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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. |
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Specific Expectations
B1.
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Programming Concepts
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By the end of this course, students will: |
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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. |
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B2.
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Writing Programs
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By the end of this course, students will: |
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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). |
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B3.
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Code Maintenance
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By the end of this course, students will: |
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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. |
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Source: The Ontario Curriculum, Grades 10 to 12: Computer
Studies, 2008 (revised), page 36
PDF Format |