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Standards Mapping

for Praxis 5652

249

Standards in this Framework

143

Standards Mapped

57%

Mapped to Course

Standard Lessons
I.A.1
Understand computing as a way of expressing creativity, solving problems, enabling communication, and fostering innovation in a variety of fields and careers
I.A.1.a
recognize that computers can be used to showcase creativity
I.A.1.b
recognize the benefits of using computers to solve problems
  1. 2.4 Arithmetic Expressions
I.A.1.c
provide examples of how computers enable communication and collaboration
I.A.1.d
provide examples of how computers foster innovation
I.A.2
Know the obstacles to equal access to computing among different groups and the impact of those obstacles
  1. 4.18 Ethical and Social Implications of Computing
I.A.2.a
identify obstacles to equal access to computing among different groups (e.g., groups defined by gender, socioeconomic status, disability/accessibility needs) and the impact of those obstacles
I.A.2.b
identify factors that contribute to the digital divide
I.A.2.c
match obstacles to equal access with effective solutions
I.A.3
Understand beneficial and harmful effects of computing innovations and the trade-offs between them
  1. 4.18 Ethical and Social Implications of Computing
I.A.3.a
analyze computing innovations in terms of their social, economic, and cultural impacts, both beneficial and harmful
  1. 4.18 Ethical and Social Implications of Computing
I.A.3.b
identify trade-offs between beneficial and harmful effects of computer innovations
  1. 4.18 Ethical and Social Implications of Computing
I.B.1
Know different methods of protecting intellectual property rights and the trade-offs between them in a variety of contexts (e.g., Creative Commons, open source, copyright)
I.B.1.a
using correct vocabulary, describe how different methods of protecting intellectual property rights work
I.B.1.b
given a context, identify appropriate methods of protecting intellectual property rights
I.B.1.c
identify and compare trade-offs between different methods of protecting intellectual property rights
I.B.2
Understand ethical and unethical computing practices and their social, economic, and cultural implications
  1. 4.18 Ethical and Social Implications of Computing
I.B.2.a
identify ethical and unethical computing practices in context
  1. 4.18 Ethical and Social Implications of Computing
I.B.2.b
describe the social, economic, and cultural implications of ethical and unethical computing practices
  1. 4.18 Ethical and Social Implications of Computing
I.B.2.c
identify the conditions under which a given computing practice is ethical or legal
  1. 4.18 Ethical and Social Implications of Computing
  2. 5.13 Ethical Issues Around Data Collection
I.B.3
Know privacy and security issues regarding the acquisition, use, and disclosure of information in a digital world
  1. 5.13 Ethical Issues Around Data Collection
I.B.3.a
using correct vocabulary, describe privacy and security issues
  1. 5.13 Ethical Issues Around Data Collection
I.B.3.b
using correct vocabulary, describe privacy and security issues
  1. 5.13 Ethical Issues Around Data Collection
I.B.3.c
describe trade-offs between local and cloud-based data storage
I.B.3.d
identify methods that digital services use to collect information about users
  1. 5.13 Ethical Issues Around Data Collection
II.A.1
Understand abstraction as a foundation of computer science
  1. 4.3 Using a Class as a Client
  2. 4.14 Class Design and Abstract Classes
II.A.1.a
identify, create, or complete the correct ordering, from low to high, of an abstraction hierarchy
  1. 4.13 Inheritance
II.A.1.b
identify abstractions in context
  1. 4.3 Using a Class as a Client
II.A.1.c
identify details that can be removed from a solution in order to generalize it
  1. 4.7 Class Methods and Class Variables
  2. 4.9 Method Overloading
II.A.2
Know how to use pattern recognition, problem decomposition, and abstraction to develop an algorithm
  1. 8.1 What is an Algorithm?
II.A.2.a
given a table of values or other data source, identify the patterns in the data and identify algorithms that could produce the patterns
  1. 5.10 Traversing 2D Arrays
  2. 8.2 Linear Search
  3. 8.3 Binary Search
II.A.2.b
identify components that could be part of an algorithm to solve a problem
  1. 8.1 What is an Algorithm?
II.A.2.c
identify actions and actors when decomposing a problem
  1. 1.6 Top Down Design and Decomposition in Karel
II.A.2.d
identify appropriate decomposition strategies
  1. 1.6 Top Down Design and Decomposition in Karel
II.A.3
Understand number base conversion and binary, decimal, and hexadecimal number systems
  1. 5.12 Binary
II.A.3.a
convert between number bases
  1. 5.12 Binary
II.A.3.b
analyze and compare representations of numbers in different bases
  1. 5.12 Binary
II.A.4
Understand how to develop and analyze algorithms expressed in multiple formats (e.g., natural language, flowcharts, pseudocode)
  1. 1.6 Top Down Design and Decomposition in Karel
II.A.4.a
interpret diagrams that describe algorithms, given an explanation of the symbols used
II.A.4.b
compare algorithms written in multiple formats
  1. 8.8 Informal Code Analysis
II.A.4.c
trace and analyze algorithms written in different formats
  1. 8.8 Informal Code Analysis
II.A.4.d
identify correct sequencing of steps in an algorithm and errors in sequencing
  1. 2.13 Short-Circuit Evaluation
  2. 8.8 Informal Code Analysis
II.B.1
Be familiar with the limitations of computing in terms of time, space, and solvability as well as with the use of heuristic solutions that can address these limitations
II.B.1.a
identify and compare algorithms that are linear, quadratic, exponential, or logarithmic
  1. 8.2 Linear Search
  2. 8.4 Selection Sort
II.B.1.b
recognize the existence of problems that cannot be solved by a computer
II.B.1.c
in context, identify factors that prevent a problem from being solvable
II.B.1.d
identify situations where heuristic solutions are useful
II.B.1.e
in context, identify space and time limitations of computational solutions to problems
  1. 5.12 Binary
II.B.2
Understand searching and sorting algorithms; can analyze sorting algorithms for correctness and can analyze searching algorithms for correctness and efficiency
  1. 8.2 Linear Search
  2. 8.3 Binary Search
  3. 8.4 Selection Sort
  4. 8.5 Insertion Sort
II.B.2.a
trace algorithms and predict output and intermediate results
  1. 8.8 Informal Code Analysis
II.B.2.b
calculate the number of comparisons required for linear and binary search algorithms
  1. 8.2 Linear Search
  2. 8.3 Binary Search
II.B.3
Understand simple recursive algorithms (e.g., n factorial, sum of first n integers)
  1. 8.6 Advanced: Recursion
II.B.3.a
trace simple recursive algorithms
  1. 8.6 Advanced: Recursion
II.B.3.b
provide missing steps in incomplete simple recursive algorithms
  1. 8.6 Advanced: Recursion
II.B.3.c
identify parts of a recursive algorithm (e.g., base or stopping condition, recursive call)
  1. 8.6 Advanced: Recursion
II.B.3.d
identify errors in simple recursive algorithms
  1. 8.6 Advanced: Recursion
II.B.3.e
identify an iterative algorithm that is equivalent to a recursive algorithm
  1. 8.6 Advanced: Recursion
II.B.4
Be familiar with the use of randomization in computing
  1. 4.7 Class Methods and Class Variables
II.B.4.a
identify appropriate uses of randomization in a variety of applications
  1. 4.7 Class Methods and Class Variables
II.B.4.b
identify the difference between random and pseudorandom numbers
  1. 4.7 Class Methods and Class Variables
III.A.1
Understand how to write and modify computer programs in a text-based programming language
  1. 2.1 Printing in Java
  2. 2.2 Variables and Types
  3. 2.3 User Input
III.A.1.a
describe what a program does or be able to choose the code segment that correctly implements a given intended purpose
  1. 1.7 Commenting Your Code
  2. 1.14 More Karel Examples and Testing
III.A.1.b
identify missing code in a code segment with a stated intended purpose
  1. 1.14 More Karel Examples and Testing
III.A.1.c
place statements in appropriate order to create a correct program
  1. 1.6 Top Down Design and Decomposition in Karel
  2. 8.8 Informal Code Analysis
III.A.1.d
identify how changing one part of a code segment will affect the output
  1. 8.8 Informal Code Analysis
III.A.2
Understand how to analyze computer programs in terms of correctness
  1. 1.14 More Karel Examples and Testing
  2. 8.8 Informal Code Analysis
III.A.2.a
trace code and indicate the output printed or the value of variables after code segment execution
  1. 2.13 Short-Circuit Evaluation
  2. 8.8 Informal Code Analysis
III.A.2.b
indicate the inputs that produce given outputs for a code segment
  1. 1.7 Commenting Your Code
III.A.2.c
describe what a program does or choose the code segment that correctly implements a given intended purpose
  1. 1.7 Commenting Your Code
III.A.2.d
identify valid preconditions and postconditions
  1. 1.7 Commenting Your Code
III.A.2.e
compare two code segments or algorithm
  1. 8.2 Linear Search
  2. 8.3 Binary Search
III.A.2.f
identify the type of error produced by a code segment (i.e., syntax, runtime, compile-time, overflow, round-off, logic)
  1. 3.7 Exceptions
III.A.2.g
identify errors in incorrect code and changes that can be made to correct them
  1. 3.7 Exceptions
III.A.3
Know the concepts of extensibility, modifiability, and reusability
  1. 3.1 Java Methods
  2. 4.4 Writing Classes
  3. 4.5 Writing Classes and Instance Methods
  4. 4.13 Inheritance
III.A.3.a
identify the meaning of the terms
  1. 3.1 Java Methods
  2. 4.4 Writing Classes
  3. 4.13 Inheritance
III.A.3.b
identify functionally equivalent statements or code segments that differ in one of these three ways
  1. 3.2 Methods and Parameters
  2. 3.3 Methods and Return Values
III.A.3.c
identify situations where the use of constants or variables would be preferred over hard-coded values
  1. 2.2 Variables and Types
III.A.3.d
identify opportunities for parameterization
  1. 3.2 Methods and Parameters
III.A.3.e
choose code that improves on given code by making it more extensible, modifiable, or reusable
  1. 4.13 Inheritance
  2. 4.15 Polymorphism
III.A.3.f
identify changes that would improve a given code segment
  1. 4.14 Class Design and Abstract Classes
  2. 8.8 Informal Code Analysis
III.A.4
Understand the three basic constructs used in programming: sequence, selection, and iteration
  1. 2.8 Comparison Operators
  2. 2.9 For Loops
  3. 2.11 If Statements
  4. 2.12 Loop-and-a-Half
III.A.4.a
trace code and indicate the output printed or the value of variables after code segment execution
  1. 4.10 Local Variables and Scope
  2. 8.8 Informal Code Analysis
III.A.4.b
indicate inputs that produce given outputs for a code segment
  1. 4.10 Local Variables and Scope
  2. 8.8 Informal Code Analysis
III.A.4.c
describe what a program does or choose the code segment that correctly implements a given intended purpose
  1. 1.7 Commenting Your Code
  2. 1.11 If Statements
III.A.4.d
identify missing code in a code segment with a stated intended purpose
  1. 1.14 More Karel Examples and Testing
III.A.4.e
identify equivalent statements or code segments
  1. 8.8 Informal Code Analysis
III.A.4.f
identify the three constructs when used in code
  1. 2.8 Comparison Operators
  2. 2.10 While Loops
  3. 2.11 If Statements
III.A.4.g
identify which of the constructs are needed to implement given functionality
  1. 10.1 Final Project
III.A.4.h
convert code that does not use iteration to equivalent code that uses iteration
  1. 2.9 For Loops
III.A.5
Understand how to use standard operators (i.e., assignment, arithmetic, relational, logical) and operator precedence to write programs
  1. 2.2 Variables and Types
  2. 2.4 Arithmetic Expressions
  3. 2.7 Logical Operators
  4. 2.8 Comparison Operators
III.A.5.a
trace code and indicate the output displayed or the value of variables after code segment execution
  1. 4.10 Local Variables and Scope
III.A.5.b
indicate inputs that produce given outputs for a code segment
  1. 4.10 Local Variables and Scope
  2. 8.8 Informal Code Analysis
III.A.5.c
describe what a program does or choose the code segment that correctly implements a stated intended purpose
  1. 1.7 Commenting Your Code
III.A.5.d
identify missing code in a code segment with a stated intended purpose
III.A.5.e
identify equivalent statements or code segments
  1. 2.10 While Loops
  2. 8.8 Informal Code Analysis
III.A.5.f
place statements in appropriate order to create a correct program
  1. 2.12 Loop-and-a-Half
  2. 2.13 Short-Circuit Evaluation
III.A.5.g
use Boolean algebra to identify equivalent Boolean expressions
  1. 2.14 De Morgan's Laws
III.A.5.h
write a Boolean expression equivalent to given code, or identify code equivalent to a given Boolean expression or English description
  1. 2.14 De Morgan's Laws
III.A.5.i
identify the correct implementation of a given formula, including formulas with fractions
  1. 2.4 Arithmetic Expressions
III.A.5.j
evaluate expressions that include arithmetic operations
  1. 2.4 Arithmetic Expressions
III.A.6
Understand how to use variables and a variety of data types
  1. 2.2 Variables and Types
III.A.6.a
identify variables and data types (e.g., integers, floating point, string, Booleans, arrays/lists)
  1. 2.2 Variables and Types
  2. 5.1 What are Data Structures?
III.A.6.b
identify the need for type conversion
  1. 2.5 Casting
III.A.6.c
trace code and indicate the output printed or the value of variables after code segment execution
  1. 2.12 Loop-and-a-Half
  2. 8.8 Informal Code Analysis
III.A.6.d
indicate the inputs that produce given outputs for a code segment
  1. 2.12 Loop-and-a-Half
  2. 4.10 Local Variables and Scope
III.A.6.e
describe what a program does or choose the code segment that correctly implements a stated intended purpose
  1. 1.7 Commenting Your Code
III.A.6.f
identify missing code in a code segment with a stated intended purpose
III.A.6.g
identify equivalent statements or code segment
  1. 2.10 While Loops
  2. 2.14 De Morgan's Laws
  3. 8.8 Informal Code Analysis
III.A.6.h
place statements in appropriate order to create a correct program
  1. 2.11 If Statements
  2. 2.12 Loop-and-a-Half
III.A.6.i
describe the difference between integer and floating point numeric data types
  1. 2.2 Variables and Types
  2. 2.4 Arithmetic Expressions
III.A.6.j
describe the difference between integer and floating point division
  1. 2.4 Arithmetic Expressions
III.A.6.k
describe the benefits of the use of each data type
  1. 2.2 Variables and Types
III.A.6.l
distinguish between global and local scope
  1. 4.10 Local Variables and Scope
III.A.6.m
identify the most appropriate data type in a given context
  1. 2.2 Variables and Types
III.A.6.n
identify the correct sequence of string operations to produce a given output
  1. 3.5 Strings Methods
III.B.1
Understand how to write and call procedures with parameters and return values
  1. 3.2 Methods and Parameters
  2. 3.3 Methods and Return Values
III.B.1.a
trace code and indicate the output printed or the value of variables after code segment execution
  1. 4.10 Local Variables and Scope
  2. 8.8 Informal Code Analysis
III.B.1.b
indicate inputs that produce given outputs for a code segment
  1. 4.10 Local Variables and Scope
III.B.1.c
describe what a program does or choose the code segment that correctly implements a stated intended purpose
  1. 1.7 Commenting Your Code
III.B.1.d
identify missing code in a code segment with a stated intended purpose
III.B.1.e
identify equivalent statements or code segments
  1. 2.10 While Loops
  2. 2.14 De Morgan's Laws
  3. 8.8 Informal Code Analysis
III.B.1.f
place statements in appropriate order to create a correct program
  1. 2.11 If Statements
  2. 2.12 Loop-and-a-Half
  3. 2.13 Short-Circuit Evaluation
III.B.1.g
trace code when references to objects and arrays are passed to procedures
  1. 5.3 Using Arrays
  2. 5.5 ArrayList Methods
  3. 5.10 Traversing 2D Arrays
III.B.1.h
trace code that includes nested procedure calls
  1. 2.10 While Loops
  2. 5.10 Traversing 2D Arrays
III.B.10
Be familiar with the features and capabilities of integrated development environments (IDEs)
  1. 2.1 Printing in Java
  2. 13.1 Java Outside of CodeHS
III.B.10.a
identify components of IDEs
  1. 13.1 Java Outside of CodeHS
III.B.10.b
identify benefits and drawbacks of using IDEs
  1. 13.1 Java Outside of CodeHS
III.B.10.c
identify the costs and benefits of context editors
  1. 13.1 Java Outside of CodeHS
III.B.11
Be familiar with the differences between low- and high-level programming languages
III.B.11.a
identify characteristics of low- and high-level languages
III.B.12
Be familiar with different programming paradigms
III.B.12.a
identify the terminology of procedural programming
  1. 1.3 Java Programs and the Run Method
III.B.12.b
identify the terminology of object-oriented programming
  1. 4.1 Introduction to Classes and Objects
  2. 4.2 Classes vs. Objects
  3. 4.4 Writing Classes
III.B.12.c
compare programming paradigms
III.B.13
Know object-oriented programming concepts
  1. 4.1 Introduction to Classes and Objects
  2. 4.2 Classes vs. Objects
  3. 4.7 Class Methods and Class Variables
III.B.13.a
identify classes, instance variables, and methods given a diagram
  1. 4.1 Introduction to Classes and Objects
  2. 4.2 Classes vs. Objects
  3. 4.5 Writing Classes and Instance Methods
III.B.13.b
identify the benefits of inheritance and encapsulation
  1. 4.13 Inheritance
III.B.13.c
identify distinctions between overloading and overriding
  1. 4.9 Method Overloading
  2. 4.14 Class Design and Abstract Classes
  3. 4.15 Polymorphism
III.B.14
Be familiar with program compilation and program interpretation
  1. 4.15 Polymorphism
III.B.14.a
identify differences between compilation and interpretation
  1. 4.15 Polymorphism
III.B.14.b
identify differences between source code and object code
III.B.2
Know the concepts of event-driven programs that respond to external events (e.g., sensors, messages, clicks)
  1. 2.3 User Input
III.B.2.a
trace code and indicate the output printed or the value of variables after code segment execution
  1. 2.3 User Input
III.B.2.b
indicate inputs that produce given outputs for a code segment
  1. 2.3 User Input
III.B.2.c
describe what a program does or choose the code segment that correctly implements a stated intended purpose
  1. 2.3 User Input
III.B.2.d
identify missing code in a code segment with a stated intended purpose
III.B.2.e
identify possible errors due to asynchronous events
III.B.2.f
identify aspects of concurrency in event-driven programming
III.B.3
Be familiar with usability and user experience (e.g., ease of use and accessibility)
III.B.3.a
identify code that improves on given code in terms of usability or user experience
  1. 3.7 Exceptions
III.B.3.b
identify meaningful error messages
  1. 3.7 Exceptions
III.B.3.c
identify features that improve accessibility
III.B.4
Be familiar with dictionaries/maps, stacks, and queues
  1. 5.11 HashMaps
III.B.4.a
identify a data structure based on a description of behavior or appropriate use
  1. 5.1 What are Data Structures?
  2. 5.6 Arrays vs ArrayLists
III.B.4.b
given goals, constraints, or context, identify the most appropriate data structure
  1. 5.1 What are Data Structures?
  2. 5.6 Arrays vs ArrayLists
III.B.4.c
trace code that uses a particular data structure
  1. 5.4 Enhanced For Loops
  2. 5.5 ArrayList Methods
  3. 5.9 2D Arrays (Matrices or Grids)
III.B.5
Understand how to use debugging techniques and appropriate test cases
  1. 1.14 More Karel Examples and Testing
III.B.5.a
identify which test cases are most useful for given code
  1. 1.14 More Karel Examples and Testing
III.B.5.b
differentiate between different types of errors (e.g., overflow, round-off, syntax, runtime, compile-time, logic)
III.B.5.c
describe useful debugging techniques (e.g., where to put print statements)
  1. 1.14 More Karel Examples and Testing
III.B.5.d
differentiate between empirical testing and proof
III.B.5.e
identify errors in code and solutions to those errors
III.B.6
Be familiar with characteristics of well-documented computer programs that are usable, readable, and modular
  1. 1.7 Commenting Your Code
III.B.6.a
identify characteristics of good documentation
  1. 1.7 Commenting Your Code
III.B.6.b
identify good and poor documentation practices in context
  1. 1.7 Commenting Your Code
III.B.7
Be familiar with techniques to obtain and use feedback to produce high-quality code (e.g., code reviews, peer feedback, end user feedback)
III.B.7.a
identify situations in which each of the three listed techniques are useful
III.B.8
Know how to use libraries and APIs
  1. 4.3 Using a Class as a Client
III.B.8.a
identify correct call(s) and use of return values given an A P I definition
  1. 4.3 Using a Class as a Client
III.B.8.b
identify reasons to use or not use libraries in place of writing original code
  1. 4.3 Using a Class as a Client
III.B.8.c
identify applications (e.g., math libraries, random number generation) that use APIs
  1. 4.3 Using a Class as a Client
III.B.9
Understand programming techniques to validate correct input and detect incorrect input
  1. 3.7 Exceptions
III.B.9.a
identify effective input data validation strategies
  1. 3.7 Exceptions
III.B.9.b
compare data validation (proper range and format) and data verification (e.g., password verification)
III.B.9.c
identify improvements to code for which data validation is required
IV.A.1
Understand bits as the universal medium for expressing digital information
  1. 5.12 Binary
IV.A.1.a
perform calculations, using bits and bytes
  1. 5.12 Binary
IV.A.1.b
determine the number of bits and bytes required to store a given amount of data
  1. 5.12 Binary
IV.A.1.c
given the description of an encoding scheme, encode or decode data
  1. 5.12 Binary
IV.A.1.d
describe lossy and lossless data compression
IV.A.1.e
explain why binary numbers are fundamental to the operation of computer systems
  1. 5.12 Binary
IV.A.2
Be familiar with concepts of data encryption and decryption
IV.A.2.a
distinguish between encoding and encryption
IV.A.2.b
identify trade-offs in the use of data encryption
IV.A.3
Know how to use computational tools, including spreadsheets, to analyze data in order to discover, explain, and visualize patterns, connections, and trends
IV.A.3.a
transform data to make it more useful
IV.A.3.b
identify specific data or characteristics of specific data that need to be removed or modified before an entire data set can be used
IV.A.3.c
describe the use of spreadsheet operations (e.g., formulas, filters, sorts, charts, graphs) to analyze and visualize data
IV.B.1
Be familiar with the use of computing in simulation and modeling
IV.B.1.a
describe questions that can be answered with a given simulation, or explain what data and process are required in a simulation in order to answer a given question
IV.B.1.b
trace code in a simulation context
IV.B.1.c
identify missing code in a simulation context
IV.B.1.d
identify the impact of changes to simulations (e.g., more or fewer variables, more or less data)
IV.B.1.e
identify applications of simulation and modeling
IV.B.2
Be familiar with methods to store, manage, and manipulate data
IV.B.2.a
use terminology and concepts of files and databases
IV.B.2.b
identify measures of file size (e.g., byte, kilo, mega, giga, tera, peta)
IV.B.2.c
identify issues connected with the storage requirements of computing applications, including scale, redundancy, and backup
IV.B.3
Be familiar with a variety of computational methods for data collection, aggregation, and generation
IV.B.3.a
identify the benefits of working with publicly available data sets
IV.B.3.b
identify the types of data generated by surveys and sensors
IV.B.3.c
identify examples of crowdsourcing and citizen science
IV.B.3.d
identify appropriate data-collection methods for a given context and purpose
V.A.1
Know that operating systems are programs that control and coordinate interactions between hardware and software components
V.A.1.a
identify hardware components and their functions
V.A.1.b
identify software components and their functions
V.A.1.c
identify common operating systems tasks
V.A.1.d
identify resource issues that have an impact on functionality
V.A.2
Be familiar with computing systems embedded in everyday objects (e.g., Internet of Things [IoT], ATMs, medical devices)
V.A.2.a
describe what an embedded system is
V.A.2.b
define what the IoT is and how it is used
V.A.2.c
describe how sensors are used in embedded systems
V.A.3
Know the capabilities, features, and uses of different types of computing systems (e.g., desktop, mobile, cluster)
V.A.3.a
identify capabilities, features, and uses for each type of computer system
V.A.3.b
identify criteria to evaluate and compare computing systems
V.A.4
Be familiar with computers as layers of abstraction from hardware (e.g., logic gates, chips) to software (e.g., system software, applications)
V.A.4.a
identify appropriate abstraction layers for hardware and software components
V.A.5
Be familiar with the steps required to execute a computer program (fetch-decode-execute cycles)
V.A.5.a
describe what happens during fetch, decode, and execute, including the order of the steps in the cycle
V.A.6
Be familiar with trade-offs between local, network, and cloud computing and storage
V.A.6.a
identify advantages and disadvantages in terms of performance, cost, security, reliability, and collaboration
V.A.6.b
identify means of storing binary data
V.A.7
Be familiar with communication between devices
V.A.7.a
identify and compare wireless communication systems
V.A.7.b
identify and compare wired communication systems
V.A.7.c
identify and compare network types
V.B.1
Know components of networks
V.B.1.a
identify network hardware devices and their functions
V.B.1.b
describe possible abstraction models of networks
V.B.2
Be familiar with factors that have an impact on network functionality
V.B.2.a
define basic terminology (e.g., bandwidth, load, latency)
V.B.2.b
estimate necessary bandwidth and data size for a given situation
V.B.2.c
identify critical resources for a given situation
V.B.3
Be familiar with how Internet and Web protocols work
V.B.3.a
describe the purpose of protocols and identify common Internet and Web protocols
V.B.3.b
compare IPv4 and IPv6
V.B.3.c
identify and describe the basic parts of a U R L (e.g., protocol, subdomain, domain name, port, path)
V.B.3.d
describe the hierarchical structure of names in the domain name system (DNS)
V.B.3.e
describe the purpose and function of I P addressing
V.B.3.f
identify how Internet protocols address reliability, redundancy, and error handling
V.B.4
Be familiar with digital and physical strategies for maintaining security
V.B.4.a
identify characteristics of strong passwords (e.g., length, bits per character)
V.B.4.b
identify digital and physical security strategies
V.B.4.c
identify trade-offs in the use of security measures (e.g., encryption, decryption, digital signatures and certificates)
V.B.5
Be familiar with concepts of cybersecurity
V.B.5.a
identify and define the five pillars of cybersecurity: confidentiality, integrity, availability, nonrepudiation, and authentication
V.B.6
Be familiar with the components that make up the Web (e.g., HTTP, HTML, browsers, servers, clients)
V.B.6.a
identify the uses of markup languages
V.B.6.b
identify the purposes of browsers, servers, and clients