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common core state standards

MATH.PRACTICE.MP1

Make sense of problems and persevere in solving them. Plans a solution pathway rather than simply jumping into a solution attempt.

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MATH.PRACTICE.MP1

Make sense of problems and persevere in solving them. Uses concrete objects or pictures to help conceptualize and solve a problem.

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MATH.PRACTICE.MP3

Construct viable arguments and critique others’ reasoning. Analyzes situations by breaking them into cases.

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MATH.CONTENT.6.EE.A.2

Apply and extend previous understandings of arithmetic to algebraic expressions. Write, read, and evaluate expressions in which letters stand for numbers.

ELA-LITERACY.RST.6-8.3

Key Ideas and Details. Follow precisely a multistep procedure when carrying out experiments, taking measurements, or performing technical tasks.

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ELA-LITERACY.RST.6-8.4

Craft and Structure. Determine the meaning of symbols, key terms, and other domain-specific words and phrases as they are used in a specific scientific or technical context relevant to grades 6–8 texts and topics.

ELA-LITERACY.RST.6-8.7

Integration of Knowledge and Ideas. Integrate quantitative or technical information expressed in words in a text with a version of that information expressed visually (e.g., in a flowchart, diagram, model, graph, or table).

ELA-LITERACY.RST.9-10.4

Craft and Structure. Determine the meaning of symbols, key terms, and other domain-specific words and phrases as they are used in a specific scientific or technical context relevant to grades 9–10 texts and topics.

ELA-LITERACY.RST.9-10.7

Integration of knowledge and Ideas. Translate quantitative or technical information expressed in words in a text into visual form (e.g., a table or chart) and translate information expressed visually or mathematically (e.g., in an equation) into words.

CSTA K-12 Computer Science Standards

LEVEL 1B (AGES 8-11)

Algorithms: Compare and refine multiple algorithms for the same task and determine which is the most appropriate. (P6 .3, P3.3)

LEVEL 1B (AGES 8-11)

Variables: Create programs that use variables to store and modify data. (P5.2)

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LEVEL 1B (AGES 8-11)

Control: Create programs that include sequences, events, loops, and conditionals. (P5.2)

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LEVEL 1B (AGES 8-11)

Modularity: Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process. (P3.2)

LEVEL 1B (AGES 8-11)

Modularity: Modify, remix, or incorporate portions of an existing program into one's own work, to develop something new or add more advanced features. (P5.3)

LEVEL 1B (AGES 8-11)

Program Development: Use an iterative process to plan the development of a program by including others' ' perspectives and considering user preferences. (P1.1, P5.1)

LEVEL 1B (AGES 8-11)

Program Development: Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended. (P6 .1, P6 .2)

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LEVEL 1B (AGES 8-11)

Program Development: Describe choices made during program development using code comments, presentations, and demonstrations. (P7.2)

LEVEL 2 (AGES 11-14)

Variables: Create clearly named variables that represent different data types and perform operations on their values. (P5.1, P5.2)

LEVEL 2 (AGES 11-14)​

Control: Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals. (P5.1, P5.2)

LEVEL 2 (AGES 11-14)​​

Modularity: Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs. (P3.2)

LEVEL 2 (AGES 11-14)​​​

Modularity: Create procedures with parameters to organize code and make it easier to reuse. (P4 .1, P4 .3)

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LEVEL 2 (AGES 11-14)​​​

Program Development: Incorporate existing code, media, and libraries into original programs, and give attribution. (P4 .2, P5.2, P7.3)

LEVEL 2 (AGES 11-14)​​​​

Program Development: Systematically test and refine programs using a range of test cases. (P6 .1)

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LEVEL 2 (AGES 11-14)​​​​​

Program Development: Document programs in order to make them easier to follow, test, and debug. (P7.2)

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LEVELS 3A (AGES 14-16)

Variables: Use lists to simplify solutions, generaliz ing computational problems instead of repeatedly using simple variables. (P4 .1)

LEVELS 3A (AGES 14-16)​

Control: Justify the selection of specific control structures when tradeoffs involve implementation, readability, and program performance, and explain the benefits and drawbacks of choices made. (P5.2)

LEVELS 3A (AGES 14-16)​​

Modularity: Decompose problems into smaller components through systematic analysis, using constructs such as procedures, modules, and/or objects. (P3.2)

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LEVELS 3A (AGES 14-16)​​​

Program Development: Document design decisions using text, graphics, presentations, and/or demonstrations in the development of complex programs. (P7.2)

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LEVEL 3B (17-18)

Algorithms: Implement an artificial intelligence algorithm to play a game against a human opponent or solve a problem. (P5.3)

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LEVEL 3B (17-18)

Algorithms: Use and adapt classic algorithms to solve computational problems. (P4 .2)

LEVEL 3B (17-18)

Algorithms: Evaluate algorithms in terms of their efficiency, correctness, and clarity. (P4 .2)​

LEVEL 3B (17-18)

Variables: Compare and contrast fundamental data structures and their uses. (P4 .2)

LEVEL 3B (17-18)

Modularity: Demonstrate code reuse by creating programming solutions using libraries and APIs. (P5.3)

LEVEL 3B (17-18)

Program Development: Develop and use a series of test cases to verify that a program performs according to its design specifications. (P6 .1)

National curriculum in England

KEY STAGE 1

Create and debug simple programs.

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KEY STAGE 1

Use logical reasoning to predict the behavior of simple programs.

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KEY STAGE 2

Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts

KEY STAGE 2

Use sequence, selection, and repetition in programs; work with variables and various forms of input and output

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KEY STAGE 2

Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs

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KEY STAGE 3

Design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems

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KEY STAGE 3

Understand several key algorithms that reflect computational thinking [for example, ones for sorting and searching]; use logical reasoning to compare the utility of alternative algorithms for the same problem

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KEY STAGE 3

Use 2 or more programming languages, at least one of which is textual, to solve a variety of computational problems; make appropriate use of data structures [for example, lists, tables or arrays]; design and develop modular programs that use procedures or functions.

KEY STAGE 3

Understand simple Boolean logic [for example, AND, OR and NOT] and some of its uses in circuits and programming;

KEY STAGE 4

Understand how instructions are stored and executed within a computer system;

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