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

1.3.0 Introduction

In previous lessons, you learned that algorithms are sets of step-by-step instructions designed to solve problems or complete tasks. You also explored the other pillars of computational thinking—Decomposition, Pattern Recognition, and Abstraction—that help us arrive at clear algorithms. In this subchapter, we’ll show how the idea of an algorithm isn’t limited to the world of programming: you’ll find examples in everyday activities, from cooking to organizing a birthday party.

By the end of this subchapter, you will:

  1. Recognize that algorithms appear in daily life, not just in computers.
  2. Distinguish between a well-structured algorithm and a vague set of instructions.
  3. Create simple real-life algorithms for common tasks, linking them to computational thinking principles.

1.3.1 What Do We Mean by “Real-Life Algorithms”?

  1. Definition Recap: An algorithm is a sequence of steps that, when followed exactly, leads to a predictable outcome.
  2. Broad Usage: Although we typically talk about algorithms in a computer-programming context (like sorting data or checking passwords), they exist wherever there’s a clear procedure for doing something.

Example: A morning routine can be an algorithm:

  1. Wake up and turn off the alarm.
  2. Brush your teeth.
  3. Put on your uniform.
  4. Have breakfast.
  5. Gather your school materials.
  6. Leave for school.

If you follow these steps consistently, you’ll always be ready to start your day. That’s effectively an algorithm!

1.3.2 Characteristics of a Good Real-Life Algorithm

  1. Clear Sequence: Each step should follow logically from the previous one.
  2. No Ambiguity: Use specific instructions. “Clean up your room” is vague compared to “Pick up all clothes from the floor and put them in the closet.”
  3. Definite Ending: There should be a final step. You know you’re done when the algorithm’s goal is accomplished.
  4. Repeatable: If someone else follows the same steps, they should get the same result.

Why This Matters: In computing, ambiguity in instructions can cause errors or unexpected outcomes. Similarly, in real-life tasks, unclear instructions lead to mistakes, delays, or confusion.

1.3.3 Everyday Examples

  1. Recipes for Cooking
    • A recipe lists ingredients (inputs) and steps (process). The final dish is the output. If the recipe is well-written, anyone who follows it carefully can produce the same result.
  2. Board Games or Card Games
    • Each game has a rulebook, outlining how to play (the algorithm). When instructions are followed, all players know what to do and how to handle specific scenarios.
  3. School Assembly Routine
    • Schools often have a set schedule for morning assembly: form lines, sing the anthem, listen to announcements. This is a repeated “algorithm” that organizes everyone.
  4. Public Transport Routes
    • Buses or trains follow a route (sequence of stops). Each route is essentially a step-by-step path from start to end. If the steps are out of order or missing, passengers will get lost.

1.3.4 Linking to Computational Thinking

  1. Decomposition: If a real-life process seems too large (like planning a big wedding), break it down into smaller tasks (choosing a date, booking a venue, sending invitations, etc.).
  2. Pattern Recognition: Look for repeated steps or recurring problems. For instance, every cooking recipe has “gather ingredients, prepare utensils” at the start.
  3. Abstraction: Focus on the crucial steps in your algorithm; ignore irrelevant details (e.g., for cooking, you don’t need to list how the table is decorated if it doesn’t affect the dish).
  4. Algorithm: The final sequence of instructions that ensures consistent results.

By viewing everyday tasks through these four lenses, you become more systematic and efficient, whether in the kitchen or the classroom.

1.3.5 Applied Activity: Writing a Real-Life Algorithm

Objective: Practice designing a clear, repeatable set of instructions for a simple real-world scenario.

  1. Group Brainstorm
    • Pick a common group task. Examples: “How to pack your schoolbag”, “How to set up a game console”, or “How to water the school garden”.
    • Ensure the task has a clear outcome.
  2. Draft the Steps
    • Write down each step in order. Avoid assumptions. For instance, “Turn on the tap” might need to say “Locate the water source, twist the tap handle” for absolute clarity.
  3. Check for Clarity & Completion
    • Is there any ambiguity? Will a newcomer understand what to do?
    • Is there a final step that indicates the task is done (e.g., “Close the tap once watering is complete”)?
  4. Peer Review
    • Another group or partner follows your instructions exactly. Do they encounter confusion? Is the process efficient?
    • If they can replicate your outcome without guesswork, you have a good algorithm.

Outcome: Students discover how real-life instructions resemble “code,” reinforcing that clarity and structure matter whether you’re giving a friend directions or writing a computer program.

1.3.6 Pitfalls of Poorly Written Algorithms

  • Missing Steps: Skipping essential details leads to incomplete results (e.g., forgetting to add a key ingredient to a recipe).
  • Ambiguous Language: Words like “do it quickly” or “organize the items properly” can be interpreted in multiple ways, causing inconsistent outcomes.
  • Lack of Order: If steps are out of logical sequence, the process may fail or produce errors (like trying to bake a cake before adding the flour!).

In computing, these pitfalls can cause software bugs or crashes. In everyday life, it causes confusion or wasted effort.

1.3.7 Why Real-Life Algorithms Matter in Computer Science

  1. Foundation for Coding: Once you can write down a process precisely and logically, you can translate it into a programming language.
  2. Team Communication: Good algorithmic instructions help teams coordinate—everyone knows what to do, how, and when.
  3. Problem-Solving Mindset: By routinely creating real-life algorithms, you train yourself to tackle big challenges methodically—an essential trait for any aspiring computer scientist.
  4. Preparation for Next Steps: In upcoming lessons, you’ll learn how to represent these instructions as flowcharts or pseudocode, bridging the gap between everyday tasks and actual code.

1.3.8 Conclusion & Summary

Throughout this subchapter, you’ve seen how algorithms are not just abstract ideas for computers—they exist all around us. From cooking recipes to daily routines, whenever we follow a set of methodical instructions, we’re essentially executing an algorithm. The better structured and clearer these steps are, the more reliably they lead to a consistent outcome.

Remember:

  • Real-life algorithms mirror the way we plan and implement tasks in code, only in a more familiar setting.
  • Always aim for clarity, specificity, and a logical flow when writing your steps.
  • This skill will become even more important as you move on to creating formal flowcharts and pseudocode, laying the groundwork for actual programming projects later in Year 7.

Now that you understand how algorithms show up in everyday tasks, you’re ready to take the next step: learning to represent these instructions in a structured way that closely resembles what programmers do. Keep practicing by spotting algorithms around you and thinking about how they can be improved. That’s exactly what a computer scientist does—making the world more efficient, one step at a time!