The K–12 Computer Science Framework is a high-level set of guidelines that informs the development of standards, curriculum, course pathways, and professional development. Download a complete or abridged copy of the framework statements viewed by progression. Download the entire framework document.
No practices selected.
Practice 1. Fostering an Inclusive Computing Culture
At all grade levels, students should recognize that the choices people make when they create artifacts are based on personal interests, experiences, and needs. Young learners should begin to differentiate their technology preferences from the technology preferences of others. Initially, students should be presented with perspectives from people with different backgrounds, ability levels, and points of view. As students progress, they should independently seek diverse perspectives throughout the design process for the purpose of improving their computational artifacts. Students who are well-versed in fostering an inclusive computing culture should be able to differentiate backgrounds and skillsets and know when to call upon others, such as to seek out knowledge about potential end users or intentionally seek input from people with diverse backgrounds.
At any level, students should recognize that users of technology have different needs and preferences and that not everyone chooses to use, or is able to use, the same technology products. For example, young learners, with teacher guidance, might compare a touchpad and a mouse to examine differences in usability. As students progress, they should consider the preferences of people who might use their products. Students should be able to evaluate the accessibility of a product to a broad group of end users, such as people with various disabilities. For example, they may notice that allowing an end user to change font sizes and colors will make an interface usable for people with low vision. At the higher grades, students should become aware of professionally accepted accessibility standards and should be able to evaluate computational artifacts for accessibility. Students should also begin to identify potential bias during the design process to maximize accessibility in product design. For example, they can test an app and recommend to its designers that it respond to verbal commands to accommodate users who are blind or have physical disabilities.
After students have experience identifying diverse perspectives and including unique perspectives (P1.1), they should begin to employ self-advocacy strategies, such as speaking for themselves if their needs are not met. As students progress, they should advocate for their peers when accommodations, such as an assistive-technology peripheral device, are needed for someone to use a computational artifact. Eventually, students should regularly advocate for both themselves and others.
Practice 2. Collaborating Around Computing
At any grade level, students should work collaboratively with others. Early on, they should learn strategies for working with team members who possess varying individual strengths. For example, with teacher support, students should begin to give each team member opportunities to contribute and to work with each other as co-learners. Eventually, students should become more sophisticated at applying strategies for mutual encouragement and support. They should express their ideas with logical reasoning and find ways to reconcile differences cooperatively. For example, when they disagree, they should ask others to explain their reasoning and work together to make respectful, mutual decisions. As they progress, students should use methods for giving all group members a chance to participate. Older students should strive to improve team efficiency and effectiveness by regularly evaluating group dynamics. They should use multiple strategies to make team dynamics more productive. For example, they can ask for the opinions of quieter team members, minimize interruptions by more talkative members, and give individuals credit for their ideas and their work.
After students have had experience cultivating working relationships within teams (P2.1), they should gain experience working in particular team roles. Early on, teachers may help guide this process by providing collaborative structures. For example, students may take turns in different roles on the project, such as note taker, facilitator, or “driver” of the computer. As students progress, they should become less dependent on the teacher assigning roles and become more adept at assigning roles within their teams. For example, they should decide together how to take turns in different roles. Eventually, students should independently organize their own teams and create common goals, expectations, and equitable workloads. They should also manage project workflow using agendas and timelines and should evaluate workflow to identify areas for improvement.
At any level, students should ask questions of others and listen to their opinions. Early on, with teacher scaffolding, students should seek help and share ideas to achieve a particular purpose. As they progress in school, students should provide and receive feedback related to computing in constructive ways. For example, pair programming is a collaborative process that promotes giving and receiving feedback. Older students should engage in active listening by using questioning skills and should respond empathetically to others. As they progress, students should be able to receive feedback from multiple peers and should be able to differentiate opinions. Eventually, students should seek contributors from various environments. These contributors may include end users, experts, or general audiences from online forums.
At any level, students should be able to use tools and methods for collaboration on a project. For example, in the early grades, students could collaboratively brainstorm by writing on a whiteboard. As students progress, they should use technological collaboration tools to manage teamwork, such as knowledge-sharing tools and online project spaces. They should also begin to make decisions about which tools would be best to use and when to use them. Eventually, students should use different collaborative tools and methods to solicit input from not only team members and classmates but also others, such as participants in online forums or local communities.
Practice 3. Recognizing and Defining Computational Problems
At any level, students should be able to identify problems that have been solved computationally. For example, young students can discuss a technology that has changed the world, such as email or mobile phones. As they progress, they should ask clarifying questions to understand whether a problem or part of a problem can be solved using a computational approach. For example, before attempting to write an algorithm to sort a large list of names, students may ask questions about how the names are entered and what type of sorting is desired. Older students should identify more complex problems that involve multiple criteria and constraints. Eventually, students should be able to identify real-world problems that span multiple disciplines, such as increasing bike safety with new helmet technology, and can be solved computationally.
At any grade level, students should be able to break problems down into their component parts. In the early grade levels, students should focus on breaking down simple problems. For example, in a visual programming environment, students could break down (or decompose) the steps needed to draw a shape. As students progress, they should decompose larger problems into manageable smaller problems. For example, young students may think of an animation as multiple scenes and thus create each scene independently. Students can also break down a program into subgoals: getting input from the user, processing the data, and displaying the result to the user. Eventually, as students encounter complex real-world problems that span multiple disciplines or social systems, they 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 that connects to an online database through an application programming interface (API).
After students have had some experience breaking problems down (P3.2) and identifying subproblems that can be solved computationally (P3.1), they should begin to evaluate whether a computational solution is the most appropriate solution for a particular problem. For example, students might question whether using a computer to determine whether someone is telling the truth would be advantageous. As students progress, they should systematically evaluate the feasibility of using computational tools to solve given problems or subproblems, such as through a cost-benefit analysis. Eventually, students should include more factors in their evaluations, such as how efficiency affects feasibility or whether a proposed approach raises ethical concerns.
Practice 4. Developing and Using Abstractions
Students at all grade levels should be able to recognize patterns. Young learners should be able to identify and describe repeated sequences in data or code through analogy to visual patterns or physical sequences of objects. As they progress, students should identify patterns as opportunities for abstraction, such as recognizing repeated patterns of code that could be more efficiently implemented as a loop. Eventually, students should extract common features from more complex phenomena or processes. For example, students should be able to identify common features in multiple segments of code and substitute a single segment that uses variables to account for the differences. In a procedure, the variables would take the form of parameters. When working with data, students should be able to identify important aspects and find patterns in related data sets such as crop output, fertilization methods, and climate conditions.
At all levels, students should be able to use well-defined abstractions that hide complexity. Just as a car hides operating details, such as the mechanics of the engine, a computer program’s “move” command relies on hidden details that cause an object to change location on the screen. As they progress, students should incorporate predefined functions into their designs, understanding that they do not need to know the underlying implementation details of the abstractions that they use. Eventually, students should understand the advantages of, and be comfortable using, existing functionalities (abstractions) including technological resources created by other people, such as libraries and application programming interfaces (APIs). Students should be able to evaluate existing abstractions to determine which should be incorporated into designs and how they should be incorporated. For example, students could build powerful apps by incorporating existing services, such as online databases that return geolocation coordinates of street names or food nutrition information.
After students have had some experience identifying patterns (P4.1), decomposing problems (P3.2), using abstractions (P4.2), and taking advantage of existing resources (P4.2), they should begin to develop their own abstractions. As they progress, students should take advantage of opportunities to develop generalizable modules. For example, students could write more efficient programs by designing procedures that are used multiple times in the program. These procedures can be generalized by defining parameters that create different outputs for a wide range of inputs. Later on, students should be able to design systems of interacting modules, each with a well-defined role, that coordinate to accomplish a common goal. Within an object-oriented programming context, module design may include defining the interactions among objects. At this stage, these modules, which combine both data and procedures, can be designed and documented for reuse in other programs. Additionally, students can design points of interaction, such as a simple user interface, either text or graphical, that reduces the complexity of a solution and hides lower-level implementation details.
Students at all grade levels should be able to represent patterns, processes, or phenomena. With guidance, young students can draw pictures to describe a simple pattern, such as sunrise and sunset, or show the stages in a process, such as brushing your teeth. They can also create an animation to model a phenomenon, such as evaporation. As they progress, students should understand that computers can model real-world phenomena, and they should use existing computer simulations to learn about real-world systems. For example, they may use a preprogrammed model to explore how parameters affect a system, such as how rapidly a disease spreads. Older students should model phenomena as systems, with rules governing the interactions within the system. Students should analyze and evaluate these models against real-world observations. For example, students might create a simple producer–consumer ecosystem model using a programming tool. Eventually, they could progress to creating more complex and realistic interactions between species, such as predation, competition, or symbiosis, and evaluate the model based on data gathered from nature.
Practice 5. Creating Computational Artifacts
At any grade level, students should participate in project planning and the creation of brainstorming documents. The youngest students may do so with the help of teachers. With scaffolding, students should gain greater independence and sophistication in the planning, design, and evaluation of artifacts. As learning progresses, students should systematically plan the development of a program or artifact and intentionally apply computational techniques, such as decomposition and abstraction, along with knowledge about existing approaches to artifact design. Students should be capable of reflecting on and, if necessary, modifying the plan to accommodate end goals.
Students at all grade levels should develop artifacts in response to a task or a computational problem. At the earliest grade levels, students should be able to choose from a set of given commands to create simple animated stories or solve pre-existing problems. Younger students should focus on artifacts of personal importance. As they progress, student expressions should become more complex and of increasingly broader significance. Eventually, students should engage in independent, systematic use of design processes to create artifacts that solve problems with social significance by seeking input from broad audiences.
At all grade levels, students should be able to examine existing artifacts to understand what they do. As they progress, students should attempt to use existing solutions to accomplish a desired goal. For example, students could attach a programmable light sensor to a physical artifact they have created to make it respond to light. Later on, they should modify or remix parts of existing programs to develop something new or to add more advanced features and complexity. For example, students could modify prewritten code from a single-player game to create a two-player game with slightly different rules.
Practice 6. Testing and Refining Computational Artifacts
At any grade level, students should be able to compare results to intended outcomes. Young students should verify whether given criteria and constraints have been met. As students progress, they should test computational artifacts by considering potential errors, such as what will happen if a user enters invalid input. Eventually, testing should become a deliberate process that is more iterative, systematic, and proactive. Older students should be able to anticipate errors and use that knowledge to drive development. For example, students can test their program with inputs associated with all potential scenarios.
At any grade level, students should be able to identify and fix errors in programs (debugging) and use strategies to solve problems with computing systems (troubleshooting). Young students could use trial and error to fix simple errors. For example, a student may try reordering the sequence of commands in a program. In a hardware context, students could try to fix a device by resetting it or checking whether it is connected to a network. As students progress, they should become more adept at debugging programs and begin to consider logic errors: cases in which a program works, but not as desired. In this way, students will examine and correct their own thinking. For example, they might step through their program, line by line, to identify a loop that does not terminate as expected. Eventually, older students should progress to using more complex strategies for identifying and fixing errors, such as printing the value of a counter variable while a loop is running to determine how many times the loop runs.
After students have gained experience testing (P6.2), debugging, and revising (P6.1), they should begin to evaluate and refine their computational artifacts. As students progress, the process of evaluation and refinement should focus on improving performance and reliability. For example, students could observe a robot in a variety of lighting conditions to determine that a light sensor should be less sensitive. Later on, evaluation and refinement should become an iterative process that also encompasses making artifacts more usable and accessible (P1.2). For example, students can incorporate feedback from a variety of end users to help guide the size and placement of menus and buttons in a user interface.
Practice 7. Communicating About Computing
At any grade level, students should be able to refer to data when communicating an idea. Early on, students should, with guidance, present basic data through the use of visual representations, such as storyboards, flowcharts, and graphs. As students progress, they should work with larger data sets and organize the data in those larger sets to make interpreting and communicating it to others easier, such as through the creation of basic data representations. Eventually, students should be able to select relevant data from large or complex data sets in support of a claim or to communicate the information in a more sophisticated manner.
At any grade level, students should be able to talk about choices they make while designing a computational artifact. Early on, they should use language that articulates what they are doing and identifies devices and concepts they are using with correct terminology (e.g., program, input, and debug). Younger students should identify the goals and expected outcomes of their solutions. Along the way, students should provide documentation for end users that explains their artifacts and how they function, and they should both give and receive feedback. For example, students could provide a project overview and ask for input from users. As students progress, they should incorporate clear comments in their product and document their process using text, graphics, presentations, and demonstrations.
All students should be able to explain the concepts of ownership and sharing. Early on, students should apply these concepts to computational ideas and creations. They should identify instances of remixing, when ideas are borrowed and iterated upon, and give proper attribution. They should also recognize the contributions of collaborators. Eventually, students should consider common licenses that place limitations or restrictions on the use of computational artifacts. For example, a downloaded image may have restrictions that prohibit modification of an image or using it for commercial purposes.
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.
Hardware and Software
Networks and the Internet
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.
Network Communication and Organization
Data and Analysis
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.
Visualization and Transformation
Inference and Models
Algorithms and Programming
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.
Impacts of Computing
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.
Safety, Law, and Ethics
No concepts selected.