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IB CS Option D Standards - SL Standards Mapping

to

IB Computer Science Standard Level

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
  2. 12.1 Introduction to Classes and Objects
  3. 12.2 Classes vs. Objects
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)
  3. 12.1 Introduction to Classes and Objects
  4. 12.2 Classes vs. Objects
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
  3. 12.5 Writing Classes and Instance Methods
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
  4. 12.5 Writing Classes and Instance Methods
  5. 12.7 Class Methods and Class Variables
D.1.7 Outline the need to reduce dependencies between objects in a given problem.
  1. 11.1 Writing Classes
  2. 11.2 Constructors
  3. 12.14 Class Design and Abstract Classes
D.1.8 Construct related objects for a given problem.
  1. 11.1 Writing Classes
  2. 11.2 Constructors
  3. 11.6 Writing Methods
  4. 12.14 Class Design and Abstract Classes
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. 12.14 Class Design and Abstract Classes
  2. 16.2 Writing Constructors for Subclasses
D.2.2 Define the term inheritance.
  1. 12.13 Inheritance
  2. 16.1 Inheritance
D.2.3 Define the term polymorphism.
  1. 12.15 Polymorphism
  2. 16.6 Polymorphism
D.2.4 Explain the advantages of encapsulation.
  1. 5.4 Protocols and Standards
  2. 5.5 Private Networks
  3. 12.14 Class Design and Abstract Classes
D.2.5 Explain the advantages of inheritance.
  1. 12.13 Inheritance
  2. 16.1 Inheritance
D.2.6 Explain the advantages of polymorphism.
  1. 12.15 Polymorphism
  2. 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. 12.3 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. 12.3 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
  5. 12.1 Introduction to Classes and Objects
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
  5. 12.2 Classes vs. Objects
  6. 12.6 Getter and Setter Methods
D.3.3 Define the terms: private, protected, public, extends, static.
  1. 11.7 Static Variables and Methods
  2. 12.5 Writing Classes and Instance Methods
  3. 12.11 Key Terms for Classes
  4. 16.2 Writing Constructors for Subclasses
  5. 16.3 Overriding Methods
  6. 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