier: 9-12.CS.3

Grade Range: 9–12
Concept: Computing Systems
Subconcept: Troubleshooting
Practice(s): Testing and Refining Computational Artifacts (6.2)

Standard:
Develop guidelines that convey systematic troubleshooting strategies that others can use to identify and fix errors.

Descriptive Statement:
Troubleshooting complex problems involves the use of multiple sources when researching, evaluating, and implementing potential solutions. Troubleshooting also relies on experience, such as when people recognize that a problem is similar to one they have seen before and adapt solutions that have worked in the past. For example, students could create a list of troubleshooting strategies to debug network connectivity problems such as checking hardware and software status and settings, rebooting devices, and checking security settings. Alternatively, students could create troubleshooting guidelines for help desk employees based on commonly observed problems (e.g., problems connecting a new device to the computer, problems printing from a computer to a network printer).

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.DA.9

Grade Range: 9–12
Concept: Data & Analysis
Subconcept: Storage
Practice(s): Recognizing and Defining Computational Problems (3.3)

Standard:
Describe tradeoffs associated with how data elements are organized and stored.

Descriptive Statement:
People make choices about how data elements are organized and where data is stored. These choices affect cost, speed, reliability, accessibility, privacy, and integrity. Students describe implications for a given data organziation or storage choice in light of a specific problem. For example, students might consider the cost, speed, reliability, accessibility, privacy, and integrity tradeoffs between storing photo data on a mobile device versus in the cloud. Alternatively, students might compare the tradeoffs between file size and image quality of various image file formats and how choice of format may be infuenced by the device on which it is to be accessed (e.g., smartphone, computer).

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.

Showing 41 - 50 of 80 Standards


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