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New Hampshire 3A Framework

Standards

Standard Description
3A-AP-13 Create prototypes that use algorithms to solve computational problems by leveraging prior student knowledge and personal interests. Lessons
3A-AP-14 Use lists to simplify solutions, generalizing computational problems instead of repeatedly using simple variables. Lessons
3A-AP-15 Justify the selection of specific control structures when tradeoffs involve implementation, readability, and program performance, and explain the benefits and drawbacks of choices made. Lessons
3A-AP-16 Design and iteratively develop computational artifacts for practical intent, personal expression, or to address a societal issue by using events to initiate instructions. Lessons
3A-AP-17 Decompose problems into smaller components through systematic analysis, using constructs such as procedures, modules, and/or objects. Lessons
3A-AP-18 Create artifacts by using procedures within a program, combinations of data and procedures, or independent but interrelated programs. Lessons
3A-AP-19 Systematically design and develop programs for broad audiences by incorporating feedback from users. Lessons
3A-AP-20 Evaluate licenses that limit or restrict use of computational artifacts when using resources such as libraries. Lessons
3A-AP-21 Evaluate and refine computational artifacts to make them more usable and accessible. Lessons
3A-AP-22 Design and develop computational artifacts working in team roles using collaborative tools. Lessons
3A-AP-23 Document design decisions using text, graphics, presentations, and/or demonstrations in the development of complex programs. Lessons
3A-CS-01 Explain how abstractions hide the underlying implementation details of computing systems embedded in everyday objects. Lessons
3A-CS-02 Compare levels of abstraction and interactions between application software, system software, and hardware layers. Lessons
3A-CS-03 Develop guidelines that convey systematic troubleshooting strategies that others can use to identify and fix errors. Lessons
3A-DA-09 Translate between different bit representations of real-world phenomena, such as characters, numbers, and images. Lessons
3A-DA-10 Evaluate the tradeoffs in how data elements are organized and where data is stored. Lessons
3A-DA-11 Create interactive data visualizations using software tools to help others better understand real-world phenomena. Lessons
3A-DA-12 Create computational models that represent the relationships among different elements of data collected from a phenomenon or process. Lessons
3A-IC-24 Evaluate the ways computing impacts personal, ethical, social, economic, and cultural practices. Lessons
3A-IC-25 Test and refine computational artifacts to reduce bias and equity deficits. Lessons
3A-IC-26 Demonstrate ways a given algorithm applies to problems across disciplines. Lessons
3A-IC-27 Use tools and methods for collaboration on a project to increase connectivity of people in different cultures and career fields. Lessons
3A-IC-28 Explain the beneficial and harmful effects that intellectual property laws can have on innovation. Lessons
3A-IC-29 Explain the privacy concerns related to the collection and generation of data through automated processes that may not be evident to users. Lessons
3A-IC-30 Evaluate the social and economic implications of privacy in the context of safety, law, or ethics. Lessons
3A-NI-04 Evaluate the scalability and reliability of networks, by describing the relationship between routers, switches, servers, topology, and addressing. Lessons
3A-NI-05 Give examples to illustrate how sensitive data can be affected by malware and other attacks. Lessons
3A-NI-06 Recommend security measures to address various scenarios based on factors such as efficiency, feasibility, and ethical impacts. Lessons
3A-NI-07 Compare various security measures, considering tradeoffs between the usability and security of a computing system. Lessons
3A-NI-08 Explain tradeoffs when selecting and implementing cybersecurity recommendations. Lessons