Page 38 - The Ontario Curriculum Grades 10 to 12 Computer Studies - Revised (2008)
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 Grade 10, Open
 B1. describefundamentalprogrammingconceptsandconstructs;
B2. planandwritesimpleprogramsusingfundamentalprogrammingconcepts; B3. applybasiccodemaintenancetechniqueswhenwritingprograms.
 B1. Programming concepts
 B2. Writing Programs
B3. code maintenance
  thE ontario curriculum, GradES 10 –12 | Computer Studies
By the end of this course, students will:
SPECIFIC EXPECTATIONS
By the end of this course, students will:
B1.1 use correct terminology to describe program- ming 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, subtrac- tion, multiplication, division, exponentiation, paren- theses), and use them correctly in programming.
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 con- tent 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 state- ments 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 pro- gramming language versus one developed using a spreadsheet).
By the end of this course, students will:
B3.1 write clear and maintainable code using proper programming standards (e.g., indenta- tion; naming conventions for constants, variables, and expressions);
B3.2 write clear and maintainable internal docu- mentation 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 pro- gram flow and to identify and correct logic and run-time errors in a computer program;
B3.4 demonstrate the ability to validate a com- puter program using test cases.
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B. introdUCtion to progrAmming OVERALL EXPECTATIONS


































































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