7 MAC Pt. 211
2025 Exploring Computer Science
Cite as 7 Miss. Admin. Code Pt. 211
Title 7: Education K-12
Part 211: 2025 Exploring Computer Science
202 5 E x p lo ri n g Co mp u te r Sc ien ce
Program CIP: 11.0101 — Computer and Information Sciences – General
Direct inquiries to:
Project Manager
Program Supervisor
Research and Curriculum Unit
Office of Career and Technical Education
P.O. Drawer DX
Mississippi Department of Education
Mississippi State, MS 39762
P.O. Box 771
662.325.2510
Jackson, MS 39205
helpdesk@rcu.msstate.edu
601.359.3974
Published by:
Office of Career and Technical Education
Research and Curriculum Unit
Mississippi Department of Education
Mississippi State University
Jackson, MS 39205
Mississippi State, MS 39762
The Research and Curriculum Unit (RCU), located in Starkville, as part of Mississippi State
University (MSU), was established to foster educational enhancements and innovations. In
keeping with the land-grant mission of MSU, the RCU is dedicated to improving the quality of
life for Mississippians. The RCU enhances the intellectual and professional development of
Mississippi students and educators while applying knowledge and educational research to the
lives of the people of the state. The RCU works within the contexts of curriculum development
and revision, research, assessment, professional development, and industrial training.
Table of Contents
Acknowledgments
The Exploring Computer Science was presented to the Mississippi State Board of Education on
January 16, 2025. The following persons were serving on the state board at the time:
Dr. Lance Evans, State Superintendent of Education, Executive Secretary
Mr. Glen East, Chair
Mr. Matt Miller, Vice-Chair
Dr. Ronnie McGehee
Mr. Bill Jacobs
Mr. Mike Pruitt
Ms. Mary Werner
Dr. Wendi Barrett
Ms. Billye Jean Stroud
Mr. Matt Mayo
Ms. Kate Riddle, Student Representative
Mr. Crosby Parker, Student Representative
The following Mississippi Department of Education (MDE) and RCU managers and specialists
assisted in the development of Exploring Computer Science:
Brett Robinson, the associate state superintendent of the MDE Office of Career and
Technical Education (CTE) and Workforce Development, supported the RCU and
teachers throughout the development of the framework and supporting materials.
Dr. Louella Mack-Webster, the Multimedia program supervisor of the MDE Office of
CTE, supported the RCU and teachers throughout the development of the framework and
supporting materials.
Betsey Smith, the director of the RCU, supported RCU staff and teachers throughout the
development of this framework and supporting materials.
Courtney McCubbins, the curriculum and assessment manager of the RCU, supported
RCU staff and teachers throughout the development of this framework and supporting
materials.
Shelly Hollis, assistant director for the Center for Cyber Education at MSU (CCE),
supported the RCU and teachers throughout the development of the framework and
supporting materials.
Kyle McDill, a project manager with the RCU, researched and co-authored this
framework.
Special thanks are extended to the educators who contributed to the development and revision of
this framework and supporting materials:
Kessie Key, Rankin County School District, Brandon, MS
Jana Odom, Pascagoula-Gautier School District, Pascagoula, MS
Keelandra Holden, Clarksdale Municipal School District, Clarksdale. MS
Shelly Thompson, Center for Cyber Education, Starkville, MS
Amanda Taylor, Center for Cyber Education, Starkville, MS
Appreciation is expressed to the following professionals who provided guidance and insight
throughout the development process:
Jeremy Dowell, Lobaki, Jackson, MS
Micheal Peacock, Lobaki, Jackson, MS
Standards
Standards and alignment crosswalks are referenced in the appendices. Depending on the
curriculum, these crosswalks should identify alignment to the standards mentioned below, as
well as possible related academic topics as required in the Subject Area Testing Program in
Algebra I, Biology I, English II, and U.S. History from 1877, which could be integrated into the
content of the units. Mississippi’s CTE Exploring Computer Science is aligned to the following
standards:
2018 Mississippi College- and Career-Readiness Standards for Computer Science
In an effort to closely align instruction for students who are progressing toward postsecondary
study and the workforce, the 2018 Mississippi College- and Career-Readiness Standards (MS
CCRS) for Computer Science includes grade- and course-specific standards for K-12 computer
science. Mississippi has adapted these standards from the nationally developed Computer
Science Teachers Association K-12 Computer Science Standards (Revised 2017).
mdek12.org/OAE/college-and-career-readiness-standards
International Society for Technology in Education Standards (ISTE)
Reprinted with permission from ISTE Standards for Students (2016). All rights reserved.
Permission does not constitute an endorsement by ISTE (iste.org).
College- and Career-Readiness Standards
College- and career-readiness standards emphasize critical thinking, teamwork, and problem-
solving skills. Students will learn the skills and abilities demanded by the workforce of today and
the future. Mississippi adopted Mississippi College- and Career-Readiness Standards (MCCRS)
to provide a consistent, clear understanding of what students are expected to learn and so
teachers and parents know what they need to do to help them.
mdek12.org/oae/college-and-career-readiness-standards
Framework for 21st Century Learning
In defining 21st-century learning, the Partnership for 21st Century Skills has embraced key
themes and skill areas that represent the essential knowledge for the 21st-century: global
awareness; financial, economic, business, and entrepreneurial literacy; civic literacy; health
literacy; environmental literacy; learning and innovation skills; information, media, and
technology skills; and life and career skills.
battelleforkids.org/networks/p21/frameworks-resources
Preface
Secondary CTE programs in Mississippi face many challenges resulting from sweeping
educational reforms at the national and state levels. Schools and teachers are increasingly being
held accountable for providing applied learning activities to every student in the classroom. This
accountability is measured through increased requirements for mastery and attainment of
competency as documented through both formative and summative assessments. This document
provides information, tools, and solutions that will aid students, teachers, and schools in creating
and implementing applied, interactive, and innovative lessons. Through best practices, alignment
with national standards and certifications, community partnerships, and a hands-on, student-
centered concept, educators will be able to truly engage students in meaningful and collaborative
learning opportunities.
The courses in this document reflect the statutory requirements as found in Section 37-3-49,
Mississippi Code of 1972, as amended (Section 37-3-46). In addition, this curriculum reflects
guidelines imposed by federal and state mandates (Laws, 1988, Ch. 487, §14; Laws, 1991, Ch.
423, §1; Laws, 1992, Ch. 519, §4 eff. from and after July 1, 1992; Strengthening Career and
Technical Education for the 21st Century Act, 2019 [Perkins V]; and Every Student Succeeds
Act, 2015).
Mississippi Teacher Professional Resources
The following are resources for Mississippi teachers:
Curriculum, Assessment, Professional Learning
Program resources can be found at the RCU’s website, rcu.msstate.edu.
Learning Management System: An Online Resource
Learning management system information can be found on the RCU’s website,
under Professional Learning.
Should you need additional instructions, contact the RCU at 662.325.2510 or
helpdesk@rcu.msstate.edu.
Executive Summary
Pathway Description
Exploring Computer Science (ECS) is a survey course that introduces students to the breadth of
the computer science field. The course lays a foundation in problem-solving, critical thinking,
and algorithmic development and then introduces students to the basics of web development,
programming, robotics, data science, and artificial intelligence. Emphasizing hands-on and
project-based learning experiences, ECS prepares students for further study and careers in
technology-related fields. Students emerge with a professional portfolio, demonstrating
proficiency in creating engaging and practical computing solutions for today’s technology-driven
landscape.
Grade Level and Class Size Recommendations
It is recommended that students enter this program as freshmen. Exceptions to this are district-
level decisions based on class size, enrollment numbers, student maturity, and CTE delivery
method. This is a classroom-based course. Therefore, a maximum of 25 students is
recommended for each class, and only one class with the teacher at a time.
Student Prerequisites
For students to experience success in the program, the following student prerequisites are
suggested:
1. C or higher in English (the previous year)
2. C or higher in high school-level math (last course taken or the instructor can specify the
level of math instruction needed)
3. Instructor approval and Test of Adult Basic Education (TABE) reading score (eighth
grade or higher)
or
1. TABE reading and math score (eighth grade or higher)
2. Instructor approval
or
1. Instructor approval
Assessment
The latest assessment blueprint for the curriculum can be found at
https://www.rcu.msstate.edu/curriculum.
Applied Academic Credit
The latest academic credit information can be found at mdek12.org/ese/approved-course-for-the-
secondary-schools.
Teacher Licensure
The latest teacher licensure information can be found at https://mdek12.org/cte/licensuretoteach
Professional Learning
If you have specific questions about the content of any training sessions provided, please contact
the RCU at 662-325-2510 or helpdesk@rcu.msstate.edu.
Course Outlines
This curriculum consists of one 1-credit course.
Class Name—Course Code: 000283
Unit
Unit Title
Hours
Orientation and Ongoing Skills
Human-Computer Interaction
Problem-Solving
Introduction to Programming
Data Science and Computing
Artificial Intelligence (AI)
Physical Computing (hours vary depending on selection)
Cybersecurity
Total
Career Pathway Outlook
Overview
Computer and information technology employment in the U.S. is projected to grow by 13
percent from 2024 to 2034, much faster than the average for all occupations. These occupations
are projected to add about 667,600 new jobs. In Mississippi, employment trends in computer
science and other information technology-related fields are expected to see similar or even
higher growth due to increased demand for professionals with skills in areas such as
cybersecurity, data science, and software development. Graduates of the Exploring Computer
Science (ECS) program will be well-positioned to pursue careers in these high-demand fields.
Needs of the Future Workforce
The following data highlights key projected job opportunities in Mississippi from the U.S.
Census Bureau, the U.S. Bureau of Labor Statistics (BLS), and the Mississippi Department of
Employment Security (MDES).
Table 1.1: Current and Projected Occupation Report
Description
Jobs,
Projected
Jobs, 2030
Change
(Number)
Change
(Percent)
Average Hourly
Earnings, 2024
Artificial Intelligence
Specialists
77.1%
$46.15
Computer Network
Architects
5.4%
$45.13
Computer Network
Support Specialists
1,130
1,190
5.3%
$27.83
Computer Systems
Analysts
2,120
2,190
3.3%
$42.19
Data Scientists
6.1%
$34.72
Database
Administrators
0%
$39.55
Information Security
Analysts
4.4%
$45.95
Network and
Computer Systems
Admins
1,440
1,500
4.2%
$38.96
Software Developers
2,860
2,980
4.2%
$43.24
Web Developers
5%
$31.34
Source: Mississippi Department of Employment Security; mdes.ms.gov (2024).
Perkins V Requirements and Academic Infusion
The Exploring Computer Science curriculum meets Perkins V requirements of introducing
students to and preparing them for high-skill, high-wage occupations in computer science fields.
It also offers students a program of study, including secondary and postsecondary education, and
institutions of higher learning courses that will further prepare them for computer science
careers. Additionally, this curriculum is integrated with academic college- and career-readiness
standards. Lastly, it focuses on ongoing and meaningful professional development for teachers as
well as relationships with industry.
Transition to Postsecondary Education
The latest articulation information for secondary to postsecondary can be found at the
Mississippi Community College Board website.
Best Practices
Innovative Instructional Technologies
Classrooms should be equipped with tools that will teach today’s digital learners through
applicable and modern practices. The goal of Exploring Computer Science educators should be
to include teaching strategies that incorporate current technology. To make use of the latest
online communication tools—wikis, blogs, podcasts, and social media platforms, for example—
the classroom teacher is encouraged to use a learning management system that introduces
students to education in an online environment and places more of the responsibility of learning
on the student.
Differentiated Instruction
Students learn in a variety of ways, and numerous factors—students’ background, emotional
health, and circumstances, for example—create unique learners. By providing various teaching
and assessment strategies, students with various learning preferences can have more
opportunities to succeed.
CTE Student Organizations
Teachers should investigate opportunities to sponsor a student organization. There are several
here in Mississippi that will foster the types of learning expected from the Exploring Computer
Science curriculum. TSA and FBLA are examples of student organizations with many outlets for
computer science. Student organizations provide participants and members with growth
opportunities and competitive events. They also open the doors to the world of computer science
careers and scholarship opportunities.
Cooperative Learning
Cooperative learning can help students understand topics when independent learning cannot.
Therefore, you will see several opportunities in the Exploring Computer Science curriculum for
group work. To function in today’s workforce, students need to be able to work collaboratively
with others and solve problems without excessive conflict. The Exploring Computer Science
curriculum provides opportunities for students to work together and help each other complete
complex tasks. There are many field experiences within the Exploring Computer Science
curriculum that will allow and encourage collaboration with professionals currently in the
computer science field.
Professional Organizations
For students:
Future Business Leaders of America
fbla-pbl.org
Technology Student Association
tsaweb.org
For teachers:
Association of Career and Technical Education
acteonline.org
Computer Science Teachers Association
csteachers.org
International Society for Technology in Education
iste.org
Mississippi Educational Computing Association
ms-meca.org
Mississippi Association of Career and Technical Education
mississippiacte.com
Using This Document
Competencies and Suggested Objectives
A competency represents a general concept or performance that students are expected to master
as a requirement for satisfactorily completing a unit. Students will be expected to receive
instruction on all competencies. The suggested objectives represent the enabling and supporting
knowledge and performances that will indicate mastery of the competency at the course level.
Teacher Resources
All teachers should request to be added to the Canvas Resource Guide for their course. For
questions or to be added to the guide, send a Help Desk ticket to the RCU by emailing
helpdesk@rcu.msstate.edu.
Perkins V Quality Indicators and Enrichment Material
Some of the units may include an enrichment section at the end. This material will greatly
enhance the learning experiences of students. If the Exploring Computer Science program is
using a national certification, work-based learning, or another measure of accountability that
aligns with Perkins V as a quality indicator, this material could very well be assessed on that
quality indicator. It is the responsibility of the teacher to ensure all competencies for the selected
quality indicator are covered throughout the year.
Unit 1: Orientation and Ongoing Skills
Competencies and Suggested Objectives
1. Identify school policies and safety procedures related to Exploring Computer Science
(ECS). DOK1
a. Examine the school handbook, acceptable-use policy for technology, and safety
procedures.
b. Preview the course outline and its relevance in today’s workforce.
c. Recognize appropriate safety measures related to technology in the computer lab and
online safety.
2. Investigate using an online learning management system (LMS). DOK2
a. Discover online learning environments and how they operate among teachers and
students.
b. Demonstrate proper email etiquette.
c. Participate in online learning methods (discussion boards, student journals, blogs,
wikis, and so forth).
d. Collaborate with teachers and peers through an online system.
3. Recognize opportunities to participate in student organizations related to technology and
computer science. DOK1
a. Identify student organizations available at the school for technology and computer
science.
b. List student competitions available through each organization.
4. Demonstrate knowledge of 21st-century skills. DOK2
a. Demonstrate effective collaboration and teamwork.
b. Demonstrate creativity and imagination.
c. Utilize critical thinking through effective reasoning, making judgments and decisions
using journaling.
5. Demonstrate effective public speaking skills. DOK2
a. Demonstrate effective communication in groups.
b. Demonstrate presentation skills.
6. Explore career opportunities within computer science in programming, cybersecurity, data
science, robotics, artificial intelligence, human-computer interaction, and web
development. DOK3
a. Identify and research career opportunities in programming, cybersecurity, data science,
robotics, AI, and human-computer interaction.
b. Describe how career fields use technology in their work.
c. Examine the requirements, skills, wages, education, and employment opportunities in
computer science career areas.
7. Create and maintain a personal portfolio website to showcase work and projects. DOK2
Note: Safety is to be taught as an ongoing part of the program. Students are required to
complete a written safety test with 100% accuracy before entering the shop for lab
simulations and projects. This test should be documented in each student’s file.
Unit 2: Human-Computer Interaction
Competencies and Suggested Objectives
1. Explain the difference between computers and computing. DOK1
1. Identify characteristics of hardware components and their applications.
2. Explain the four characteristics of a computer: input, output, processing, and storage.
3. Explain the differences between tasks that can and cannot be accomplished with a
computer.
2. Evaluate how the internet works and tools/methods used to navigate it. DOK3
a. Use appropriate tools and methods to execute internet searches.
b. Evaluate the reliability of websites and AI responses.
c. Define and give examples of the Internet of Things (IoT).
3. Analyze the effects of computing on society within economic, social, and cultural contexts.
DOK3
a. Discuss legal, ethical, and security concerns raised by computing innovation.
b. Explain the implications of communication as data exchange.
• Recognize various forms of communication as data exchange.
• Describe the implications of data exchange on social interactions.
• Explain how computers are used for communications.
• Compare and contrast privacy and access concerns between online versus in-
person data exchanges.
c. Identify web applications that influence society and education.
d. Identify appropriate and inappropriate use of social websites.
4. Explain the basic concepts of cloud computing and its applications. DOK2
a. Define “the cloud” and its major attributes.
b. Describe the major benefits of cloud computing.
Unit 3: Problem Solving
Competencies and Suggested Objectives
1. Understand the problem-solving process. DOK2
a. Name and explain the steps in the problem-solving process.
b. Solve various problems using the problem-solving process and document each step.
2. Design and interpret algorithms. DOK3
a. Define an algorithm and determine its effectiveness.
b. Determine if a given algorithm successfully solves a stated problem.
c. Create algorithms that meet specified objectives.
d. Summarize the behavior of an algorithm.
e. Compare the tradeoffs between different algorithms for solving the same problem.
f. Explain the characteristics of problems that an algorithm cannot solve.
3. Demonstrate an understanding of binary numbers. DOK2
a. Explain the connections between binary numbers and computers.
b. Count forward and backward in binary.
c. Use binary digits to code and decode messages.
4. Understand simple search algorithms. DOK2
a. Illustrate and explain linear and binary search algorithms.
b. Explain conditions in which each search would be appropriate.
5. Explain sorting algorithms. DOK2
a. Define sorted and unsorted lists.
b. Describe various sorting algorithms and compare them.
6. Describe minimum spanning trees. DOK3
a. Solve minimum spanning tree problems and provide real-world examples (e.g., power
grids, gas lines).
b. Explain how a minimum spanning tree relates to computer science networks.
Unit 4: Introduction to Programming
Competencies and Suggested Objectives
1. Use appropriate algorithms to solve a problem. DOK3
a. Write steps or flow diagrams to plan solutions to programming problems.
b. Write code that is properly sequenced to solve problems.
2. Using a text-based language (i.e., Python, C++), design, code, test, and execute a program
corresponding to a set of specifications. DOK2
a. Describe an event-driven program.
b. Use industry constructs such as pseudocode and comments to draft a program.
c. Apply programming structures such as variables, conditionals, loops, and input/output
to create a program.
3. Using a text-based language, locate and correct errors in a program. DOK3
a. Deconstruct programs into smaller components to isolate problems.
b. Identify and correct errors in a program written by a student and another by a peer
(debug).
c. Use AI to create and debug programs.
d. Evaluate the reliability of AI in creating and debugging programs.
e. Discuss the pros, cons, and ethics of using AI in programming.
f. Evaluate a peer’s program and provide constructive feedback on accuracy, efficiency,
and readability.
4. Compare/contrast at least three programming languages. DOK3
a. Identify the best use of each language and their differences.
b. Compare the syntax of each language for the following structures: variables,
conditionals, loops, and input/output.
5. Use abstraction to reduce complexity. DOK2
a. Use abstraction to reduce complexity.
b. Explain abstraction and provide examples in everyday life.
Unit 5: Data Science and Computing
Competencies and Suggested Objectives
1. Understand big data and its characteristics.
a. Understand the complexities of collecting, processing, and managing large data sets.
b. Identify real-world applications of big data in various fields.
c. Utilize tools to analyze large data sets.
d. Draw conclusions about the data set selected.
e. Discuss methods of collecting and validating data.
f. Collaborate with others to create artifacts (i.e. surveys).
g. Understand and discuss data bias.
2. Identify and discuss the considerations that must be made for a large data set to be useful.
a. Consider how various data types (numbers, text, dates, etc.) lend themselves to
processing.
b. Explain how different representations of data can tell different stories.
c. Collaborate with others to create, manage, and maintain a large data set.
3. Understand the complexities of collecting, processing, and analyzing data sets.
a. Identify the specific variables needed to analyze the data.
b. Interpret data and draw conclusions to solve problems.
c. Understand the problem-solving process.
4. Define data analytics.
a. Discuss what data analytics might involve.
b. Compare different analysis techniques and discuss the tradeoffs among them.
c. Understand machine learning and how it works.
Unit 6: Artificial Intelligence (AI)
Competencies and Suggested Objectives
1. Summarize artificial intelligence (AI) terms and concepts. DOK1
a. Explain key terminology associated with AI, including weak AI, strong AI, generative
AI, artificial general intelligence (AGI), rule-based AI, and context-aware AI.
b. Develop an understanding of AI images and narratives.
c. Explore the concept of prompt engineering in AI.
2. Explore AI tools and their impact. DOK 3
a. Identify the type of AI being used. (e.g., image recognition, speech recognition,
translation, etc.)
b. Test various prompts and describe the results.
c. Understand how AI is changing different sectors. (e.g., medicine, agriculture, etc.)
d. Explore and explain the impact of AI on our society.
e. Recognize that future work is changing.
3. Recognize and understand AI data and bias. DOK3
a. Judge algorithmic bias and the effect of bias on individuals and society.
b. Examine issues involving privacy and the collection of data.
4. Develop skills in prompt engineering for AI applications. DOK2
a. Understand the basics of prompt engineering and its importance in AI.
b. Create effective prompts for AI models to achieve desired outcomes.
c. Evaluate the effectiveness of different prompts and refine them for better results.
Choose t wo Unit 7 options relevant to the local program .
Unit 7a: Physical Computing—Robotics
Competencies and Suggested Objectives
1. Identify the criteria that describe a robot and determine if something is a robot. DOK1
a. Describe how the design of a robot’s body affects its behavior.
b. Identify the parts and features of a robot (motors, sensors, batteries, buttons/switches,
etc.).
2. Build, code, and test a robot that solves a stated problem. DOK3
a. Navigate the programming environment to build and code a robot that performs
specific tasks.
b. Implement Boolean operators, loops, conditionals, and waits in robot programming to
control behavior.
c. Debug coding of the robot by testing, identifying, and fixing errors to ensure proper
functionality.
Unit 7b: Physical Computing—Microcontrollers
Competencies and Suggested Objectives
1. Identify common microcontroller terms. DOK1
a. Communicate microcontroller terms using multiple formats (e.g., verbally, textually,
graphically).
b. Identify and label the components of a hands-on or simulation microcontroller from the
list below:
• Power sources
• Inputs
• Switches
• Push buttons
• Sensors
• Joysticks and remotes
• Outputs
• Buzzers
• LEDs
•
LCD modules
2. Use programming to manipulate microcontroller inputs and outputs. DOK2
a. Incorporate the following methods/concepts in the programming:
• Different languages (e.g., Scratch, SNAP, Python, etc.)
• Logic statements (e.g., if, and, or, not, etc.)
• Loops (e.g., for, if, while, etc.)
3. Use a microcontroller for a specified purpose. DOK2
a. Demonstrate the proper use of a microcontroller for a specified purpose.
b. Explain how microcontrollers are used to manipulate a robotic system.
4. Add microcontrollers and troubleshooting. DOK 3
a. Describe the use of microcontrollers in physical computing.
Unit 7c: Physical Computing—E-Textiles
Competencies and Suggested Objectives
1. Design, interpret, and evaluate simple circuit diagrams with key components. DOK2
a. Draw a circuit diagram with a simple circuit.
b. Identify necessary components of a simple circuit system (power, components, polarity,
etc.)
c. Peer review one another’s circuit diagrams according to a rubric.
d. Create a paper greeting card with electronic components (including designing it,
crafting it, debugging it, and sharing it with classmates).
2. Construct parallel circuits using conductive materials and switches while applying an
iterative design process. DOK3
a. Use conductive thread to sew electronic components.
b. Design and create a working parallel circuit with three lights.
c. Demonstrate how a switch works to turn electricity flow on and off.
d. Use an iterative design process.
3. Implement computational circuits with pre-programmed mini-computers and understand
common grounding. DOK3
a. Design a computational circuit using a pre-programmed mini-computer.
b. Understand the role of a common ground.
Unit 7d: Physical Computing—Networking
Competencies and Suggested Objectives
1. Explore fundamental networking concepts. DOK2
a. Define what a computer network is and explain its purpose.
b. Identify different types of networks (LAN, WAN, WLAN) and their characteristics.
c. Explain the concept of IP addresses and their role in networking.
d. Describe the basic functions of networking devices such as servers, routers, and
switches.
e. Demonstrate the ability to set up a simple local network and connect devices on paper,
in a virtual setting, or with actual hardware.
f. Understand basic network security principles and identify common threats.
Unit 7e: Physical Computing—VR System
Competencies and Suggested Objectives
1. Investigate the process of developing virtual environments. DOK2
a. Create programs using virtual engines such as Unreal (visual) or Unity (text).
b. Demonstrate knowledge of key terms such as levels, worlds, scenes, assets, viewport,
camera, etc.
c. Import assets for use in programming projects.
d. Script assets to perform designated tasks within a project.
e. Compile and publish completed projects for testing or as finished products.
Unit 8: Cybersecurity
Competencies and Suggested Objectives
1. Define cybersecurity and its importance. DOK 1
a. Differentiate between attackers and defenders.
b. Describe types of hacking and the CIA triad (Confidentiality, Integrity, Availability).
c. Discuss ethics in cybersecurity.
2. Discuss confidentiality in cybersecurity. DOK 2
a. Explain encryption, passwords, and multifactor authentication.
b. Analyze case studies of data breaches.
3. Explain integrity and hashing. DOK 2
a. Describe hashing and its role in maintaining data integrity.
4. Discuss availability considerations. DOK 3
a. Explain backups, DoS (denial-of-service) attacks, disaster plans, and redundancy.
5. Analyze adversary thinking and social engineering. DOK 4
a. Evaluate phishing, insider/outsider threats, and ransomware tactics.
Student Competency Profile
Student’s Name: ___________________________________________
This record is intended to serve as a method of noting student achievement of the competencies
in each unit. It can be duplicated for each student, and it can serve as a cumulative record of
competencies achieved in the course.
In the blank before each competency, place the date on which the student mastered the
competency.
Unit 1: Orientation and Ongoing Skills
1.
Identify school policies and safety procedures related to Exploring Computer
Science (ECS).
2.
Investigate using an online learning management system.
3.
Recognize opportunities to participate in student organizations related to
technology and computer science.
4.
Demonstrate knowledge of 21st-century skills.
5.
Demonstrate effective public speaking skills.
6.
Explore career opportunities within computer science in programming,
cybersecurity, data science, robotics, artificial intelligence, human-computer
interaction, and Web development.
7.
Create and maintain a personal portfolio website to showcase work and projects.
Unit 2: Human-Computer Interaction
1.
Explain the difference between computers and computing.
2.
Evaluate the results of web searches and the reliability of information found on
the internet.
3.
Analyze the effects of computing on society within economic, social, and cultural
contexts.
4.
Describe features of appropriate data sets for specific problems.
Unit 3: Problem Solving
1.
Understand the problem-solving process.
2.
Design and interpret algorithms.
3.
Demonstrate an understanding of binary numbers.
4.
Understand simple search algorithms.
5.
Explain sorting algorithms.
6.
Describe minimum spanning trees.
Unit 4: Introduction to Programming
1.
Use appropriate algorithms to solve a problem.
2.
Explain an event-driven program.
3.
Locate and correct errors in a program.
4.
Use appropriate programming structures and troubleshooting techniques.
5.
Use abstraction to reduce complexity.
6.
Learn the basics of HTML/CSS for web development.
Unit 5: Data Science and Computing
1.
Understand data science fundamentals.
2.
Perform data analysis and visualization.
3.
Recognize and understand data bias and ethics.
4.
Incorporate cloud computing concepts in data science projects.
5.
Apply cloud computing in data science projects.
Unit 6: Artificial Intelligence (AI)
1.
Summarize artificial intelligence (AI) terms and concepts.
2.
Describe how AI is used and its impact.
3.
Investigate an AI system.
4.
Recognize and understand AI data and bias.
5.
Develop skills in prompt engineering for AI applications.
Unit 7a: Physical Computing—Robotics
1.
Identify the criteria that describe a robot and determine if something is a robot.
2.
Build, code, and test a robot that solves a stated problem.
Unit 7b: Physical Computing—Microcontrollers
1.
Identify common microcontroller terms.
2.
Use programming to manipulate microcontroller inputs and outputs.
3.
Use a microcontroller for a specific purpose.
4.
Add microcontrollers and troubleshooting.
Unit 7c: Physical Computing— E-Textiles
1.
Design, interpret, and evaluate simple circuit diagrams with key components.
2.
Construct parallel circuits using conductive materials and switches while applying
an iterative design process.
3.
Implement computational circuits with pre-programmed mini-computers and
understand common grounding.
Unit 7d: Physical Computing—Networking
1.
Explore fundamental networking concepts.
Unit 7e: Physical Computing—VR Systems
1.
Investigate the process of developing virtual environments.
Unit 8: Cybersecurity
1.
Define cybersecurity and its importance.
2.
Discuss confidentiality in cybersecurity.
3.
Explain integrity and hashing.
4.
Discuss availability considerations in cybersecurity.
5.
Analyze adversary thinking and social engineering tactics.
Appendix A: Mississippi College- and Career-
Readiness Standards for Computer Science
Units
Standards
CS.1.1
X
CS.2.1
X
CS.3A.1
X
X
CS.3A.2
X
CS.3A.3
X
X
NL.1.1
X
NL.2.1
X
NL.3.1
X
NL.3.2
X
NL.3.3
X
NL.3.4
X
DA.1.1
X
DA.2.1
X
DA.3A.1
X
DA.3A.2
X
AP.1.1
X
AP.2.1
X
AP.2.3
X
AP.3.1
X
AP.3.2
X
AP.3.3
X
AP.3.4
X
AP.3.5
X
AP.3.7
X
AP.3.10
X
AP.4.1
X
IC.1.1
X
IC.2.1
X
X
IC.3A.1
X
IC.3A.3
X
AP.3.11
X
AP.3.12
X
AP.3.13
X
AP.4.2
X
AP.4.3
X
DA.4.1
X
DA.4.2
X
DA.4.3
X
CS.1.1
X
CS.2.1
X
CS.3A.1
X
X
CS.3A.2
X
CS.3A.3
X
X
NL.1.1
X
NL.2.1
X
NL.3.1
X
NL.3.2
X
NL.3.3
X
NL.3.4
X
DA.1.1
X
DA.2.1
X
DA.3A.1
X
DA.3A.2
X
Mississippi College- and Career-Readiness Standards for Computer Science
Level 2: GRADES 6-8 - Computing Systems
CS.2 Computing Systems
Conceptual understanding: People interact with a wide variety of computing devices
that collect, store, analyze, and act upon information in ways that can affect human
capabilities both positively and negatively. The physical components (hardware) and
instructions (software) that make up a computing system communicate and process
information in digital form. An understanding of hardware and software is useful
when troubleshooting a computing system that does not work as intended.
CS.2.1 Recommend improvements to the design of computing devices based on an
analysis of how users interact with the devices. [DEVICES] (P3.3)
The study of human-computer interaction (HCI) can improve the design of devices,
including both hardware and software.
1. Students should make recommendations for existing devices (e.g., a laptop,
phone, or tablet) or design their own components or interface (e.g., create their
own controllers). Teachers can guide students to consider usability through
several lenses, including accessibility, ergonomics, and learnability. For example,
assistive devices provide capabilities such as scanning written information and
converting it to speech.
CS.2.2 Design projects that combine hardware and software components to collect and
exchange data. [HARDWARE & SOFTWARE] (P5.1)
Collecting and exchanging data involves input, output, storage, and processing. When
possible, students should select the hardware and software components for their
project designs by considering factors such as functionality, cost, size, speed,
accessibility, and aesthetics.
a. Students will design projects that use both hardware and software to collect and
exchange data. For example, components for a mobile app could include an
accelerometer, GPS, and speech recognition. The choice of a device that connects
wirelessly through a Bluetooth connection versus a physical USB connection
involves a tradeoff between mobility and the need for an additional power source
for the wireless device.
CS.2.3 Systematically identify and fix problems with computing devices and their
components. [TROUBLESHOOTING] (P6.2)
Since a computing device may interact with interconnected devices within a system,
problems may not be due to the specific computing device itself but to devices
connected to it.
a. Students will use a structured process to troubleshoot problems with computing
systems and ensure that potential solutions are not overlooked. Examples of
troubleshooting strategies include following a troubleshooting flow diagram,
making changes to the software to see if the hardware will work, checking
connections and settings, and swapping in working components.
Level 2: GRADES 6-8 - Networks and the Internet
NI.2
Networks and the Internet
Conceptual Understanding: Computing devices typically do not operate in isolation.
Networks connect computing devices to share information and resources and are an
increasingly integral part of computing. Networks and communication systems
provide greater connectivity in the computing world by providing fast, secure
communication and facilitating innovation.
NI.2.1 Model the role of protocols in transmitting data across networks and the
Internet. [NETWORK COMMUNICATION & ORGANIZATION] (P4.4)
Protocols are rules that define how messages between computers are sent. They
determine how quickly and securely information is transmitted across networks and
the Internet, as well as how to handle errors in transmission.
a. Students should model how data is sent using protocols to choose the fastest
path, deal with missing information, and securely deliver sensitive data. For
example, students could devise a plan for resending lost information or for
interpreting a picture that has missing pieces. The priority at this grade level is
understanding the purpose of protocols and how they enable secure and errorless
communication. Knowledge of the details of how specific protocols work is not
expected.
NI.2.2 Explain how physical and digital security measures protect electronic
information. [CYBERSECURITY] (P7.2)
Information that is stored online is vulnerable to unwanted access. Examples of
physical security measures to protect data include keeping passwords hidden, locking
doors, making backup copies on external storage devices, and erasing a storage
device before it is reused. Examples of digital security measures include secure router
admin passwords, firewalls that limit access to private networks, and the use of a
protocol, such as HTTPS, to ensure secure data transmission.
a. Students will explain how physical and digital security measures protect
electronic information.
NI.2.3 Apply multiple methods of encryption to model the secure transmission of
information. [CYBERSECURITY] (P4.4)
Encryption can be as simple as letter substitution or as complicated as modern
methods used to secure networks and the Internet.
a. Students should encode and decode messages using a variety of encryption
methods, and they should understand the different levels of complexity used to
hide or secure information. For example, students could secure messages using
methods like Caesar cyphers or steganography (i.e., hiding messages inside a
picture or other data). They can also model more complicated methods, such as
public key encryption, through unplugged activities.
Level 2: GRADES 6-8 - Data and Analysis
DA.2 Data and Analysis
Conceptual Understanding: Computing systems exist to process data. The amount of
digital data generated in the world is rapidly expanding, so the need to process data
effectively is increasingly important. Data is collected and stored so that it can be
analyzed to better understand the world and make more accurate predictions.
DA.2.1 Represent data using multiple encoding schemes. [STORAGE] (P4.0)
Data representations occur at multiple levels of abstraction, from the physical storage
of bits to the arrangement of information into organized formats (e.g., tables).
a. Students should represent the same data in multiple ways. For example, students
could represent the same color using binary, RGB values, hex codes (low-level
representations), as well as forms understandable by people, including words,
symbols, and digital displays of the color (high-level representations).
DA.2.2 Collect data using computational tools and transform the data to make it more
useful and reliable. [COLLECTION, VISUALIZATION, &
TRANSFORMATION] (P6.3)
As students continue to build on their ability to organize and present data visually to
support a claim, they will need to understand when and how to transform data for this
purpose.
a. Students should transform data to remove errors, highlight or expose
relationships, and/or make it easier for computers to process. The cleaning of data
is an important transformation for ensuring consistent format and reducing noise
and errors (e.g., removing irrelevant responses in a survey). An example of a
transformation that highlights a relationship is representing males and females as
percentages of a whole instead of as individual counts.
DA.2.3 Refine computational models based on the data they have generated.
[INFERENCE & MODELS] (P5.3, P4.4)
A model may be a programmed simulation of events or a representation of how
various data are related.
a. Students will refine computational models by considering which data points are
relevant, how data points relate to each other, and if the data is accurate. For
example, students may make a prediction about how far a ball will travel based on
a table of data related to the height and angle of a track. The students could then
test and refine their model by comparing predicted versus actual results and
considering whether other factors are relevant (e.g., size and mass of the ball).
Additionally, students could refine game mechanics based on test outcomes in
order to make the game more balanced or fair.
Level 2: GRADES 6-8 - Algorithms and Programming
AP.2 Algorithms and Programming
Conceptual understanding: An algorithm is a sequence of steps designed to
accomplish a specific task. Algorithms are translated into programs, or code, to
provide instructions for computing devices. Algorithms and programming control all
computing systems, empowering people to communicate with the world in new ways
and solve compelling problems. The development process to create meaningful and
efficient programs involves choosing which information to use and how to process
and store it, breaking apart large problems into smaller ones, recombining existing
solutions, and analyzing different solutions.
AP.2.1 Use flowcharts and/or pseudocode to address complex problems as algorithms.
[ALGORITHMS] (P4.4, P4.1)
Complex problems are problems that would be difficult for students to solve
computationally.
a. Students will use pseudocode and/or flowcharts to organize and sequence an
algorithm that addresses a complex problem, even though they may not actually
program the solutions. For example, students might express an algorithm that
produces a recommendation for purchasing sneakers based on inputs such as size,
colors, brand, comfort, and cost. Testing the algorithm with a wide range of inputs
and users allows students to refine their recommendation algorithm and to
identify other inputs they may have initially excluded.
AP.2.2 Create clearly named variables that represent different data types and perform
operations on their values. [VARIABLES] (P5.1, P5.2)
A variable is like a container with a name, in which the contents may change, but the
name (identifier) does not.
a. When planning and developing programs, students should decide when and how
to declare and name new variables. Examples of operations include adding points
to the score, combining user input with words to make a sentence, changing the
size of a picture, or adding a name to a list of people.
b. Students should use naming conventions to improve program readability.
AP.2.3 Design and iteratively develop programs that combine control structures,
including nested loops and compound conditionals. [CONTROL] (P5.1, P5.2)
Control structures can be combined in many ways. Nested loops are loops placed
within loops. Compound conditionals combine two or more conditions in a logical
relationship (e.g., using AND, OR, and NOT), and nesting conditionals within one
another allows the result of one conditional to lead to another.
a. Students will design and develop programs that combine control structures. For
example, when programming an interactive story, students could use a compound
conditional within a loop to unlock a door only if a character has a key AND is
touching the door.
AP.2.4 Decompose problems and subproblems into parts to facilitate the design,
implementation, and review of programs. [MODULARITY] (P3.2)
Decomposition facilitates aspects of program development by allowing students to
focus on one piece at a time (e.g., getting input from the user, processing the data, and
displaying the result to the user). Decomposition also enables different students to
work on different parts at the same time.
a. Students should break down problems into subproblems, which can be further
broken down into smaller parts. For example, animations can be decomposed into
multiple scenes, which can be developed independently.
AP.2.5 Create procedures with parameters to organize code and make it easier to reuse.
[MODULARITY] (P4.1, P4.3)
a. Students will create procedures and/or functions that are used multiple times
within a program to repeat groups of instructions. These procedures can be
generalized by defining parameters that create different outputs for a wide range
of inputs. For example, a procedure to draw a circle involves many instructions,
but all of them can be invoked with one instruction, such as “drawCircle.” By
adding a radius parameter, the user can easily draw circles of different sizes.
AP.2.6 Seek and incorporate feedback from team members and users to refine a
solution that meets user needs. [PROGRAM DEVELOPMENT] (P2.3, P1.1)
Development teams that employ user-centered design create solutions (e.g., programs
and devices) that can have a large societal impact, such as an app that allows people
with speech difficulties to translate hard-to-understand pronunciation into
understandable language.
a. Students should 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, color contrast, and ease of use.
AP.2.7 Incorporate existing code, media, and libraries into original programs and give
attribution. [PROGRAM DEVELOPMENT] (P4.2, P5.2, P7.3)
Building on the work of others enables students to produce more interesting and
powerful creations.
a. Students should use portions of code, algorithms, and/or digital media in their
own programs and websites. At this level, they may also import libraries and
connect to web application program interfaces (APIs). For example, when
creating side-scrolling games, students may incorporate portions of code that
create a realistic jump movement from another person’s game, and they may also
import Creative Commons-lessened images to use in the background.
b. Students should give attribution to the original creator’s contributions.
AP.2.8 Systematically test and refine programs using a range of test cases. [PROGRAM
DEVELOPMENT] (P6.1)
Test cases are created and analyzed to better meet the needs of users and to evaluate
whether programs function as intended. At this level, testing should become a
deliberate process that is more iterative, systematic, and proactive than at lower
levels.
a. Students will test programs by considering potential errors, such as what will
happen if a user enters invalid input (e.g., negative numbers and zero instead of
positive numbers).
AP.2.9 Distribute tasks and maintain a project timeline when collaboratively developing
computational artifacts. [PROGRAM DEVELOPMENT] (P2.2)
Collaboration is a common and crucial practice in programming development. Often,
many individuals and groups work together on the interdependent parts of a project.
a. Students will work collaboratively in groups.
b. Students should assume predefined roles within their teams and manage the
project workflow using structured timelines. With teacher guidance, they will
begin to create collective goals, expectations, and equitable workloads. For
example, students may divide the design stage of a game into planning the
storyboard, flowchart, and different parts of the game mechanics. They can then
distribute tasks and roles among members of the team and assign deadlines.
c. Students should give attribution to the original creators to acknowledge their
contributions.
AP.2.10Document programs in order to make them easier to follow, test, and debug.
[PROGRAM DEVELOPMENT] (P7.2)
Documentation allows creators and others to more easily use and understand a
program.
a. Students should provide documentation for end users that explains their artifacts
and how they function. For example, students could provide a project overview
and clear user instructions.
b. Students should incorporate comments in their product (comments in the code).
c. Students should communicate their process using design documents, flowcharts,
and presentations.
Level 2: GRADES 6-8 - Impacts of Computing
IC.2
Impacts of Computing
Conceptual understanding: Computing affects many aspects of the world in both
positive and negative ways at local, national, and global levels. Individuals and
communities influence computing through their behaviors and cultural and social
interactions, and in turn, computing influences new cultural practices. An informed
and responsible person should understand the social implications of the digital world,
including equity and access to computing.
IC.2.1 Compare tradeoffs associated with computing technologies that affect people's
everyday activities and career options. [CULTURE] (P7.2)
Advancements in computer technology are neither wholly positive nor negative;
however, the ways that people use computing technologies have tradeoffs.
a. Students should consider current events related to broad ideas, including privacy,
communication, and automation. For example, driverless cars can increase
convenience and reduce accidents, but they are also susceptible to hacking. The
emerging industry will not only reduce the number of taxi and shared-ride drivers
but also create more software engineering and cybersecurity jobs.
IC.2.2 Discuss issues of bias and accessibility in the design of existing technologies.
[CULTURE] (P1.2)
a. Students should test and discuss the usability of various technology tools (e.g.,
apps, games, and devices) with the teacher's guidance. For example, facial
recognition software that works better for lighter skin tones was likely developed
with a homogeneous testing group and could be improved by sampling a more
diverse population. When discussing accessibility, students may notice that
allowing a user to change font sizes and colors will not only make an interface
usable for people with low vision but also benefit users in various situations, such
as in bright daylight or a dark room.
IC.2.3 Collaborate with many contributors through strategies such as crowdsourcing
or surveys when creating a computational artifact. [SOCIAL INTERACTIONS]
(P2.4, P5.2)
Crowdsourcing is gathering services, ideas, or content from a large group of people,
especially from the online community. It can be done at the local level (e.g.,
classroom or school) or global level (e.g., age-appropriate online communities, like
Scratch and Minecraft).
a. Students should collaborate with many contributors. For example, a group of
students could combine animations to create a digital community mosaic. They
could also solicit feedback from many people through the use of online
communities and electronic surveys.
IC.2.4 Describe tradeoffs between allowing information to be public and keeping
information private and secure. [SAFETY, LAW, & ETHICS] (P7.2)
Sharing information online can help establish, maintain, and strengthen connections
between people. For example, it allows artists and designers to display their talents
and reach a broad audience; however, security attacks often start with personal
information that is publicly available online. Social engineering is based on tricking
people into revealing sensitive information, which can be thwarted by being wary of
attacks, such as phishing and spoofing.
a. Students should discuss and describe the benefits and dangers of allowing
information to be public or kept private and secure.
Level 3A: GRADES 9-10 - Computing Systems
CS.3A Computing Systems
Conceptual understanding: People interact with a wide variety of computing devices
that collect, store, analyze, and act upon information in ways that can affect human
capabilities both positively and negatively. The physical components (hardware) and
instructions (software) that make up a computing system communicate and process
information in digital form. An understanding of hardware and software is useful
when troubleshooting a computing system that does not work as intended.
CS.3A.1 Explain how abstractions hide the underlying implementation details of
computing systems embedded in everyday objects. [DEVICES] (P4.1)
Computing devices are often integrated with other systems, including biological,
mechanical, and social systems. A medical device can be embedded inside a person to
monitor and regulate his or her health, a hearing aid (a type of assistive device) can
filter out certain frequencies and magnify others, a monitoring device installed in a
motor vehicle can track a person’s driving patterns and habits, and a facial
recognition device can be integrated into a security system to identify a person. The
creation of integrated or embedded systems is not an expectation at this level.
a. Students should be able to identify embedded computer systems.
b. Students should describe the types of data and procedures that are included in the
embedded system and explain how the implementation details are hidden from the
user. For example, a student might select a car stereo and identify the types of
data (radio station presets, station name or number, volume level) and procedures
(increase volume, store/recall saved station, mute) it includes.
CS.3A.2 Compare levels of abstraction and interactions between application software,
system software, and hardware layers. [HARDWARE & SOFTWARE] (P4.1)
At its most basic level, a computer is composed of physical hardware and electrical
impulses. Multiple layers of software are built upon the hardware and interact with
the layers above and below them to reduce complexity. System software manages a
computing device’s resources so that software can interact with hardware. System
software is used on many different types of devices, such as smart TVs, assistive
devices, virtual components, cloud components, and drones. For example, students
may explore the progression from voltage to binary signal to logic gates to adders and
so on. Knowledge of specific, advanced terms for computer architecture, such as
BIOS, kernel, or bus, is not expected at this level.
a. Students should be able to distinguish between hardware and software.
b. Students should be able to describe the purpose of and differences between
system software (i.e., operating system) and application software (i.e., word
processor).
c. Students should be able to describe how software and hardware interact. For
example, text-editing software interacts with the operating system to receive input
from the keyboard, convert the input to bits for storage, and interpret the bits as
readable text to display on the monitor.
CS.3A.3 Develop guidelines that convey systematic troubleshooting strategies that others
can use to identify and fix errors. [TROUBLESHOOTING] (P6.2)
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 or adapt solutions that have worked in the past. Examples of
complex troubleshooting strategies include resolving connectivity problems, adjusting
system configurations and settings, ensuring hardware and software compatibility,
and transferring data from one device to another.
a. Students should develop guidelines by creating an artifact that conveys systematic
troubleshooting strategies (i.e., create a flow chart or a job aid for a help desk
employee).
Level 3A: GRADES 9-10 - Networks and the Internet
NI.3A Networks and the Internet
Conceptual understanding: Computing devices typically do not operate in isolation.
Networks connect computing devices to share information and resources and are an
increasingly integral part of computing. Networks and communication systems
provide greater connectivity in computing by providing fast, secure communication,
and facilitating innovation.
NI.3A.1 Evaluate the scalability and reliability of networks by describing the relationship
between routers, switches, servers, topology, and addressing. [NETWORK
COMMUNICATION & ORGANIZATION] (P4.1)
Each device is assigned an address that uniquely identifies it on the network. Routers
function by comparing IP addresses to determine the pathways packets should take to
reach their destination. Switches function by comparing MAC addresses to determine
which computers or network segments will receive frames. Students could use online
network simulators to experiment with these factors.
a. Students should be able to define a MAC address – what it is and how it is used.
b. Students should be able to explain what a router and a switch are and how they
work inside a network.
c. Students should be able to define what a server is and how it is used in a network.
d. Students should be able to list various types of network topology and explain why
each is used.
e. Students should be able to verbally and visually explain how addressing, routers,
switches, and servers all work together in a network.
NI.3A.2 Give examples to illustrate how sensitive data can be affected by malware and
other attacks. [CYBERSECURITY] (P7.2)
Network security depends on a combination of hardware, software, and practices that
control access to data and systems. The needs of users and the sensitivity of data
determine the level of security implemented. Potential security problems, such as
denial-of-service attacks, ransomware, viruses, worms, spyware, and phishing,
present threats to sensitive data.
a. Students should be able to discuss how sensitive data can be affected by malware
and other attacks. Students might reflect on case studies or current events in
which governments or organizations experienced data leaks or data loss as a result
of these types of attacks.
NI.3A.3 Recommend security measures to address various scenarios based on factors
such as efficiency, feasibility, and ethical impacts. [CYBERSECURITY] (P3.1,
3.3)
Security measures may include physical security tokens, two-factor authentication,
and biometric verification. Potential security problems, such as denial-of-service
attacks, ransomware, viruses, worms, spyware, and phishing, exemplify why sensitive
data should be securely stored and transmitted. The timely and reliable access to data
and information services by authorized users, referred to as availability, is ensured
through adequate bandwidth, backups, and other measures.
a. Students should understand the different types of security problems and the
different types of devices that can be impacted. Potential security problems may
include issues such as denial-of-service attacks, ransomware, viruses, worms,
spyware, phishing, and social engineering. Some types of devices impacted may
include laptops, tablets, cell phones, self-driving cars, ATMs, and others.
b. Students should systematically evaluate different security measures based on
efficiency, feasibility, and ethical impacts. Students might address issues such as
how efficiency affects feasibility or whether a proposed approach raises ethical
concerns.
NI.3A.4 Compare various security measures considering tradeoffs between the usability
and security of a computing system. [CYBERSECURITY] (P6.3)
Security measures may include physical security tokens, two-factor authentication,
and biometric verification, but choosing security measures involves tradeoffs between
the usability and security of the system. The needs of users and the sensitivity of data
determine the level of security implemented.
a. Students should be able to explain different types of security measures and
discuss the tradeoffs between usability and security. For example, students might
discuss computer security policies at the local level that present a tradeoff
between usability and security, such as a web filter that prevents access to many
educational sites but keeps the campus network safe.
NI.3A.5 Explain tradeoffs when selecting and implementing cybersecurity
recommendations. [CYBERSECURITY] (P7.2)
Network security depends on a combination of hardware, software, and practices that
control access to data and systems. The needs of users and the sensitivity of data
determine the level of security implemented. Every security measure involves
tradeoffs between the accessibility and security of the system.
a. Students should be able to describe, justify, and document choices they make
using terminology appropriate for the intended audience and purpose. Students
could debate issues from the perspective of diverse audiences, including
individuals, corporations, privacy advocates, security experts, and the
government.
Level 3A: GRADES 9-10 - Data and Analysis
DA.3A Data and Analysis
Conceptual understanding: Computing systems exist to process data. The amount of
digital data generated in the world is rapidly expanding, so the need to process data
effectively is increasingly important. Data is collected and stored so that it can be
analyzed to better understand the world and make more accurate predictions.
DA.3A.1 Translate between different bit representations of real-world phenomena, such
as characters, numbers, and images. [STORAGE] (P4.1)
a. Students should be able to translate between different bit representations. For
example, hexadecimal color codes can be converted to decimal percentages,
ASCII/Unicode representation, or binary can be converted to base 10.
b. Students should be able to discuss how data sequences can be interpreted in a
variety of formats. For example, text, numbers, sound, and images.
DA.3A.2 Evaluate the tradeoffs in how data elements are organized and where data is
stored. [STORAGE] (P3.3)
People make choices about how data elements are organized and where data is stored.
These choices affect cost, speed, reliability, accessibility, privacy, and integrity.
a. Students should evaluate whether a chosen solution is most appropriate for a
particular problem. Students might consider the cost, speed, reliability,
accessibility, privacy, and integrity tradeoffs between storing photo data on a
mobile device versus in the cloud.
DA.3A.3 Collect, transform, and organize data to help others better understand a
problem. [COLLECTION, VISUALIZATION, & TRANSFORMATION] (P4.4)
People transform, generalize, simplify, and present large data sets in different ways to
influence how other people interpret and understand the underlying information.
Examples include visualization, aggregation, rearrangement, and application of
mathematical operations. People use software tools or programming to create
powerful, interactive data visualizations and perform a range of mathematical
operations to transform and analyze data.
a. Students should use various data collection techniques for different types of
computational problems. For example, user surveys, mobile device GPS, social
media data sets, etc.
b. Use computational tools to collect, transform, and organize data to help others
better understand a problem.
c. Students should use data analysis to identify significant patterns in data sets.
DA.3A.4 Create and evaluate computational models that represent real-world systems.
[INFERENCE & MODELS] (P4.4)
Computational models make predictions about processes or phenomena based on
selected data and features. The amount, quality, and diversity of data and the features
chosen can affect the quality of a model and the ability to understand a system.
Predictions or inferences are tested to validate models.
a. Students should create computational models that simulate real-world systems
(e.g., ecosystems, epidemics, spread of disease).
b. Students should analyze and evaluate the ability of models and simulations to
formulate, refine, and test hypotheses.
Level 3A: GRADES 9-10 - Algorithms and Programming
AP.3A Algorithms and Programming
Conceptual understanding: An algorithm is a sequence of steps designed to
accomplish a specific task. Algorithms are translated into programs, or code, to
provide instructions for computing devices. Algorithms and programming control all
computing systems, empowering people to communicate with the world in new ways
and solve compelling problems. The development process to create meaningful and
efficient programs involves choosing which information to use and how to process
and store it, breaking apart large problems into smaller ones, recombining existing
solutions, and analyzing different solutions.
AP.3A.1 Create prototypes that use algorithms to solve computational problems by
leveraging prior student knowledge and personal interests. [ALGORITHMS]
(P5.2)
A prototype is a computational artifact that demonstrates the core functionality of a
product or process. Prototypes are useful for getting early feedback in the design
process and can yield insight into the feasibility of a product. The process of
developing computational artifacts embraces both creative expression and the
exploration of ideas to create prototypes and solve computational problems.
a. Students create artifacts that are personally relevant or beneficial to their
community and beyond. Students should develop artifacts in response to a task or
a computational problem that demonstrate the performance, reusability, and ease
of implementation of an algorithm.
AP.3A.2 Use lists and functions to simplify solutions, generalizing computational
problems instead of repeatedly using simple variables. [VARIABLES] (P4.1)
a. Students should be able to identify common features in multiple segments of code
and substitute a single segment that uses lists (arrays) or functions to account for
the differences.
AP.3A.3 Justify the selection of specific control structures when tradeoffs involve
implementation, readability, and program performance, and explain the benefits
and drawbacks of choices made. [CONTROL] (P5.2)
Implementation includes the choice of programming language, which affects the time
and effort required to create a program. Readability refers to how clear the program is
to other programmers and how it can be improved through documentation. The
discussion of performance is limited to a theoretical understanding of execution time
and storage requirements; a quantitative analysis is not expected. Control structures at
this level may include conditional statements, loops, event handlers, and recursion.
a. Students should be able to justify by explaining the benefits and drawbacks of the
selection of specific control structures with regard to implementation, readability,
and program performance. For example, students might compare the readability
and program performance of iterative and recursive implementations of
procedures that calculate the Fibonacci sequence.
AP.3A.4 Design and iteratively develop computational artifacts for practical intent,
personal expression, or to address a societal issue by using events to initiate
instructions. [CONTROL] (P5.2)
In this context, relevant computational artifacts 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. At previous levels, students have learned to create and call
procedures. Here, students design procedures that are called by events.
a. Students will design procedures that are called by events. Students might create a
mobile app that updates a list of nearby points of interest when the device detects
that its location has been changed.
AP.3A.5 Decompose problems into smaller components through systematic analysis using
constructs such as procedures, modules, and/or objects. [MODULARITY] (P3.2)
a. Students should decompose complex problems into manageable subproblems that
could potentially be solved with programs or procedures that already exist. For
example, students could create an app to solve a community problem by
connecting to an online database through an application programming interface
(API).
AP.3A.6 Create artifacts by using procedures within a program, combinations of data
and procedures, or independent but interrelated programs. [MODULARITY]
(P5.2)
Computational artifacts can be created by combining and modifying existing artifacts
or by developing new artifacts. Examples of computational artifacts include
programs, simulations, visualizations, digital animations, robotic systems, and apps.
Complex programs are designed as systems of interacting modules, each with a
specific role, coordinate for a common overall purpose. Modules allow for better
management of complex tasks. The focus at this level is understanding a program as a
system with relationships between modules.
a. Students will create artifacts by using procedures within a program, combinations
of data and procedures, or independent but interrelated programs. The choice of
implementation, such as a programming language or a paradigm, may vary.
Students could incorporate computer vision libraries to increase the capabilities of
a robot or leverage open-source JavaScript libraries to expand the functionality of
a Web application.
AP.3A.7 Systematically design and develop programs for broad audiences by
incorporating feedback from users. [PROGRAM DEVELOPMENT] (P5.1)
Examples of programs could include games, utilities, and mobile applications.
Students at lower levels collect feedback and revise programs.
b. Students should do so through a systematic process that includes feedback from
broad audiences. Students might create a user satisfaction survey and brainstorm
distribution methods that could yield feedback from a diverse audience,
documenting the process they took to incorporate selected feedback in product
revisions.
AP.3A.8 Evaluate licenses that limit or restrict the use of computational artifacts when
using resources such as libraries. [PROGRAM DEVELOPMENT] (P7.3)
Examples of software licenses include copyright, freeware, and many open-source
licensing schemes. At previous levels, students adhered to licensing schemes.
a. Students should consider licensing implications for their own, especially when
incorporating libraries and other resources. Students might consider two software
libraries that address a similar need, justifying their choice based on the library
that has the least restrictive license.
AP.3A.9 Evaluate and refine computational artifacts to make them more usable and
accessible. [PROGRAM DEVELOPMENT] (P6.3)
Testing and refinement is the deliberate and iterative process of improving a
computational artifact. This process includes debugging (identifying and fixing
errors) and comparing actual outcomes to intended outcomes.
a. Students should respond to the changing needs and expectations of end users and
improve the performance, reliability, usability, and accessibility of artifacts. For
example, students could incorporate feedback from a variety of end users to help
guide the size and placement of menus and buttons in a user interface.
AP.3A.10 Design and develop computational artifacts working in team roles using
collaborative tools. [PROGRAM DEVELOPMENT] (P2.4)
Collaborative tools could 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 they could be more specialized in larger teams. As programs grow
more complex, the choice of resources that aid program development becomes
increasingly important and should be made by the students.
a. Students will work in teams using collaborative tools to design and develop
computational artifacts. Students might work as a team to develop a mobile
application that addresses a problem relevant to the school or community,
selecting appropriate tools to establish and manage the project timeline; design,
share, and revise graphical user interface elements; and track planned, in-
progress, and completed components.
AP.3A.11 Document design decisions using text, graphics, presentations, and/or
demonstrations in the development of complex programs. [PROGRAM
DEVELOPMENT] (P7.2)
Complex programs are designed as systems of interacting modules, each with a
specific role, coordinating for a common overall purpose. These modules can be
procedures within a program; combinations of data and procedures; or independent,
but interrelated, programs. The development of complex programs is aided by
resources such as libraries and tools to edit and manage parts of the program.
a. Students will document design decisions using text, graphics, presentations,
and/or demonstrations.
Level 3A: GRADES 9-10 - Impacts of Computing
IC.3A Impacts of Computing
Conceptual understanding: Computing affects many aspects of the world in both
positive and negative ways at local, national, and global levels. Individuals and
communities influence computing through their behaviors and cultural and social
interactions, and in turn, computing influences new cultural practices. An informed
and responsible person should understand the social implications of the digital world,
including equity and access to computing.
IC.3A.1 Evaluate the ways computing impacts personal, ethical, social, economic, and
cultural practices. [CULTURE] (P1.2)
Computing may improve, harm, or maintain practices. Equity deficits, such as
minimal exposure to computing, access to education, and training opportunities, are
related to larger, systemic problems in society.
a. Students should be able to evaluate the accessibility of a product to a broad group
of end users, such as people who lack access to broadband or who have various
disabilities.
b. Students should also begin to identify potential biases during the design process to
maximize accessibility in product design.
IC.3A.2 Test and refine computational artifacts to reduce bias and equity deficits.
[CULTURE] (P1.2)
Biases could include incorrect assumptions developers have made about their user
base. Equity deficits include minimal exposure to computing, access to education, and
training opportunities.
a. Students should begin to identify potential bias during the design process to
maximize accessibility in product design and become aware of professionally
accepted accessibility standards to evaluate computational artifacts for
accessibility.
IC.3A.3 Demonstrate ways a given algorithm applies to problems across disciplines.
[CULTURE] (P3.1)
Computation can share features with disciplines, such as art and music, by
algorithmically translating human intention into an artifact.
a. Students should be able to identify real-world problems that span multiple
disciplines, such as increasing bike safety with new helmet technology, and that
can be solved computationally.
IC.3A.4 Use tools and methods for collaboration on a project to increase connectivity of
people in different cultures and career fields. [SOCIAL INTERACTIONS]
(P2.4)
Many aspects of society, especially careers, have been affected by the degree of
communication afforded by computing. The increased connectivity between people in
different cultures and in different career fields has changed the nature and content of
many careers.
a. Students should explore different collaborative tools and methods used to solicit
input from team members, classmates, and others, such as participation in online
forums or local communities. For example, students could compare ways different
social media tools could help a team become more cohesive
IC.3A.5 Explain the beneficial and harmful effects that intellectual property laws can
have on innovation. [SAFETY, LAW, & ETHICS] (P7.3)
Laws govern many aspects of computing, such as privacy, data, property,
information, and identity. These laws can have beneficial and harmful effects, such as
expediting or delaying advancements in computing and protecting or infringing upon
people’s rights. International differences in laws and ethics have implications for
computing. For example, laws that mandate the blocking of some file-sharing
websites may reduce online piracy but can restrict the right to access information.
Firewalls can be used to block harmful viruses and malware but can also be used for
media censorship.
a. Students should be aware of intellectual property laws and be able to explain how
they are used to protect the interests of innovators and how patent trolls abuse the
laws for financial gain.
IC.3A.6 Explain the privacy concerns related to the collection and generation of data
through automated processes that may not be evident to users. [SAFETY, LAW,
& ETHICS] (P7.2)
Data can be collected and aggregated across millions of people, even when they are
not actively engaging with or physically near the data collection devices. This
automated and non-evident collection can raise privacy concerns, such as social
media sites mining an account even when the user is not online. Other examples
include surveillance video used in a store to track customers for security or
information about purchase habits or the monitoring of road traffic to change signals
in real time to improve road efficiency without drivers being aware. Methods and
devices for collecting data can differ by the amount of storage required, the level of
detail collected, and sampling rates.
a. Students should be able to explain the privacy concerns related to the collection
and generation of data through automated processes.
IC.3A.7 Evaluate the social and economic implications of privacy in the context of safety,
law, or ethics. [SAFETY, LAW, & ETHICS] (P7.3)
Laws govern many aspects of computing, such as privacy, data, property,
information, and identity. International differences in laws and ethics have
implications for computing.
a. Students should evaluate the social and economic implications of privacy in the
context of safety, law, or ethics. For example, students might review case studies
or current events that present an ethical dilemma when an individual's right to
privacy is at odds with the safety, security, or wellbeing of a community.
Appendix B: Framework for 21st Century Learning
CSS1-21st Century Themes
CS1
Global Awareness
a. Using 21st-century skills to understand and address global issues
b. Learning from and working collaboratively with individuals representing diverse
cultures, religions, and lifestyles in a spirit of mutual respect and open dialogue in
personal, work, and community contexts
c. Understanding other nations and cultures, including the use of non-English
languages
CS2
Financial, Economic, Business, and Entrepreneurial Literacy
1. Knowing how to make appropriate personal economic choices
2. Understanding the role of the economy in society
3. Using entrepreneurial skills to enhance workplace productivity and career options
CS3
Civic Literacy
1. Participating effectively in civic life through knowing how to stay informed and
understanding governmental processes
2. Exercising the rights and obligations of citizenship at local, state, national, and
global levels
3. Understanding the local and global implications of civic decisions
CS4
Health Literacy
1. Obtaining, interpreting, and understanding basic health information and services
and using such information and services in ways that enhance health
2. Understanding preventive physical and mental health measures, including proper
diet, nutrition, exercise, risk avoidance, and stress reduction
3. Using available information to make appropriate health-related decisions
4. Establishing and monitoring personal and family health goals
5. Understanding national and international public health and safety issues
CS5
Environmental Literacy
Units
Standards
CS1
X
X
X
CS2
X
X
CS3
X
X
X
CS4
X
X
CS5
CS6
X
X
X
X
X
X
X
CS7
X
X
X
X
X
X
CS8
X
X
CS9
X
X
X
X
X
X
X
X
CS10
X
X
X
X
X
X
CS11
X
X
X
X
X
CS12
X
X
CS13
X
X
X
X
X
X
CS14
X
X
CS15
X
X
X
X
X
CS16
X
X
X
1. Demonstrating knowledge and understanding of the environment and the
circumstances and conditions affecting it, particularly as relates to air, climate,
land, food, energy, water, and ecosystems
2. Demonstrating knowledge and understanding of society’s impact on the natural
world (e.g., population growth, population development, resource consumption
rate, etc.)
3. Investigating and analyzing environmental issues and making accurate
conclusions about effective solutions
4. Taking individual and collective action toward addressing environmental
challenges (e.g., participating in global actions, designing solutions that inspire
action on environmental issues)
CSS2-Learning and Innovation Skills
CS6
Creativity and Innovation
1. Think creatively
2. Work creatively with others
3. Implement innovations
CS7
Critical Thinking and Problem Solving
1. Reason effectively
2. Use systems thinking
3. Make judgments and decisions
4. Solve problems
CS8
Communication and Collaboration
1. Communicate clearly
2. Collaborate with others
CSS3-Information, Media, and Technology Skills
CS9
Information Literacy
1. Access and evaluate information
2. Use and manage information
CS10 Media Literacy
1. Analyze media
2. Create media products
CS11 ICT Literacy
1. Apply technology effectively
CSS4-Life and Career Skills
CS12 Flexibility and Adaptability
1. Adapt to change
2. Be flexible
CS13 Initiative and Self-Direction
1. Manage goals and time
2. Work independently
3. Be self-directed learners
CS14 Social and Cross-Cultural Skills
1. Interact effectively with others
2. Work effectively in diverse teams
CS15 Productivity and Accountability
1. Manage projects
2. Produce results
CS16 Leadership and Responsibility
1. Guide and lead others
2. Be responsible to others
Appendix C: ISTE Standards
International Society for Technology in Education (ISTE)
T1
Empowered Learner
Students leverage technology to take an active role in choosing, achieving, and
demonstrating competency in their learning goals, as informed by the learning
sciences.
a. Articulate and set personal learning goals, develop strategies leveraging
technology to achieve them, and reflect on the learning process itself to improve
learning outcomes.
b. Build networks and customize their learning environments in ways that support
the learning process.
c. Use technology to seek feedback that informs and improves their practice and to
demonstrate their learning in a variety of ways.
d. Understand the fundamental concepts of technology operations, demonstrate the
ability to choose, use, and troubleshoot current technologies, and can transfer their
knowledge to explore emerging technologies.
T2
Digital Citizen
Students recognize the rights, responsibilities, and opportunities of living, learning,
and working in an interconnected digital world, and they act and model in ways that
are safe, legal, and ethical.
a. Cultivate and manage their digital identity and reputation and are aware of the
permanence of their actions in the digital world.
b. Engage in positive, safe, legal, and ethical behavior when using technology,
including social interactions online or when using networked devices.
c. Demonstrate an understanding of and respect for the rights and obligations of
using and sharing intellectual property.
d. Manage their personal data to maintain digital privacy and security and are aware
of data-collection technology used to track their navigation online.
T3
Knowledge Constructor
Students critically curate a variety of resources using digital tools to construct
knowledge, produce creative artifacts, and make meaningful learning experiences for
themselves and others.
a. Plan and employ effective research strategies to locate information and other
resources for their intellectual or creative pursuits.
Units
Standards
T1
X
X
X
T2
X
X
T3
X
X
X
T4
X
X
X
T5
X
X
X
X
T6
X
T7
X
b. Evaluate the accuracy, perspective, credibility, and relevance of information,
media, data, or other resources.
c. Curate information from digital resources using a variety of tools and methods to
create collections of artifacts that demonstrate meaningful connections or
conclusions.
d. Build knowledge by actively exploring real-world issues and problems,
developing ideas and theories, and pursuing answers and solutions.
T4
Innovative Designer
Students use a variety of technologies within a design process to identify and solve
problems by creating new, useful, or imaginative solutions.
a. Know and use a deliberate design process for generating ideas, testing theories,
creating innovative artifacts, or solving authentic problems.
b. Select and use digital tools to plan and manage a design process that considers
design constraints and calculated risks.
c. Develop, test, and refine prototypes as part of a cyclical design process.
d. Exhibit a tolerance for ambiguity, perseverance, and the capacity to work with
open-ended problems.
T5
Computational Thinker
Students develop and employ strategies for understanding and solving problems in
ways that leverage the power of technological methods to develop and test solutions.
a. Formulate problem definitions suited for technology-assisted methods such as
data analysis, abstract models, and algorithmic thinking when exploring and
finding solutions.
b. Collect data or identify relevant data sets, use digital tools to analyze them, and
represent data in various ways to facilitate problem-solving and decision-making.
c. Break problems into component parts, extract key information, and develop
descriptive models to understand complex systems or facilitate problem-solving.
d. Understand how automation works and use algorithmic thinking to develop a
sequence of steps to create and test automated solutions.
T6
Creative Communicator
Students communicate clearly and express themselves creatively for a variety of
purposes using the platforms, tools, styles, formats, and digital media appropriate to
their goals.
a. Choose the appropriate platforms and tools for meeting the desired objectives of
their creation or communication.
b. Create original works or responsibly repurpose or remix digital resources into
new creations.
c. Communicate complex ideas clearly and effectively by creating or using a variety
of digital objects such as visualizations, models, or simulations.
d. Publish or present content that customizes the message and medium for their
intended audiences.
T7
Global Collaborator
Students use digital tools to broaden their perspectives and enrich their learning by
collaborating with others and working effectively in teams locally and globally.
a. Use digital tools to connect with learners from a variety of backgrounds and
cultures, engaging with them in ways that broaden mutual understanding and
learning.
b. Use collaborative technologies to work with others, including peers, experts, or
community members, to examine issues and problems from multiple viewpoints.
c. Contribute constructively to project teams, assuming various roles and
responsibilities to work effectively toward a common goal.
d. Explore local and global issues and use collaborative technologies to work with
others to investigate solutions.