Computing technologies have changed the way people live and work. Students describe the positive and negative impacts of these changes. For example, as a class, students could create a timeline that includes advancements in computing technologies. Each student could then choose an advancement from the timeline and make a graphic organizer noting how people's lives were different before and after its introduction into society. Student responses could include: In the past, if students wanted to read about a topic, they needed access to a library to find a book about it. Today, students can view and read information on the Internet about a topic or they can download e-books about it directly to a device. Such information may be available in more than one language and could be read to a student, allowing for great accessibility. (HSS.K.6.3) Alternatively, students could retell or dramatize stories, myths, and fairy tales from two distinct time periods before and after a particular computing technology had been introduced. For example, the setting of one story could take place before smartphones had been invented, while a second setting could take place with smartphones in use by characters in the story. Students could note the positive and negative aspects of smartphones on the daily lives of the characters in the story. (VAPA Theatre Arts K.3.1, K.3.2, 1.2.2, 2.3.2) (CA CCSS for ELA/Literacy RL.K.2, RL.K.9, RL.1., RL.1.9, RL.2.2, RL.2.9)
Standard detail
Depth 2Parent ID: 427DB295876846A6B18D0FD353D682A4Standard set: Level 1A: Grades K-2 (Ages 5-7)
Original statement
Quick facts
- Statement code
- Standard ID
- 0E78A804A2F342C6B2D88782A9C73CB3
- Subject
- Computer Science
- Grades
- K, 01, 02
- Ancestor IDs
- 427DB295876846A6B18D0FD353D682A4FD0E2D99822E419D9C497AF725B625AF
- Source document
- CSTA K-12 Computer Science Standards (Revised 2017)
- License
- CC BY 4.0 US