Course Content
Chapter 1: Introduction to Computing & Computational Thinking
Description: Kicks off Year 7 by transitioning from ICT to Computer Science. Students learn what computing entails beyond using applications. They explore how to think computationally – breaking down problems and designing step-by-step solutions. This chapter reinforces problem-solving skills without duplicating Year 6 work, by diving into the concepts behind tasks they may have already done. Subtopics include: The difference between ICT (using software) and Computer Science (understanding and creating technology). The four pillars of computational thinking: decomposition, pattern recognition, abstraction, and algorithms stjohnsschoolcyprus.com . Real-life algorithms (e.g. recipe or daily routine) to illustrate sequencing and logical steps. Flowcharts and simple pseudocode as tools to plan out solutions. Applied Activity: Designing an algorithm for a familiar task (e.g. a simple game or making a sandwich) and drawing a flowchart to represent it. Learning Objectives: Define what computer science is and how it differs from general ICT use. Explain and apply key computational thinking terms (decomposition, patterns, abstraction, algorithms) stjohnsschoolcyprus.com in solving a problem. Develop a simple algorithm independently and represent it in a flowchart or pseudocode. Understand that computational thinking helps prepare for programming and problem-solving in technology. Subchapter 1.1: From ICT to Computer Science Focus: Clarifying how ICT differs from Computer Science. Content: Real-world examples showing the shift from “using tools” (ICT) to “understanding and creating tools” (CS). Why: Helps students see the big-picture purpose of studying Computer Science at Year 7 level. Subchapter 1.2: The Four Pillars of Computational Thinking Focus: Explaining decomposition, pattern recognition, abstraction, and algorithm design. Content: Simple, relatable examples (e.g., decomposing a daily routine, finding patterns in everyday tasks). Why: Ensures students grasp the core thought processes underlying all coding and problem-solving. Subchapter 1.3: Real-Life Algorithms Focus: Showing how algorithms (step-by-step instructions) apply to daily life. Content: Familiar tasks (making a sandwich, brushing teeth) that illustrate sequences and logic. Why: Builds on computational thinking by demonstrating that algorithms aren’t just for computers. Subchapter 1.4: Flowcharts and Pseudocode Focus: Introducing these planning tools as ways to represent algorithms. Content: Basic flowchart symbols, writing short pseudocode, walking through small examples. Why: Equips students with practical techniques for structuring and testing their ideas before coding.
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Chapter 2: Computer Systems – Hardware and Software
Description: Introduces the basic architecture of computer systems, building on any device familiarity from primary school. This chapter ensures students know how a computer works internally without getting overly technical. It expands on Year 6 knowledge (e.g. using tablets or PCs) by looking “under the hood” at components and system software, rather than repeating how to use them. Subtopics include: Main hardware components: input devices, output devices, CPU (processor), memory (RAM), storage (HDD/SSD) – their roles and how they work together. The difference between hardware and software; examples of system software (operating system) vs. application software. The basic fetch–execute cycle concept (how the CPU processes instructions). Overview of how peripherals connect to a computer (ports, cables, wireless). Applied Activity: Hands-on identification of components (e.g. examining an old PC or using an interactive simulation to “build” a computer) to reinforce the function of each part. Learning Objectives: Identify and describe the function of key hardware components in a computer system. Distinguish between the operating system and application software, and understand their interplay. Outline how a simple instruction is processed by the CPU and memory (at an age-appropriate level). Demonstrate understanding by assembling a basic PC setup (physically or via a simulator) and explaining how data moves through the system.
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Chapter 3: Data Representation – Binary and Media
Description: Explores how computers represent different types of information using binary code. This chapter builds on any basic binary concepts from primary (if students encountered binary puzzles) but goes further into practical representation of text and images. It avoids repetition by introducing new contexts (e.g. how their favorite songs or pictures are stored). Understanding data representation prepares students for topics like programming and networking in later years. Learning Objectives: Explain that all data in computers (numbers, text, pictures, sound) is represented using binary digits Convert simple numbers from decimal to binary and vice versa. Demonstrate how text is stored by encoding a message in ASCII (e.g. writing a word in binary code). Understand how pixel images are formed and manipulate a simple image by adjusting binary values (through an unplugged activity or software). Appreciate the need for data representation techniques and how they enable all digital media.
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Chapter 4: Networks and the Internet
Description: Introduces the concept of computer networks, including how the Internet works. This is likely a new topic (not covered in Year 6), so it starts with fundamentals and uses engaging, unplugged activities to demonstrate networking concepts. Students learn how computers communicate, which lays groundwork for more advanced networking in Year 8. The approach is kept basic and avoids deep technical jargon, focusing on real-world understanding of the Internet they use daily. Subtopics include: What a network is and why we network computers (sharing information, resources). Network types: LAN vs WAN; understanding the school network vs the global Internet. Internet infrastructure: Introduction to how the internet connects networks worldwide; the role of ISPs. Data transmission: Concept of data traveling in packets across the internet, and what happens when you send an email or load a webpage (simplified step-by-step). Key components: Servers, routers, switches (basic roles), and terms like IP address and URL (what they mean in simple terms). Applied Activity: “Internet as a postal system” simulation – students play roles of computers and routers, passing packets (envelopes) with addresses to simulate how data moves from one point to another. Alternatively, a semaphore flag or messaging game to demonstrate sending messages with protocols teachcomputing.org . Learning Objectives: Define a computer network and give examples of networks in daily life (school network, home Wi-Fi, internet). Distinguish between the Internet (global network of networks) and the World Wide Web (services/content). Describe in simple terms how data is broken into packets and routed from a sender to a receiver across a network. Identify basic network components (router, server, etc.) and their purpose in enabling communication. Understand real-world implications of networks (e.g. speed, reliability, the need for network security, which links to the next chapter).
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Chapter 5: Cybersecurity and Online Safety
Description: Focuses on keeping information and devices secure, combining online safety taught in primary school with new cybersecurity concepts. It builds on Year 6 e-safety (such as safe passwords and stranger danger online) by introducing how and why cyber threats occur. Students learn practical ways to protect themselves and understand the basics of cybersecurity, preparing them for deeper security topics in later years (which might include more technical details in Year 9)
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Chapter 6: Computing Ethics and Digital Citizenship
Description: Engages students with the ethical, legal, and social implications of technology. This chapter broadens their perspective beyond just using technology, building on their online safety knowledge to cover topics like digital etiquette, intellectual property, and the digital divide. It does not repeat basic rules learned in Year 6; instead it introduces new dilemmas and discussion about how computing affects society and our responsibilities as users. Real-world cases and scenarios make this topic tangible and prepare students to be thoughtful tech users in Year 8 and beyond
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Chapter 7: Algorithms and Problem Solving
Description: Now that students have a grasp of computational thinking (from Chapter 1), this chapter dives deeper into designing and understanding algorithms for tasks. It serves as a bridge between the abstract idea of an algorithm and actual coding in the next chapters. There is no repetition of the earlier algorithm content; instead, this chapter introduces more structured ways to represent algorithms (like pseudocode) and simple algorithmic problems to solve. This prepares students for formal programming by solidifying how to plan solutions logically.
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Chapter 8: Programming Fundamentals with Visual Languages
Description: Introduces programming in a visual/block-based language (such as Scratch) to build confidence with coding concepts in a beginner-friendly environment. Many students may have used Scratch in Year 6, so this chapter quickly reviews the basics without reteaching old projects, then pushes into new territory (like using more complex logic or creating larger programs). The aim is to cover core programming constructs in practice: sequences, loops, variables, and conditionals. Students engage in hands-on coding projects that make learning fun and concrete.
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Chapter 9: Introduction to Text-Based Programming
Description: This chapter transitions students from block-based coding to a text-based programming language, such as Python. It builds directly on the logic and structures learned in Scratch, showing students the equivalent in a written syntax. By starting simple and possibly using tools that make the transition easier (for example, using a beginner-friendly code editor or a hybrid block/text tool), students avoid feeling like they are starting from scratch (pun intended). This prepares them for more rigorous programming in Year 8 and 9, as required by the curriculum (using at least one textual language in KS3)
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Chapter 10: Data Handling and Spreadsheets
Description: Shifting focus from programming, this chapter teaches data handling skills using spreadsheets – an essential aspect of computing and digital literacy. It extends students’ Year 6 experience (they might have made simple charts or tables before) by introducing more powerful features of spreadsheet software. Through practical exercises, students learn how data is organized, analyzed, and visualized, linking to real-world applications (such as basic data science or keeping records) and setting the stage for database concepts in later years.
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Chapter 11: Creative Computing Project (Digital Media and Information Literacy)
Description: This chapter allows students to apply their computing knowledge in a creative, cross-curricular project. They will plan and develop a digital product – for example, a simple web page or blog, a short video, or an interactive multimedia presentation – around a real-world cause or topic of interest. The aim is to synthesize skills from earlier chapters (graphics, text handling, ethical use of content, maybe a bit of HTML or using a website builder) and bolster their information literacy. By doing so, students see the real-world application of computing tools and practice designing for an audience
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Chapter 12: Capstone Challenge and Review
Description: The final chapter of Year 7 is a capstone that ties all the topics together in a cumulative challenge or showcase. Students undertake a project or a set of challenges that require them to draw on multiple skills learned throughout the year – from programming and data handling to ethical thinking. This ensures a smooth progression to Year 8 by reinforcing Year 7 content and giving teachers a chance to identify areas that need review. It is also an opportunity for students to celebrate what they’ve created and learned.
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Final Exam
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Appendix
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Year 7 Computer Science
About Lesson

1.2.0 Introduction to the Subchapter

In the previous subchapter, you explored how Computer Science differs from ICT and saw that Computer Science is about understanding and creating technology. Now, we will dive into the heart of Computer Science problem-solving: Computational Thinking. This process involves four main pillars—Decomposition, Pattern Recognition, Abstraction, and Algorithms—that help us break down complex problems and systematically design solutions.

By the end of this subchapter, you will:

  1. Define each of the four computational thinking pillars.
  2. Apply these pillars to simple, real-world examples.
  3. Explain why they are essential in both programming and daily problem-solving tasks.

1.2.1 What is Computational Thinking?

Computational Thinking is a way of approaching problems so that they can be analyzed, understood, and potentially solved by a computer program. However, even if a computer isn’t involved, these techniques are powerful for organizing our thoughts and tackling challenges step by step. Think of it like a “toolbox” for your mind, containing strategies you can use in countless situations—from creating a video game to planning a school event.

1.2.2 Pillar One: Decomposition

  1. Definition: Decomposition means breaking down a large, complex problem into smaller, more manageable subproblems.
  2. Analogy/Real-World Example
    • Cleaning Your Room: Instead of seeing it as one big, messy task, break it into parts like picking up clothes, arranging books, vacuuming the floor, etc.
    • Software Example: Developing a game might involve separate tasks: designing characters, creating levels, coding player movement, adding sound effects.
  3. Why It Helps: Decomposition keeps you from feeling overwhelmed. You can focus on smaller tasks and solve them step by step.
  4. Practical Mini-Task: In class, pick a common activity (like organizing a school event). Write down at least five sub-tasks needed to complete it.

1.2.3 Pillar Two: Pattern Recognition

  1. Definition: Pattern recognition is about finding similarities or patterns within problems. By spotting repeating elements, you can reuse solutions or approaches.
  2. Analogy/Real-World Example
    • Learning Languages: If you notice that many Malay words share common prefixes or suffixes, you can better guess new words’ meanings.
    • Math/Geometry: Recognizing that certain shapes have recurring properties (like all triangles having interior angles summing to 180°).
  3. Software/Technology Example
    • Duplicate Code: In programming, if a procedure appears multiple times, you might create a function or loop to handle it once, then reuse.
    • Cybersecurity: Many phishing emails share similar patterns—generic greetings, suspicious links—helping you spot them quickly.
  4. Why It Helps: Identifying patterns lets you solve a broad set of problems more efficiently and consistently.

1.2.4 Pillar Three: Abstraction

  1. Definition: Abstraction is the process of focusing on the important details and ignoring unneeded complexity. It’s like zooming out to see the big picture.
  2. Analogy/Real-World Example
    • Map Reading: A map doesn’t show every leaf or pebble—just the roads, boundaries, and key features. That’s abstraction in action.
    • Human Body: A doctor focusing on general symptoms first, ignoring the microscopic cellular level unless it’s necessary for a diagnosis.
  3. Technology Example
    • Using a Smartphone: You see an app icon and tap it—abstracting away the code, hardware, and network details.
    • Object-Oriented Programming: Classes or objects represent a simplified model of something in the real world, hiding intricate internal details.
  4. Why It Helps: Abstraction prevents you from drowning in irrelevant details. It makes complex systems or problems simpler to handle, letting you concentrate on what truly matters.

1.2.5 Pillar Four: Algorithms

  1. Definition: An algorithm is a step-by-step set of instructions to solve a particular problem. It should be clear, correct, and repeatable.
  2. Analogy/Real-World Example
    • Recipe: Following steps to bake a cake—measure ingredients, mix, bake, and cool.
    • Building IKEA Furniture: The manual outlines each step in order, ensuring anyone can follow the same procedure to get the same result.
  3. Software Example
    • Sorting a List: A sorting algorithm systematically rearranges data from smallest to largest (or vice versa).
    • Login Validation: An algorithm checks if a username/password combination matches stored credentials.
  4. Why It Helps: Algorithms let you outline your solution methodically. A well-defined algorithm can then be translated into code. You’ll build on this skill extensively in later chapters.

1.2.6 Bringing the Four Pillars Together

These pillars—Decomposition, Pattern Recognition, Abstraction, and Algorithms—work together when tackling any computing problem:

  1. Decompose the problem into manageable parts.
  2. Look for patterns or repeated processes.
  3. Use abstraction to filter out irrelevant details.
  4. Finally, design a clear algorithm to address the core challenge.

Example: Creating a simple school timetable app:

  1. Decompose: Identify tasks (loading data, inputting teacher schedules, displaying the timetable).
  2. Pattern Recognition: Notice that each subject or teacher slot repeats daily/weekly with consistent patterns.
  3. Abstraction: Focus only on time slots, subjects, and room allocations—ignore classroom furniture, weather conditions, etc.
  4. Algorithm: Write out the steps to match teachers, subjects, and rooms to each time slot.

1.2.7 In-Class Activity: Apply the Four Pillars

Objective: Practice using all four computational thinking pillars on a tangible scenario.

  1. Scenario: “Designing a Birthday Party”
    • Step 1 (Decomposition): Split tasks (e.g., guest list, decorations, food, games).
    • Step 2 (Pattern Recognition): Identify repeated tasks or similarities (games might share a setup format, decorations might follow a theme).
    • Step 3 (Abstraction): Focus on critical elements (location, time, budget), ignoring unessential details (e.g., brand of candy unless crucial).
    • Step 4 (Algorithm): Outline a clear sequence for planning the party—send invites, buy supplies, set up decorations, welcome guests, start activities.
  2. Class Discussion: Each group shares their breakdown, highlighting how they used each pillar. Encourage them to note how ignoring or missing a pillar might cause confusion.

1.2.8 Everyday Benefits of Computational Thinking

  • Efficiency: Applying these pillars can save time and prevent mistakes—both in coding and daily tasks.
  • Transferable Skills: Problem-solving methods help in math, science, business, and more.
  • Innovation: Recognizing patterns and abstracting out complexities fosters creativity in building new solutions or improving old ones.

1.2.9 Looking Ahead

  • In the next subchapter, you will see real-life algorithms in more depth (Subchapter 1.3 or 1.4, depending on your curriculum structure), connecting the concept of algorithms to everyday tasks.
  • You’ll also learn to represent these algorithms with flowcharts and pseudocode, tools that Computer Scientists use to plan and communicate solutions before coding.

1.2.10 Conclusion & Summary

In this subchapter, you learned about the four pillars of Computational Thinking:

  1. Decomposition: Breaking complex problems into smaller parts.
  2. Pattern Recognition: Identifying similarities that can lead to efficient solutions.
  3. Abstraction: Filtering out unnecessary details to focus on what truly matters.
  4. Algorithms: Designing clear, step-by-step instructions to solve problems.

Mastering these pillars is crucial for any budding computer scientist. Whether you’re planning a project, coding a program, or even organizing a social event, these strategies help you approach problems systematically and creatively. Next time you face a difficult challenge—technical or otherwise—ask yourself: Am I decomposing correctly? Can I spot patterns? Have I abstracted out unnecessary details? Do I have a solid step-by-step plan? If you do, you’re already thinking like a computer scientist!