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Standards Framework

for South Carolina Computer Programming 2 with Python

20

Standards in this Framework

Standard Description
C.1 Demonstrate proficiency and skills associated with the use of technologies that are common to a specific occupation.
C.2 Identify proper netiquette when using e-mail, social media, and other technologies for communication purposes.
C.3 Identify potential abuse and unethical uses of laptops, tablets, computers, and/or networks.
C.4 Explain the consequences of social, illegal, and unethical uses of technology (e.g., piracy; illegal downloading; cyberbullying; licensing infringement; inappropriate uses of software, hardware, and mobile devices in the work environment).
C.6 Describe ethical and legal practices of safeguarding the confidentiality of business-related information.
C.7 Describe possible threats to a laptop, tablet, computer, and/or network and methods of avoiding attacks.
E.5 Demonstrates information literacy skills.
E.6 Demonstrates information security skills.
E.7 Demonstrates information technology skills.
E.8 Demonstrates knowledge and use of job-specific tools and technologies.
E.11 Demonstrates reading and writing skills.
F.1 Evaluate how sensitive data can be affected by malware and other attacks (e.g., denial-ofservice attacks, ransomware, viruses, worms, spyware, phishing) (CSTA, 2017).
G.2.1 Compare and contrast the various data collection methods, data analysis tools, and data representation tools.
G.2.3 Compare and contrast the various data collection methods, data analysis tools, and data representation tools.
G.2.4 Determine when data structures (e.g., lists, arrays, tuples, stacks, queues, structures) are more appropriate than simple data types, and incorporate them into programs.
G.2.5 Create and modify data structures (e.g., lists, arrays, tuples, stacks, queues, structures) are more appropriate than simple data types, and incorporate them into programs.
G.3.2 Build a complex solution to a problem that incorporates reusable code (e.g., student created, application programming interfaces (APIs), libraries).
G.3.4 Implement and modify built-in classes.
G.3.5 Create and use user-defined classes.
G.3.6 Instantiate and use objects from user-defined classes.