Courses of Study : Digital Literacy and Computer Science

Number of Standards matching query: 46
Safety, Privacy, and Security
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 18
Learning Activities: 3
Classroom Resources: 15
R1) Identify, demonstrate, and apply personal safe use of digital devices.

Legal and Ethical Behavior
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 0
R2) Recognize and demonstrate age-appropriate responsible use of digital devices and resources as outlined in school/district rules.

Impact of Computing
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 12
Classroom Resources: 12
R3) Assess the validity and identify the purpose of digital content.

Systems
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 0
R4) Identify and employ appropriate troubleshooting techniques used to solve computing or connectivity issues.

Collaborative Research
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 16
Learning Activities: 4
Lesson Plans: 2
Classroom Resources: 10
R5) Locate and curate information from digital sources to answer research questions.

Digital Tools
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 5
Learning Activities: 2
Lesson Plans: 1
Classroom Resources: 2
R6) Produce, review, and revise authentic artifacts that include multimedia using appropriate digital tools.

Computational Thinker
Abstraction
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 2
Classroom Resources: 2
1) Decompose problems into component parts, extract key information, and develop descriptive models to understand the levels of abstractions in complex systems.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 4
Classroom Resources: 4
2) Explain how computing systems are often integrated with other systems and embedded in ways that may not be apparent to the user.

Examples: Millions of lines of code control the subsystems within an automobile (e.g., antilock braking systems, lane detection, and self-parking).

Algorithms
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 24
Classroom Resources: 24
3) Differentiate between a generalized expression of an algorithm in pseudocode and its concrete implementation in a programming language.

a. Explain that some algorithms do not lead to exact solutions in a reasonable amount of time and thus approximations are acceptable.

b. Compare and contrast the difference between specific control structures such as sequential statements, conditional, iteration, and explain the benefits and drawbacks of choices made.

Examples: Tradeoffs involving implementation, readability, and program performance.

c. Distinguish when a problem solution requires decisions to be made among alternatives, such as selection constructs, or when a solution needs to be iteratively processed to arrive at a result, such as iterative 'loop' constructs or recursion.

d. Evaluate and select algorithms based on performance, reusability, and ease of implementation.

e. Explain how more than one algorithm may solve the same problem and yet be characterized with different priorities.

Examples: All self-driving cars have a common goal of taking a passenger to a designation but may have different priorities such as safety, speed, or conservation; web search engines have their own algorithms for search with their own priorities.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 12
Classroom Resources: 12
4) Use and adapt classic algorithms to solve computational problems.

Examples: Sorting, searching, shortest path, and data compression.

Programming and Development
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 8
Classroom Resources: 8
5) Design and iteratively develop computational artifacts for practical intent, personal expression, or to address a societal issue by using current events.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 7
Classroom Resources: 7
6) Decompose problems into smaller components through systematic analysis, using constructs such as procedures, modules, and/or objects, with parameters, and which return a result.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 7
Classroom Resources: 7
7) Compare and contrast fundamental data structures and their uses.

Examples: Strings, lists, arrays, stacks, queues.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 10
Classroom Resources: 10
8) Demonstrate code reuse by creating programming solutions using libraries and Application Programming Interfaces.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 7
Classroom Resources: 7
9) Demonstrate the ability to verify the correctness of a program.

a. Develop and use a series of test cases to verify that a program performs according to its design specifications.

b. Collaborate in a code review process to identify correctness, efficiency, scalability and readability of program code.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 10
Classroom Resources: 10
10) Resolve or debug errors encountered during testing using iterative design process.

Examples: Test for infinite loops, check for bad input, check edge-cases.

Citizen of a Digital Culture
Safety, Privacy, and Security
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 51
Learning Activities: 3
Classroom Resources: 48
11) Model and demonstrate behaviors that are safe, legal, and ethical while living, learning, and working in an interconnected digital world.

a. Recognize user tracking methods and hazards.

Examples: Cookies, WiFi packet sniffing.

b. Understand how to apply techniques to mitigate effects of user tracking methods.

c. Understand the ramifications of end-user license agreements and terms of service associated with granting rights to personal data and media to other entities.

d. Explain the relationship between online privacy and personal security.

Examples: Convenience and accessibility, data mining, digital marketing, online wallets, theft of personal information.

e. Identify physical, legal, and ethical consequences of inappropriate digital behaviors.

Examples: Cyberbullying/harassment, inappropriate sexual communications.

f. Explain strategies to lessen the impact of negative digital behaviors and assess when to apply them.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 8
Classroom Resources: 8
12) Describe how sensitive data can be affected by malware and other attacks.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 5
Classroom Resources: 5
13) Compare various security measures of a computer system.

Examples: Usability, security, portability, and scalability.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 6
Classroom Resources: 6
14) Compare ways to protect devices, software, and data.

Legal and Ethical Behavior
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 0
15) Explain the necessity for the school's Acceptable Use Policy.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 20
Classroom Resources: 20
16) Identify laws regarding the use of technology and their consequences and implications.

Examples: Unmanned vehicles, net neutrality/common carriers, hacking, intellectual property, piracy, plagiarism.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 8
Classroom Resources: 8
17) Discuss the ethical ramifications of malicious hacking and its impact on society.

Examples: Dissemination of privileged information, ransomware.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 1
Classroom Resources: 1
18) Explain the beneficial and harmful effects that intellectual property laws can have on innovation.

Digital Identity
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 9
Classroom Resources: 9
19) Prove that digital identity is a reflection of persistent, publicly available artifacts.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 15
Classroom Resources: 15
20) Evaluate strategies to manage digital identity and reputation with awareness of the permanent impact of actions in a digital world.

Impact of Computing
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 6
Classroom Resources: 6
21) Explain how technology facilitates the disruption of traditional institutions and services.

Examples: Digital currencies, ridesharing, autonomous vehicles, retail, Internet of Things.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 12
Learning Activities: 1
Classroom Resources: 11
22) Research the impact of computing technology on possible career pathways.

Examples: Government, business, medicine, entertainment, education, transportation.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 23
Classroom Resources: 23
23) Debate the positive and negative effects of computing innovations in personal, ethical, social, economic, and cultural spheres.

Examples: Artificial Intelligence/machine learning, mobile applications, automation of traditional occupational skills.

Global Collaborator
Creative Communication
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 2
Classroom Resources: 2
24) Compare and contrast Internet publishing platforms, including suitability for media types, target audience, and feedback mechanism.

a. Apply version control capabilities within a digital tool to understand the importance of managing historical changes across suggestions made by a collaborative team.

Digital Tools
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 6
Lesson Plans: 4
Classroom Resources: 2
25) Utilize a variety of digital tools to create digital artifacts across content areas.

Collaborative Research
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 1
Classroom Resources: 1
26) Use collaborative technologies to work with others including peers, experts, or community members to examine local, national, and global issues and problems from multiple viewpoints.

Social Interactions
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 0
27) Apply tools and methods for collaboration on a project to increase connectivity among people in different cultures and career fields.

Examples: Collaborative documents, webinars, teleconferencing, and virtual fieldtrips

Computing Analyst
Data
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 11
Classroom Resources: 11
28) Develop a model that reflects the methods, procedures and concepts used by computing devices in translating digital bits as real-world phenomena, such as print characters, sound, images, and video.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 12
Classroom Resources: 12
29) Summarize the role of compression and encryption in modifying the structure of digital artifacts and the varieties of information carried in the metadata of these artifacts.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 2
Classroom Resources: 2
30) Evaluate the tradeoffs involved in choosing methods for the organization of data elements and the location of data storage, including the advantages and disadvantages of networked computing.

Examples: Client server, peer-to-peer, cloud computing.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 5
Lesson Plans: 2
Classroom Resources: 3
31) Create interactive data visualizations using software tools to help others understand real-world phenomena.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 9
Classroom Resources: 9
32) Use data analysis tools and techniques to identify patterns in data representing complex systems.

Systems
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 12
Classroom Resources: 12
33) Evaluate the scalability and reliability of networks by describing the relationship between routers, switches, servers, topology, packets, or addressing, as well as the issues that impact network functionality.

Examples: Bandwidth, load, delay.

a. Explain the purpose of Internet Protocol addresses and how domain names are resolved to IP addresses through a Domain Name System server.

b. Understand the need for networking protocols and examples of common protocols.

Examples: HTTP, SMTP, and FTP

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 4
Classroom Resources: 4
34) Categorize the roles of operating system software.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 4
Classroom Resources: 4
35) Appraise the role of artificial intelligence in guiding software and physical systems.

Examples: predictive modeling, self-driving cars.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 10
Classroom Resources: 10
36) Explain the tradeoffs when selecting and implementing cybersecurity recommendations.

Examples: Two-factor authentication, password requirements, geolocation requirements.

Modeling and Simulation
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 11
Classroom Resources: 11
37) Evaluate the ability of models and simulations to test and support the refinement of hypotheses.

a. Create and utilize models and simulations to help formulate, test, and refine a hypothesis.

b. Form a model of a hypothesis, testing the hypothesis by the collection and analysis of data generated by simulations.

Examples: Science lab, robotics lab, manufacturing, space exploration.

c. Explore situations where a flawed model provided an incorrect answer.

Innovative Designer
Human/Computer Partnerships
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 3
Classroom Resources: 3
38) Systematically design and develop programs for broad audiences by incorporating feedback from users.
Examples: Games, utilities, mobile applications.

Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 2
Classroom Resources: 2
39) Identify a problem that cannot be solved by either humans or machines alone and discuss a solution for it by decomposing the task into sub-problems suited for a human or machine to accomplish.

Examples: Forecasting weather, piloting airplanes.

Design Thinking
Digital Literacy and Computer Science (2018)
Grade(s): 9 - 12
All Resources: 7
Classroom Resources: 7
40) Use an iterative design process, including learning from mistakes, to gain a better understanding of a problem domain.