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Standards Mapping

for IB CS Option D Standards - SL

30

Standards in this Framework

30

Standards Mapped

100%

Mapped to Course

Standard Lessons
D.1.1
Outline the general nature of an object.
  1. 8.1 Objects: Instances of Classes
D.1.2
Distinguish between an object (definition, template or class) and instantiation.
  1. 8.1 Objects: Instances of Classes
  2. 8.2 Creating and Storing Objects (Instantiation)
D.1.3
Construct unified modelling language (UML) diagrams to represent object designs.
  1. 11.3 Documentation with Comments
D.1.4
Interpret UML diagrams.
  1. 11.3 Documentation with Comments
D.1.5
Describe the process of decomposition into several related objects.
  1. 11.1 Writing Classes
  2. 11.2 Constructors
D.1.6
Describe the relationships between objects for a given problem.
  1. 11.1 Writing Classes
  2. 11.2 Constructors
  3. 11.6 Writing Methods
D.1.7
Outline the need to reduce dependencies between objects in a given problem.
  1. 11.1 Writing Classes
  2. 11.2 Constructors
D.1.8
Construct related objects for a given problem.
  1. 11.1 Writing Classes
  2. 11.2 Constructors
  3. 11.6 Writing Methods
D.1.9
Explain the need for different data types to represent data items.
  1. 14.1 ArrayList
  2. 14.6 Sorting
D.1.10
Describe how data items can be passed to and from actions as parameters.
  1. 8.5 Calling a Void Method with Parameters
D.2.1
Define the term encapsulation.
  1. 16.2 Writing Constructors for Subclasses
D.2.2
Define the term inheritance.
  1. 16.1 Inheritance
D.2.3
Define the term polymorphism.
  1. 16.6 Polymorphism
D.2.4
Explain the advantages of encapsulation.
  1. 5.4 Protocols and Standards
  2. 5.5 Private Networks
D.2.5
Explain the advantages of inheritance.
  1. 16.1 Inheritance
D.2.6
Explain the advantages of polymorphism.
  1. 16.6 Polymorphism
D.2.7
Describe the advantages of libraries of objects.
  1. 8.8 String Methods
  2. 8.10 Using the Math Class
  3. 12.1 Using a Class as a Client
D.2.8
Describe the disadvantages of OOP.
  1. 8.10 Using the Math Class
D.2.9
Discuss the use of programming teams.
  1. 1.18 Uses of Programs
D.2.10
Explain the advantages of modularity in program development.
  1. 1.6 Top Down Design and Decomposition in Karel
  2. 12.1 Using a Class as a Client
D.3.1
Define the terms: class, identifier, primitive, instance variable, parameter variable, local variable.
  1. 7.2 Variables and Data Types
  2. 8.1 Objects: Instances of Classes
  3. 11.1 Writing Classes
  4. 11.7 Static Variables and Methods
D.3.2
Define the terms: method, accessor, mutator, constructor, signature, return value.
  1. 11.2 Constructors
  2. 11.4 Accessor Methods
  3. 11.5 Mutator Methods
  4. 11.6 Writing Methods
D.3.3
Define the terms: private, protected, public, extends, static.
  1. 11.7 Static Variables and Methods
  2. 16.2 Writing Constructors for Subclasses
  3. 16.3 Overriding Methods
  4. 16.5 Creating References Using Inheritance
D.3.4
Describe the uses of the primitive data types and the reference class string.
  1. 7.2 Variables and Data Types
  2. 8.7 String Objects
D.3.5
Construct code to implement assessment statements D.3.1–D.3.4.
  1. 7.3 Expressions and Assignment Statements
D.3.6
Construct code examples related to selection statements.
  1. 9.2 if Statements and Control Flow
  2. 9.3 if-else Statements
  3. 9.4 else if Statements
D.3.7
Construct code examples related to repetition statements.
  1. 10.1 Iteration
  2. 10.2 For Loops
D.3.8
Construct code examples related to static arrays.
  1. 13.1 Array
  2. 13.4 Developing Algorithms Using Arrays
D.3.9
Discuss the features of modern programming languages that enable internationalization.
  1. 1.1 Introduction to Programming With Karel
D.3.10
Discuss the ethical and moral obligations of programmers.
  1. 14.7 Ethical Issues Around Data Collection