hts.StevenWood.com

Introduction to Programming

Home ] Up ] Understanding Computers ] [ Introduction to Programming ] Computers and Society ][ Last Page ]

Introduction to Programming

Overall Expectations

By the end of this course, students will:

B1. describe fundamental programming concepts and constructs;
B2. plan and write simple programs using fundamental programming concepts;
B3. apply basic code maintenance techniques when writing programs.
   

Specific Expectations

B1.

Programming Concepts

  By the end of this course, students will:
 
B1.1 use correct terminology to describe programming concepts;
B1.2 describe the types of data that computers can process and store (e.g., numbers, text);
B1.3 explain the difference between constants and variables used in programming;
B1.4 determine the expressions and instructions to use in a programming statement, taking into account the order of operations (e.g., precedence of arithmetic operators, assignment operators, and relational operators);
B1.5 identify situations in which decision and looping structures are required;
B1.6 describe the function of Boolean operators (e.g., AND, OR, NOT), comparison operators (i.e., equal to, not equal to, greater than, less than, greater than or equal to, less than or equal to), and arithmetic operators (e.g., addition, subtraction, multiplication, division, exponentiation, parentheses), and use them correctly in programming.
   

B2.

Writing Programs

  By the end of this course, students will:
 
B2.1 use a visual problem-solving model (e.g., IPO [Input, Process, Output] chart; HIPO [Hierarchy plus Input, Process, Output] chart and diagram; flow chart; storyboard) to plan the content of a program;
B2.2 use variables, expressions, and assignment statements to store and manipulate numbers and text in a program (e.g., in a quiz program, in a unit conversion program);
B2.3 write keyboard input and screen output statements that conform to program specifications;
B2.4 write a program that includes a decision structure for two or more choices (e.g., guessing game, rock-paper-scissors game, multiple-choice quiz, trivia game);
B2.5 write programs that use looping structures effectively (e.g., simple animation, simple board games, coin toss);
B2.6 explain the difference between syntax, logic, and run-time errors;
B2.7 compare and contrast the use of different programming environments to solve the same problem (e.g., a solution developed in a programming language versus one developed using a spreadsheet).
   

B3.

Code Maintenance

  By the end of this course, students will:
 
B3.1 write clear and maintainable code using proper programming standards (e.g., indentation; naming conventions for constants, variables, and expressions);
B3.2 write clear and maintainable internal documentation to a specific set of standards (e.g., program header: author, revision date, program name, program description; table of variable names and descriptions);
B3.3 use a tracing technique to understand program flow and to identify and correct logic and run-time errors in a computer program;
B3.4 demonstrate the ability to validate a computer program using test cases.
   
   

 

Source: The Ontario Curriculum, Grades 10 to 12: Computer Studies, 2008 (revised), page 36 PDF Format

Home ] Up ] Understanding Computers ] [ Introduction to Programming ] Computers and Society ][Last Page]
All material on this site is copyright © 1997- by Steven Wood or as credited. All right reserved. Use of this site indicates you agreement with the  terms of use.
Send comments or questions to about this page.
Every attempt has been made to credit work under copyright. If there are any claims that copyright has been missed please contact the .
+SDG+