Select Lesson
IB Computer Science Pathway
Primary Years Programme (PYP)
Middle Years Programme (MYP)
Computer Science for Diploma Programme (DP) or Career Related Programme (CP)
DP: In detail lesson/topic objective alignment
Code Avengers and the International Baccalaureate Curriculum, IB
Level GuideIB Computer Science Pathway
Primary Years Programme (PYP)
Middle Years Programme (MYP)
Computer Science for Diploma Programme (DP) or Career Related Programme (CP)
DP: In detail lesson/topic objective alignment
Code Avengers and the International Baccalaureate Curriculum (IB)
Code Avengers can support student learning across all IB programmes.
IB Computer Science Pathway
Our cross-curricular focused Junior courses can support inquiry learning in Primary Years Programme (PYP).
Our Intro and Level 1 courses all teach the skills to create programs, web sites and apps, which students can use to create outcomes for a Digital Design course in the Middle Years Programme (MYP).
For Computer Science in the Diploma Programme (DP) or Career Related Programme (CP) our Level 1 Computer Science courses can support struggling learners develop confidence in select general topics.
Primary Years Programme (PYP)
Code Avengers' Junior programmes were created with multiple topics in mind and can form a part of the learning of the inquiry topic
Inquiry alignments
Below we have given suggestions for courses that could support learning of each inquiry topic.
Note that the numbers indicate the expected age group of the learners.
- Level 1 - Ages 5 to 8
- Level 2 - Ages 7 to 11
- Level 3 - Ages 10 to 13 (This is above PYP age groups but might provide further extension)
Inquiry | Code Avengers course with key learning. |
Transdisciplinary Theme - Who We Are | |
An inquiry into the nature of the self, beliefs and values; personal, physical, mental, social and spiritual health; human relationships including families, friends, communities and cultures; rights and responsibilities; what it means to be human. |
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Transdisciplinary Theme - Sharing the Planet | |
An inquiry into rights and responsibilities in the struggle to share finite resources with other people and with other living things; communities and the relationships within and between them, access to equal opportunities; peace and conflict resolution. |
|
Transdisciplinary Theme - Where We Are in Place and Time | |
An inquiry into orientation in place and time; personal histories; homes and journeys; the discoveries, explorations and migrations of humankind; the relationships between and the interconnectedness of individuals and civilisations, from the local and global perspectives. |
|
Transdisciplinary Theme - How We Organise Ourselves | |
An inquiry into the interconnectedness of human-made systems and communities; the structure and function of organisations; societal decision-making; economic activities and their impact on humankind and the environment. |
|
Transdisciplinary Theme - How the World Works | |
An inquiry into the natural world and its laws; the interaction between the natural world (physical and biological) and human societies; how humans use their understanding of scientific principles; the impact of scientific and technological advances on society and on the environment. |
|
Transdisciplinary Theme - How We Express Ourselves | |
An inquiry into the ways in which we discover and express ideas, feelings, nature, culture, beliefs and values; the ways in which we reflect on, extend and enjoy our creativity; our appreciation of the aesthetic. |
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Middle Years Programme (MYP)
Code Avengers can support Digital Design students in gaining skills towards the assessment objective, Objective C: Creating the solution.
Students can choose a course listed that will help them gain the skills to create their solution for their design challenges and problems.
Code Avengers Intro Courses
Topic | CA link |
Make a basic program | Intro to Python (PY0) or select lessons in Python Level 1 (PY1) |
Make a basic program (Create a Quiz) | Intro to JavaScript (JS0) or select lessons in JavaScript Level 1 (JS1) |
Make a basic website | Intro to webpages HTML/CSS (HT0) or select lessons in HTML/CSS level 1 (HT1) |
Make 3 basic apps (Quiz, interactive xylophone, simple ringer app) | Intro to Web Development (WD0) or select lessons in Web Development level 1 (WD1) |
Design courses Typography and Color Theory courses can support design project. | Typography (DE1) or Color Theory (DE2) |
Computer Science for Diploma Programme (DP) or Career Related Programme (CP)
Code Avengers is more focused on creating digital outcomes whereas IB is more focused on theory.
We would recommend our Level 1 Computer Science courses as a independent learning resource for students, especially those who need bridging material or a place to start with some of the general topics.
Quick overview of CA supported topics
Topic | CA courses |
1.2 – System Design basics | Human interaction with the system HCI Level 1 |
2.1 – Computer organization | Binary part - Data Representation Level 3 (JR)/Programming Languages Level 1 |
3.1 – Networks | Digital Systems 1 - How the Web Works
Will support learning in this area. Good intro if not aware of internet. |
4.1 – General Principals | Algorithms Level 1, Software Engineering Level 1 - Program Planning, Programming Languages Level 1 |
4.2 – Connecting computational thinking and program design | Software Engineering Level 1 - Program planning |
4.3 – Introduction to programming | To improve understanding of programming in general students could do...
JavaScript Level 1- Introduction to programming Python Level 1- Introduction to programming |
Paper 2 Topic A—Databases | CA Web Development/Databases courses will help support understanding but does not cover specific learning points:
Web Development Level 1 - JavaScript Interactivity, buttons and forms(WD1) Web Development Level 2 - Building a basic database with Firebase (WD2) Web Development Level 3 - Building an advanced database with Firebase (WD3) |
Paper 2 Topic C—Web Science | CA HTML/CSS courses will help support understanding but does not cover specific learning points:
HTML/CSS Level 1 - JavaScript Interactivity, buttons and forms(HT1) HTML/CSS Level 2 - Building a basic database with Firebase (HT2) HTML/CSS Level 3 - Building an advanced database with Firebase (HT3) |
DP: In detail lesson/topic objective alignment
Course AL1 | Topic alignment |
Algorithms Level 1
Human and Computer Interaction - Explore system usability and accessibility. | 4.1 – General Principals
Thinking procedurally 4.3 – Introduction to programming (HL & SL) Use of programming languages IB topic points this lesson supports: |
1. Defining what an algorithm is. | 4.1.1 - Identify the procedure appropriate to solving a problem |
2. Building with sequential structures. | 4.1.2 - Evaluate whether the order in which activities are undertaken will result in the required outcome |
3. Exploring ways of communicating algorithms. | 4.1.4 - Identify when decision-making is required in a specified situation |
4. Building with simple conditional structures. | 4.1.4 - Identify when decision-making is required in a specified situation |
5. Building with chained conditional structures. | 4.1.3 - Explain the role of sub-procedures in solving a problem |
6. Building with advanced conditional structures. | 4.1.5 - Identify the decisions required for the solution to a specified problem
4.1.6 - Identify the condition associated with a given decision in a specified problem |
7. Building with simple iterative structures. | 4.3.9 - Construct algorithms using loops, branching |
8. Building with repeat-while iterative structures. | 4.3.9 - Construct algorithms using loops, branching |
9. Building with combined structures. | 4.3.9 - Construct algorithms using loops, branching |
10. Building a complex algorithm. | 4.3.9 - Construct algorithms using loops, branching |
Course CT3 | Topic alignment |
Computational Thinking 3 JR
Covers logical thinking and algorithm efficiency and cost. | 4.2 – Connect CT & program design
IB topic points this lesson supports: |
4. Logic and Problem Solving | 4.2.8 - Deduce the efficiency of an algorithm in the context of its use |
5. Iteration and Patterns | 4.2.9 - Determine the number of times a step in an algorithm will be performed for given input data |
Course DR3 | Topic alignment |
Data Representation 3 JR
Cover place value and other fundamentals of common number systems. | 2.1 – Computer organization
Binary Representation IB topic points this lesson supports: |
3. Decimal - Base 10 and Hexadecimal - Base 16 | 2.1.9 - Define the terms: bit, byte, binary, denary/decimal, hexadecimal |
5. Binary - Base 2 | 2.1.9 - Define the terms: bit, byte, binary, denary/decimal, hexadecimal |
Course HCI1 | Topic alignment |
HCI Level 1
Human and Computer Interaction - Explore system usability and accessibility. | 1.2 – System Design basics
Human interaction with the system IB topic points this lesson supports: |
1. Understanding what user-interfaces are. | 1.2.16 - Discuss the moral, ethical, social, economic and environmental implications of the interaction between humans and machines |
2 Understanding how humans are different to computers. | 1.2.16 - Discuss the moral, ethical, social, economic and environmental implications of the interaction between humans and machines |
2. Understanding what usability is. | 1.2.12 - Define the term usability |
4. Accessibility: Recognising that different people have different needs. | 1.2.14 - Identify methods that can be used to improve the accessibility of systems |
5. Heuristic: Match between the system and the real world | 1.2.13 - Identify a range of usability problems with commonly used digital devices
1.2.15 - Identify a range of usability problems that can occur in a system |
6. Heuristic: Visibility of the system status. | 1.2.13 - Identify a range of usability problems with commonly used digital devices |
7. Heuristic: User control and freedom. | 1.2.13 - Identify a range of usability problems with commonly used digital devices
1.2.15 - Identify a range of usability problems that can occur in a system |
8. Heuristic: Aesthetics and minimalist design. | 1.2.13 - Identify a range of usability problems with commonly used digital devices
1.2.15 - Identify a range of usability problems that can occur in a system |
9. Heuristics: Good error messages + Prevent errors. | 1.2.13 - Identify a range of usability problems with commonly used digital devices
1.2.15 - Identify a range of usability problems that can occur in a system |
10. Evaluating a user interface. | 1.2.13 - Identify a range of usability problems with commonly used digital devices |
Course PL1 | Topic alignment |
PROGRAMMING LANGUAGES 1
Explore features of programming languages and how to translate between high and low level languages. | 2.1 – Computer organization
Binary Representation 4.1 – General Principals Thinking procedurally 4.3 – Introduction to programming IB topic points this lesson supports: |
1. Different ways of giving instructions: informal, algorithm, program | General support for 4.1 - "Thinking Procedurally" |
2. Basic features; output, input, storing, & math | General support for 4.1 -"Thinking Procedurally"
4.3.3 - Explain the essential features of a computer language |
3. Flow control in programming languages | General support for 4.1 "Thinking Procedurally"
4.3.3 - Explain the essential features of a computer language |
4. Understanding the purpose of syntax | 4.3.4 - Explain the need for higher level languages |
5. Adding with circuits | 2.1.10 - Outline the way in which data is represented in the computer.
4.3.1 - State the fundamental operations of a computer |
6. Operators | 2.1.10 - Outline the way in which data is represented in the computer.
4.3.1 - State the fundamental operations of a computer |
7. Bit instructions in a machine language | 2.1.10 - Outline the way in which data is represented in the computer.
4.3.1 - State the fundamental operations of a computer |
8. Compilers | 4.3.5 - Outline the need for a translation process from a higher level language to machine executable code |
9. Translating with interpreters | 4.3.5 - Outline the need for a translation process from a higher level language to machine executable code |
10. Review programming languages | General support for 4.1 "Thinking Procedurally" |
Course SE1 | Topic alignment |
Software Engineering 1 - Program Planning | 4.1 – General Principals
Thinking ahead 4.2 - Connect CT & program design IB topic points this lesson supports: |
1. Introduction to Planning | 4.1 - General Principals |
2. Flowchart Symbols | 4.1.9 Identify the inputs and outputs required in a solution
4.2.4 - Analyse an algorithm presented as a flow chart |
3. Practice Building Flowcharts | 4.2.4 - Analyse an algorithm presented as a flow chart |
4 .Introduction to Pseudocode | 4.2.5 - Analyse an algorithm presented as pseudocode |
5. Practice Using Pseudocode | 4.2.6 - Construct pseudocode to represent an algorithm |
6. Planning Conditional Structures | 4.2.5 - Analyse an algorithm presented as pseudocode |
7. Iterative Structures and Robustness | 4.1.10 - Identify pre-planning in a suggested problem and solution
4.1.11 - Explain the need for pre-conditions when executing an algorithm 4.1.12 - Outline the pre- and post-conditions to a specified problem 4.1.13 - Identify exceptions that need to be considered in a specified problem solution |
8. Flexibility in Planning | 4.1.10 - Identify pre-planning in a suggested problem and solution
4.1.11 - Explain the need for pre-conditions when executing an algorithm 4.1.12 - Outline the pre- and post-conditions to a specified problem 4.1.13 - Identify exceptions that need to be considered in a specified problem solution |
9. Planning Functions, Classes and GUIs | 4.1.10 - Identify pre-planning in a suggested problem and solution
4.1.11 - Explain the need for pre-conditions when executing an algorithm 4.1.12 - Outline the pre- and post-conditions to a specified problem 4.1.13 - Identify exceptions that need to be considered in a specified problem solution |
10. Review What You Have Learned | 4.1.10 - Identify pre-planning in a suggested problem and solution
4.1.11 - Explain the need for pre-conditions when executing an algorithm 4.1.12 - Outline the pre- and post-conditions to a specified problem 4.1.13 - Identify exceptions that need to be considered in a specified problem solution |
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