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Standards Mapping

for Praxis 5652

249

Standards in this Framework

147

Standards Mapped

59%

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
  1. 1.1 Welcome to AP CSP
I.A.1.b
recognize the benefits of using computers to solve problems
  1. 1.1 Welcome to AP CSP
I.A.1.c
provide examples of how computers enable communication and collaboration
  1. 1.1 Welcome to AP CSP
  2. 12.9 The Impact of the Internet
I.A.1.d
provide examples of how computers foster innovation
  1. 1.1 Welcome to AP CSP
I.A.2
Know the obstacles to equal access to computing among different groups and the impact of those obstacles
  1. 12.9 The Impact of the Internet
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
  1. 12.9 The Impact of the Internet
I.A.2.b
identify factors that contribute to the digital divide
  1. 12.9 The Impact of the Internet
I.A.2.c
match obstacles to equal access with effective solutions
  1. 12.9 The Impact of the Internet
I.A.3
Understand beneficial and harmful effects of computing innovations and the trade-offs between them
  1. 1.1 Welcome to AP CSP
  2. 12.9 The Impact of the Internet
I.A.3.a
analyze computing innovations in terms of their social, economic, and cultural impacts, both beneficial and harmful
  1. 17.1 The Impacts of Computing
I.A.3.b
identify trade-offs between beneficial and harmful effects of computer innovations
  1. 12.9 The Impact of the Internet
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)
  1. 12.9 The Impact of the Internet
  2. 12.10 Creative Credit & Copyright
I.B.1.a
using correct vocabulary, describe how different methods of protecting intellectual property rights work
  1. 12.10 Creative Credit & Copyright
I.B.1.b
given a context, identify appropriate methods of protecting intellectual property rights
  1. 12.10 Creative Credit & Copyright
I.B.1.c
identify and compare trade-offs between different methods of protecting intellectual property rights
  1. 12.10 Creative Credit & Copyright
I.B.2
Understand ethical and unethical computing practices and their social, economic, and cultural implications
  1. 12.9 The Impact of the Internet
I.B.2.a
identify ethical and unethical computing practices in context
  1. 12.9 The Impact of the Internet
I.B.2.b
describe the social, economic, and cultural implications of ethical and unethical computing practices
  1. 12.9 The Impact of the Internet
I.B.2.c
identify the conditions under which a given computing practice is ethical or legal
  1. 12.9 The Impact of the Internet
I.B.3
Know privacy and security issues regarding the acquisition, use, and disclosure of information in a digital world
I.B.3.a
using correct vocabulary, describe privacy and security issues
I.B.3.b
using correct vocabulary, describe privacy and security issues
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. 15.3 Data Collection & Limitations
II.A.1
Understand abstraction as a foundation of computer science
  1. 1.9 Abstraction
  2. 1.10 Super Karel
  3. 5.7 JavaScript vs Karel
II.A.1.a
identify, create, or complete the correct ordering, from low to high, of an abstraction hierarchy
II.A.1.b
identify abstractions in context
  1. 1.10 Super Karel
II.A.1.c
identify details that can be removed from a solution in order to generalize it
  1. 1.10 Super Karel
II.A.2
Know how to use pattern recognition, problem decomposition, and abstraction to develop an algorithm
  1. 1.7 Top Down Design and Decomposition in Karel
  2. 1.10 Super Karel
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
II.A.2.b
identify components that could be part of an algorithm to solve a problem
  1. 1.7 Top Down Design and Decomposition in Karel
II.A.2.c
identify actions and actors when decomposing a problem
  1. 1.7 Top Down Design and Decomposition in Karel
II.A.2.d
identify appropriate decomposition strategies
  1. 1.7 Top Down Design and Decomposition in Karel
II.A.3
Understand number base conversion and binary, decimal, and hexadecimal number systems
  1. 8.2 Number Systems
  2. 8.3 Encoding Text with Binary
II.A.3.a
convert between number bases
  1. 8.2 Number Systems
  2. 8.5 Hexadecimal
II.A.3.b
analyze and compare representations of numbers in different bases
  1. 8.2 Number Systems
  2. 8.5 Hexadecimal
II.A.4
Understand how to develop and analyze algorithms expressed in multiple formats (e.g., natural language, flowcharts, pseudocode)
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
II.A.4.c
trace and analyze algorithms written in different formats
II.A.4.d
identify correct sequencing of steps in an algorithm and errors in sequencing
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
  1. 7.6 Finding an Element in a List
  2. 41.1 Cryptography
II.B.1.a
identify and compare algorithms that are linear, quadratic, exponential, or logarithmic
  1. 7.6 Finding an Element in a List
II.B.1.b
recognize the existence of problems that cannot be solved by a computer
  1. 7.6 Finding an Element in a List
  2. 41.1 Cryptography
II.B.1.c
in context, identify factors that prevent a problem from being solvable
  1. 41.1 Cryptography
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
II.B.2
Understand searching and sorting algorithms; can analyze sorting algorithms for correctness and can analyze searching algorithms for correctness and efficiency
II.B.2.a
trace algorithms and predict output and intermediate results
II.B.2.b
calculate the number of comparisons required for linear and binary search algorithms
II.B.3
Understand simple recursive algorithms (e.g., n factorial, sum of first n integers)
II.B.3.a
trace simple recursive algorithms
II.B.3.b
provide missing steps in incomplete simple recursive algorithms
II.B.3.c
identify parts of a recursive algorithm (e.g., base or stopping condition, recursive call)
II.B.3.d
identify errors in simple recursive algorithms
II.B.3.e
identify an iterative algorithm that is equivalent to a recursive algorithm
II.B.4
Be familiar with the use of randomization in computing
  1. 4.10 Random Numbers
II.B.4.a
identify appropriate uses of randomization in a variety of applications
  1. 4.10 Random Numbers
II.B.4.b
identify the difference between random and pseudorandom numbers
  1. 4.10 Random Numbers
III.A.1
Understand how to write and modify computer programs in a text-based programming language
  1. 3.3 Hello World
  2. 3.4 Variables
  3. 3.5 User Input
  4. 3.6 Basic Math in JavaScript
  5. 4.3 Comparison Operators
  6. 4.4 If Statements
  7. 4.7 For Loops in JavaScript
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. 1.2 Introduction to Programming With Karel
  2. 1.3 More Basic Karel
III.A.1.b
identify missing code in a code segment with a stated intended purpose
  1. 1.16 Debugging Strategies
III.A.1.c
place statements in appropriate order to create a correct program
  1. 1.6 The Start Function
  2. 1.7 Top Down Design and Decomposition in Karel
  3. 1.11 For Loops
III.A.1.d
identify how changing one part of a code segment will affect the output
III.A.2
Understand how to analyze computer programs in terms of correctness
  1. 1.16 Debugging Strategies
III.A.2.a
trace code and indicate the output printed or the value of variables after code segment execution
  1. 1.16 Debugging Strategies
III.A.2.b
indicate the inputs that produce given outputs for a code segment
  1. 1.2 Introduction to Programming With Karel
  2. 1.3 More Basic Karel
III.A.2.c
describe what a program does or choose the code segment that correctly implements a given intended purpose
  1. 1.7 Top Down Design and Decomposition in Karel
III.A.2.d
identify valid preconditions and postconditions
  1. 1.8 Commenting Your Code
III.A.2.e
compare two code segments or algorithm
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. 1.16 Debugging Strategies
III.A.2.g
identify errors in incorrect code and changes that can be made to correct them
  1. 1.16 Debugging Strategies
III.A.3
Know the concepts of extensibility, modifiability, and reusability
  1. 1.5 Functions in Karel
III.A.3.a
identify the meaning of the terms
  1. 1.5 Functions in Karel
III.A.3.b
identify functionally equivalent statements or code segments that differ in one of these three ways
  1. 1.5 Functions in Karel
III.A.3.c
identify situations where the use of constants or variables would be preferred over hard-coded values
  1. 5.7 JavaScript vs Karel
III.A.3.d
identify opportunities for parameterization
  1. 5.7 JavaScript vs Karel
III.A.3.e
choose code that improves on given code by making it more extensible, modifiable, or reusable
  1. 1.7 Top Down Design and Decomposition in Karel
III.A.3.f
identify changes that would improve a given code segment
  1. 1.7 Top Down Design and Decomposition in Karel
III.A.4
Understand the three basic constructs used in programming: sequence, selection, and iteration
  1. 3.3 Hello World
  2. 4.3 Comparison Operators
  3. 4.4 If Statements
  4. 4.7 For Loops in JavaScript
III.A.4.a
trace code and indicate the output printed or the value of variables after code segment execution
  1. 3.3 Hello World
  2. 3.4 Variables
  3. 3.5 User Input
III.A.4.b
indicate inputs that produce given outputs for a code segment
III.A.4.c
describe what a program does or choose the code segment that correctly implements a given intended purpose
  1. 4.3 Comparison Operators
  2. 4.4 If Statements
III.A.4.d
identify missing code in a code segment with a stated intended purpose
III.A.4.e
identify equivalent statements or code segments
III.A.4.f
identify the three constructs when used in code
  1. 1.17 Karel Algorithms
  2. 4.4 If Statements
  3. 4.7 For Loops in JavaScript
III.A.4.g
identify which of the constructs are needed to implement given functionality
  1. 4.13 Javascript Control Structures Quiz
III.A.4.h
convert code that does not use iteration to equivalent code that uses iteration
  1. 1.11 For Loops
III.A.5
Understand how to use standard operators (i.e., assignment, arithmetic, relational, logical) and operator precedence to write programs
  1. 3.6 Basic Math in JavaScript
III.A.5.a
trace code and indicate the output displayed or the value of variables after code segment execution
  1. 3.6 Basic Math in JavaScript
III.A.5.b
indicate inputs that produce given outputs for a code segment
  1. 5.1 Functions and Parameters 1
  2. 5.2 Functions and Parameters 2
  3. 5.3 Functions and Parameters 3
III.A.5.c
describe what a program does or choose the code segment that correctly implements a stated intended purpose
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
III.A.5.f
place statements in appropriate order to create a correct program
  1. 1.6 The Start Function
III.A.5.g
use Boolean algebra to identify equivalent Boolean expressions
  1. 4.1 Booleans
  2. 4.2 Logical Operators
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. 4.1 Booleans
  2. 4.2 Logical Operators
III.A.5.i
identify the correct implementation of a given formula, including formulas with fractions
  1. 3.6 Basic Math in JavaScript
III.A.5.j
evaluate expressions that include arithmetic operations
  1. 3.6 Basic Math in JavaScript
III.A.6
Understand how to use variables and a variety of data types
  1. 3.4 Variables
III.A.6.a
identify variables and data types (e.g., integers, floating point, string, Booleans, arrays/lists)
  1. 3.4 Variables
III.A.6.b
identify the need for type conversion
  1. 3.6 Basic Math in JavaScript
III.A.6.c
trace code and indicate the output printed or the value of variables after code segment execution
  1. 3.6 Basic Math in JavaScript
  2. 4.4 If Statements
III.A.6.d
indicate the inputs that produce given outputs for a code segment
  1. 3.6 Basic Math in JavaScript
  2. 4.4 If Statements
III.A.6.e
describe what a program does or choose the code segment that correctly implements a stated intended purpose
  1. 3.6 Basic Math in JavaScript
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
III.A.6.h
place statements in appropriate order to create a correct program
III.A.6.i
describe the difference between integer and floating point numeric data types
  1. 3.4 Variables
III.A.6.j
describe the difference between integer and floating point division
  1. 3.6 Basic Math in JavaScript
III.A.6.k
describe the benefits of the use of each data type
  1. 3.4 Variables
III.A.6.l
distinguish between global and local scope
  1. 5.6 Local Variables and Scope
III.A.6.m
identify the most appropriate data type in a given context
  1. 3.4 Variables
III.A.6.n
identify the correct sequence of string operations to produce a given output
III.B.1
Understand how to write and call procedures with parameters and return values
III.B.1.a
trace code and indicate the output printed or the value of variables after code segment execution
III.B.1.b
indicate inputs that produce given outputs for a code segment
III.B.1.c
describe what a program does or choose the code segment that correctly implements a stated intended purpose
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
III.B.1.f
place statements in appropriate order to create a correct program
III.B.1.g
trace code when references to objects and arrays are passed to procedures
III.B.1.h
trace code that includes nested procedure calls
III.B.10
Be familiar with the features and capabilities of integrated development environments (IDEs)
III.B.10.a
identify components of IDEs
III.B.10.b
identify benefits and drawbacks of using IDEs
III.B.10.c
identify the costs and benefits of context editors
III.B.11
Be familiar with the differences between low- and high-level programming languages
  1. 3.1 What is Code
III.B.11.a
identify characteristics of low- and high-level languages
  1. 3.1 What is Code
III.B.12
Be familiar with different programming paradigms
  1. 3.1 What is Code
III.B.12.a
identify the terminology of procedural programming
III.B.12.b
identify the terminology of object-oriented programming
III.B.12.c
compare programming paradigms
III.B.13
Know object-oriented programming concepts
III.B.13.a
identify classes, instance variables, and methods given a diagram
III.B.13.b
identify the benefits of inheritance and encapsulation
III.B.13.c
identify distinctions between overloading and overriding
III.B.14
Be familiar with program compilation and program interpretation
III.B.14.a
identify differences between compilation and interpretation
III.B.14.b
identify differences between source code and object code
  1. 3.1 What is Code
III.B.2
Know the concepts of event-driven programs that respond to external events (e.g., sensors, messages, clicks)
  1. 3.8 Mouse Events: Mouse Clicked
  2. 4.6 Key Events
III.B.2.a
trace code and indicate the output printed or the value of variables after code segment execution
  1. 3.8 Mouse Events: Mouse Clicked
  2. 4.6 Key Events
III.B.2.b
indicate inputs that produce given outputs for a code segment
  1. 3.8 Mouse Events: Mouse Clicked
  2. 4.6 Key Events
III.B.2.c
describe what a program does or choose the code segment that correctly implements a stated intended purpose
  1. 3.8 Mouse Events: Mouse Clicked
  2. 4.6 Key Events
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)
  1. 20.1 Intro to Design Thinking
  2. 20.2 Prototype
  3. 20.3 Test
III.B.3.a
identify code that improves on given code in terms of usability or user experience
  1. 20.2 Prototype
  2. 20.3 Test
III.B.3.b
identify meaningful error messages
  1. 20.2 Prototype
  2. 20.3 Test
III.B.3.c
identify features that improve accessibility
  1. 20.1 Intro to Design Thinking
  2. 20.2 Prototype
  3. 20.3 Test
III.B.4
Be familiar with dictionaries/maps, stacks, and queues
III.B.4.a
identify a data structure based on a description of behavior or appropriate use
III.B.4.b
given goals, constraints, or context, identify the most appropriate data structure
III.B.4.c
trace code that uses a particular data structure
III.B.5
Understand how to use debugging techniques and appropriate test cases
  1. 1.16 Debugging Strategies
III.B.5.a
identify which test cases are most useful for given code
III.B.5.b
differentiate between different types of errors (e.g., overflow, round-off, syntax, runtime, compile-time, logic)
  1. 1.16 Debugging Strategies
III.B.5.c
describe useful debugging techniques (e.g., where to put print statements)
  1. 1.16 Debugging Strategies
III.B.5.d
differentiate between empirical testing and proof
III.B.5.e
identify errors in code and solutions to those errors
  1. 1.16 Debugging Strategies
III.B.6
Be familiar with characteristics of well-documented computer programs that are usable, readable, and modular
  1. 1.7 Top Down Design and Decomposition in Karel
  2. 1.8 Commenting Your Code
III.B.6.a
identify characteristics of good documentation
  1. 1.8 Commenting Your Code
III.B.6.b
identify good and poor documentation practices in context
  1. 1.8 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)
  1. 20.1 Intro to Design Thinking
  2. 20.2 Prototype
  3. 20.3 Test
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. 1.10 Super Karel
III.B.8.a
identify correct call(s) and use of return values given an A P I definition
  1. 1.10 Super Karel
III.B.8.b
identify reasons to use or not use libraries in place of writing original code
  1. 1.10 Super Karel
  2. 5.7 JavaScript vs Karel
III.B.8.c
identify applications (e.g., math libraries, random number generation) that use APIs
  1. 1.10 Super Karel
  2. 4.10 Random Numbers
III.B.9
Understand programming techniques to validate correct input and detect incorrect input
III.B.9.a
identify effective input data validation strategies
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. 8.1 Intro to Digital Information
IV.A.1.a
perform calculations, using bits and bytes
  1. 8.3 Encoding Text with Binary
  2. 8.4 Pixel Images
  3. 8.6 Pixel Colors!
IV.A.1.b
determine the number of bits and bytes required to store a given amount of data
  1. 8.3 Encoding Text with Binary
  2. 8.4 Pixel Images
  3. 8.6 Pixel Colors!
IV.A.1.c
given the description of an encoding scheme, encode or decode data
  1. 8.3 Encoding Text with Binary
  2. 8.4 Pixel Images
  3. 8.6 Pixel Colors!
IV.A.1.d
describe lossy and lossless data compression
  1. 8.8 Data Compression
  2. 8.9 Lossy Compression
IV.A.1.e
explain why binary numbers are fundamental to the operation of computer systems
  1. 3.1 What is Code
  2. 8.1 Intro to Digital Information
IV.A.2
Be familiar with concepts of data encryption and decryption
  1. 41.1 Cryptography
IV.A.2.a
distinguish between encoding and encryption
  1. 41.1 Cryptography
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
  1. 15.1 Getting Started with Data
  2. 15.2 Visualizing and Interpreting Data
IV.A.3.a
transform data to make it more useful
  1. 15.1 Getting Started with Data
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
  1. 15.3 Data Collection & Limitations
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
  1. 7.9 Simulation
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
  1. 7.9 Simulation
IV.B.1.b
trace code in a simulation context
  1. 7.9 Simulation
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)
  1. 7.9 Simulation
IV.B.1.e
identify applications of simulation and modeling
  1. 7.9 Simulation
IV.B.2
Be familiar with methods to store, manage, and manipulate data
  1. 15.3 Data Collection & Limitations
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
  1. 15.3 Data Collection & Limitations
IV.B.3.a
identify the benefits of working with publicly available data sets
  1. 15.2 Visualizing and Interpreting Data
IV.B.3.b
identify the types of data generated by surveys and sensors
  1. 15.3 Data Collection & Limitations
IV.B.3.c
identify examples of crowdsourcing and citizen science
  1. 12.1 Welcome to the Internet
IV.B.3.d
identify appropriate data-collection methods for a given context and purpose
  1. 15.3 Data Collection & Limitations
V.A.1
Know that operating systems are programs that control and coordinate interactions between hardware and software components
  1. 3.1 What is Code
V.A.1.a
identify hardware components and their functions
V.A.1.b
identify software components and their functions
  1. 3.1 What is Code
V.A.1.c
identify common operating systems tasks
  1. 3.1 What is Code
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)
  1. 1.9 Abstraction
  2. 8.1 Intro to Digital Information
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)
  1. 3.1 What is Code
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
  1. 8.1 Intro to Digital Information
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
  1. 12.2 Internet Hardware
V.B.1
Know components of networks
  1. 12.2 Internet Hardware
  2. 12.6 Routing
V.B.1.a
identify network hardware devices and their functions
  1. 12.2 Internet Hardware
V.B.1.b
describe possible abstraction models of networks
V.B.2
Be familiar with factors that have an impact on network functionality
  1. 12.2 Internet Hardware
V.B.2.a
define basic terminology (e.g., bandwidth, load, latency)
  1. 12.2 Internet Hardware
  2. 12.6 Routing
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
  1. 12.4 Viewing Websites
  2. 12.5 DNS
  3. 12.6 Routing
  4. 12.7 Packets and Protocols
V.B.3.a
describe the purpose of protocols and identify common Internet and Web protocols
  1. 12.3 Internet Addresses
  2. 12.4 Viewing Websites
  3. 12.7 Packets and Protocols
V.B.3.b
compare IPv4 and IPv6
  1. 12.3 Internet Addresses
V.B.3.c
identify and describe the basic parts of a U R L (e.g., protocol, subdomain, domain name, port, path)
  1. 12.4 Viewing Websites
  2. 12.5 DNS
V.B.3.d
describe the hierarchical structure of names in the domain name system (DNS)
  1. 12.5 DNS
V.B.3.e
describe the purpose and function of I P addressing
  1. 12.3 Internet Addresses
V.B.3.f
identify how Internet protocols address reliability, redundancy, and error handling
  1. 12.2 Internet Hardware
  2. 12.7 Packets and Protocols
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)
  1. 12.1 Welcome to the Internet
  2. 12.4 Viewing Websites
  3. 12.5 DNS
  4. 12.7 Packets and Protocols
V.B.6.a
identify the uses of markup languages
  1. 12.1 Welcome to the Internet
V.B.6.b
identify the purposes of browsers, servers, and clients
  1. 12.4 Viewing Websites
  2. 12.5 DNS