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- K-4 Foundational Learning Progressions
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- K-4 English Language Arts and Math Proficiency Profiles (coming soon)
 - K-4 Foundational Teaching and Learning Stories (coming soon)
 - Additional Resources (coming soon)
 
 
 
Big Ideas
Big Ideas
 
 
           
         
        The design cycle
  includes updating content, tools, and delivery. The design process can be non-linear.
 is an ongoing reflective process.
     
 
 Personal design choices require self-exploration, collaboration, and evaluation and refinement of skills. 
  
 
 Tools and technologies can be adapted for specific purposes. 
 Content
Learning Standards
      
    Content
 
 design opportunities 
  
 design cycle 
  
           
         
        advanced programming structures
  higher-level structures, such as functions, methods, or classes, that help improve the organization of source code
     
           
         
        standardized source code documentation
  documenting source code with industry standard tools
     
           
         
        self-documenting
  writing source code in such a way that makes inline comments seem unnecessary
 code
     
           
         
        collaboration tools
  for example, online tools to facilitate pair and collaborative programming
 for programming
     
           
         
        advanced pair programming
  While reviewing, the observer considers the "strategic" direction of the work, coming up with ideas for improvements and likely future problems to address. The driver focuses their attention on the "tactical" aspects of completing the current task, using the observer as a safety net and guide.
     
           
         
        User interface design
  focus on maximizing usability and the user experience. The goal of user interface design is to make the user's interaction as simple and efficient as possible, in terms of accomplishing user goals
     
           
         
        error handling
  the response and recovery procedures from error conditions present in a software application; the process comprised of anticipation, detection and resolution of application errors, programming errors or communication errors
     
           
         
        debugging
  use of a debugger that is capable of stepping through code and monitoring variables
 tools
     
           
         
        management of complexity
  for example, a project whose scale requires multiple source files or functions
     
           
         
        uses of pre-built data structures
  the data structures that are provided (e.g., from a standard library)
     
 bug reports and feature requests from users 
  
 appropriate use of technology, including digital citizenship, etiquette, and literacy 
  
           
         
        interpersonal skills
  for example, people skills, social skills, communication, attitudes, collaboration, follow-ups, courtesies, record keeping
 necessary to work effectively within the IT sector
    Curricular Competency
Learning Standards
    
      
    Curricular Competency
Applied Design
 
           
         
        Understanding context
 - Conduct user-centred researchresearch done directly with potential users to understand how they do things and why, their physical and emotional needs, how they think about the world, and what is meaningful to themto understand design opportunities and barriers
 
 
           
         
        Defining
 - Establish a point of view for a chosen design opportunity
 - Identify potential users, intended impact, and possible unintended negative consequences
 - Make decisions about premises and constraintslimiting factors, such as available technology, expense, environmental impact, copyrightthat define the design space
 
 
 Ideating
 - Identify gaps to explore a design space
 - Generate ideas and add to others’ ideas to create possibilities, and prioritize them for prototyping
 - Critically analyze how competing social, ethical, and sustainability considerations impact designed solutions to meet global needs for preferred futures
 - Work with users throughout the design process
 
 
                
          
                                  
                           
          
                                  
                           
          
                                  
                           
          
                                  
                           
                Prototyping           
 - Identify and apply sources of inspirationmay include experiences, users, experts, and thought leadersand informationmay include professionals as experts, secondary sources, collective pools of knowledge in communities and collaborative atmospheres both online and offline
 - Choose an appropriate form, scale, and level of detail for prototyping, and plan procedures for prototyping multiple ideas
 - Analyze the design for the life cycle and evaluate its impactsincluding the social and environmental impacts of extraction and transportation of raw materials, manufacturing, packaging, transportation to markets, servicing or providing replacement parts, expected usable lifetime, and reuse or recycling of component materials
 - Construct prototypes, making changes to tools, materials, and procedures as needed
 - Record iterationsrepetitions of a process with the aim of approaching a desired resultof prototyping
 
 
                
          
                                  
                           
          
                                  
                           
                Testing
 - Identify feedback most needed and possible sources of feedbackmay include peers; users; First Nations, Métis, or Inuit community experts; other experts and professionals both online and offline
 - Develop an appropriate testincludes evaluating the degree of authenticity required for the setting of the test, deciding on an appropriate type and number of trials, and collecting and compiling dataof the prototype
 - Collect feedback to critically evaluate design and make changes to product design or processes
 - Iterate the prototype or abandon the design idea
 
 
           
         
        Making
 - Identify appropriate tools, technologies, materials, processes, and time needed for production
 - Use project management processessetting goals, planning, organizing, constructing, monitoring, and leading during executionwhen working individually or collaboratively to coordinate production
 
 
                
          
                                  
                           
          
                                  
                           
          
                                  
                           
                Sharing
 - Sharemay include showing to others, use by others, giving away, or marketing and sellingprogress while creating to increase feedback, collaboration, and, if applicable, marketing
 - Decide on how and with whom to share or promote their productfor example, a physical product, a process, a system, a service, or a designed environment, creativity, and, if applicable, intellectual propertycreations of the intellect such as works of art, invention, discoveries, design ideas to which one has the legal rights of ownership
 - Consider how others might build upon the design concept
 - Critically reflect on their design thinking and processes, and identify new design goals
 - Assess ability to work effectively both as individuals and collaboratively while implementing project management processes
 
Applied Skills
 
 Apply safety procedures for themselves, co-workers, and users in both physical and digital environments 
  
 Identify and assess skills needed for design interests, and develop specific plans to learn or refine them over time 
 Applied Technologies
 
           
         
        Explore existing, new, and emerging tools, technologies
  tools that extend human capabilities
, and systems to evaluate their suitability for their design interests
     
 Evaluate impacts, including unintended negative consequences, of choices made about technology use 
  
 Analyze the role technologies play in societal change 
  
 Examine how cultural beliefs, values, and ethical positions affect the development and use of technologies