K-12 Computer Science Standards

Massachusetts K-2 Digital Literacy and Computer Science

46 Standards

1

K-2.CAS.a.1

Demonstrate proper ergonomics (e.g., body position, stretching) when using devices.

2

K-2.CAS.a.2

Use electrical devices safely and in moderation (e.g., unplug devices by pulling the plug rather than the cord, do not mix water/food and electric devices, avoid gaming and walking).

3

K-2.CAS.a.3

Care for devices appropriately (e.g., handling devices gently, completely shutting down devices when not in use, storing devices in the appropriate container).

4

K-2.CAS.a.4

Explain that a password helps protect the privacy of information.

5

K-2.CAS.a.5

Identify safe and unsafe examples of online communications.

6

K-2.CAS.a.6

Explain why we keep personal information (e.g., name, location, phone number, home address) private.

7

K-2.CAS.a.7

Identify which personal information (e.g., user name or real name, school name or home address) should and should not be shared online and with whom.

8

K-2.CAS.a.8

Explain why it is necessary to report inappropriate electronic content or contact.

9

K-2.CAS.b.1

Define good digital citizenship as using technology safely, responsibly, and ethically.

10

K-2.CAS.b.2

Demonstrate responsible use of computers, peripheral devices, and resources as outlined in school rules [Acceptable Use Policy (AUP) for K-2].

11

K-2.CAS.b.3

Explain that most digital artifacts have owners.

12

K-2.CAS.b.4

Explain the importance of giving credit to media creators/owners when using their work.

13

K-2.CAS.c.1

Identify and describe how people (e.g., students, parents, police officers) use many types of technologies in their daily work and personal lives.

14

K-2.CAS.c.2

Recognize when the purpose of content is to provide information or to influence you to act.

15

K-2.DTC.a.1

Operate a variety of digital tools (e.g., open/close, find, save/print, navigate, use input/output devices).

16

K-2.DTC.a.2

Identify, locate, and use letters, numbers, and special keys on a keyboard (e.g., Space Bar, Shift, Delete).

17

K-2.DTC.a.3

Create a simple digital artifact.

18

K-2.DTC.a.4

Use appropriate digital tools individually and collaboratively to create, review, and revise simple artifacts that include text, images and audio.

19

K-2.DTC.b.1

Collaboratively use digital tools and media resources to communicate key ideas and details in a way that informs, persuades, and/or entertains.

20

K-2.DTC.b.2

Use a variety of digital tools to exchange information and feedback with teachers.

21

K-2.DTC.b.3

Use a variety of digital tools to present information to others.

22

K-2.DTC.c.1

Conduct basic keyword searches to gather information from teacher-provided digital sources (e.g., online library catalog, databases).

23

K-2.DTC.c.2

Create an artifact individually and collaboratively that answers a research question, while clearly expressing thoughts and ideas.

24

K-2.DTC.c.3

Acknowledge and name sources of information or media (e.g., title of book, author of book, website).

25

K-2.CS.a.1

Identify different kinds of computing devices in the classroom and other places (e.g., laptops, tablets, smart phones, desktops).

26

K-2.CS.a.2

Identify visible components of computing devices (e.g., keyboard, screen, monitor, printer, pointing device).

27

K-2.CS.a.3

Explain that computing devices function when applications, programs, or commands are executed.

28

K-2.CS.a.4

Operate a variety of computing systems (e.g., turn on, use input/output devices such as a mouse, keyboard, or touch screen; find, navigate, launch a program).

29

K-2.CS.b.1

Explain that computing devices are machines that are not alive but can be used to help humans with tasks.

30

K-2.CS.b.2

Recognize that some tasks are best completed by humans and others by computing devices (e.g., a human might be able to rescue someone in a normal environment, but robots would be better to use in a dangerous environment).

31

K-2.CS.b.3

Recognize that different tools can solve the same problem (e.g., pen and paper, calculators, and smart phones can all be used to solve simple mathematical problems).

32

K-2.CS.c.1

Explain that networks link computers and devices locally and around the world allowing people to access and communicate information.

33

K-2.CT.a.1

List the attributes of a common object, for example, cars have a color, type (e.g., pickup, van, sedan), number of seats, etc.

34

K-2.CT.b.1

Define an algorithm as a sequence of defined steps.

35

K-2.CT.b.2

Create a simple algorithm, individually and collaboratively, without using computers to complete a task (e.g., making a sandwich, getting ready for school, checking a book out of the library).

36

K-2.CT.b.3

Enact an algorithm using tangible materials (e.g., manipulatives, your body) or present the algorithm in a visual medium (e.g., storyboard).

37

K-2.CT.c.1

Identify different kinds of information (e.g., text, charts, graphs, numbers, pictures, audio, video, collections of objects.)

38

K-2.CT.c.2

Identify, research, and collect information on a topic, issue, problem, or question using ageappropriate digital technologies.

39

K-2.CT.c.3

Individually and collaboratively, propose a solution to a problem or question based on an analysis of information.

40

K-2.CT.c.4

Individually and collaboratively, create information visualizations (e.g., charts, infographics).

41

K-2.CT.c.5

Explain that computers can save information as data that can be stored, searched, retrieved, and deleted.

42

K-2.CT.d.1

Define a computer program as a set of commands created by people to do something.

43

K-2.CT.d.2

Explain that computers only follow the program’s instructions.

44

K-2.CT.d.3

Individually or collaboratively, create a simple program using visual instructions or tools that do not require a textual programming language (e.g., “unplugged” programming activities, a blockbased programming language).

45

K-2.CT.e.1

Describe how models represent a real-life system (e.g., globe, map, solar system, digital elevation model, weather map).

46

K-2.CT.e.2

Define simulation and identify the concepts illustrated by a simple simulation (e.g., growth and health, butterfly life cycle).

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