Information in the real world can be represented in computer programs. Students model the digital storage of data by transforming real-world information into symbolic representations that include text, numbers, and images. For example, after identifying symbols on a map and explaining what they represent in the real world, students could create their own symbols and corresponding legend to represent items on a map of their classroom (HSS.K.4.3, 1.2.3, 2.2.2) Alternatively, students could invent symbols to represent beat and/or pitch. Students could then modify symbols within the notation and explain how the musical phrase changes. (VAPA Music K.1.1, 1.1.1, 2.1.1, 2.2.2)
Standard detail
Depth 2Parent ID: 67255FFD5B8E4D6C855FAE1903E5BEA0Standard set: Level 1A: Grades K-2 (Ages 5-7)
Original statement
Quick facts
- Statement code
- Standard ID
- 6CA6B35743A8488CA106BBF00C37BB86
- Subject
- Computer Science
- Grades
- K, 01, 02
- Ancestor IDs
- 67255FFD5B8E4D6C855FAE1903E5BEA07E58CC1941BE4660A7A02154E41746DB
- Source document
- CSTA K-12 Computer Science Standards (Revised 2017)
- License
- CC BY 4.0 US