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

In the modern digital landscape, producing high-quality digital media requires more than just creativity—it demands a solid foundation in technical skills. This section delves into the specific technical competencies required for various digital projects, from web development to graphic and video production. Mastering these skills not only enhances the aesthetic appeal of the final product but also ensures that it functions seamlessly. Below, we explore the technical aspects of digital production across different project types.

1. Technical Skills for Web Projects

When creating a digital project in the form of a website or blog, technical skills in web development come to the forefront. Even if students opt for a website builder, understanding the underlying principles can significantly elevate the project’s quality.

1.1 Basic HTML and CSS

  • HTML (HyperText Markup Language):
    HTML is the backbone of web pages. It provides the structure of a website by defining elements such as headings, paragraphs, images, links, and forms.
    • Key Tags:
      • <h1> to <h6>: Define headings with varying levels of importance.
      • <p>: Denotes a paragraph.
      • <img>: Embeds an image.
      • <a>: Creates a hyperlink to other web pages or resources.
      • <div> and <span>: Used for grouping and styling sections of the content.
  • CSS (Cascading Style Sheets):
    CSS complements HTML by controlling the visual presentation of a website. It determines layout, colors, fonts, and spacing, ensuring the site is not only functional but also aesthetically pleasing.
    • Advanced CSS Techniques:
      • Responsive Design: Ensuring that the website adapts to different screen sizes (mobile, tablet, desktop).
      • Animations and Transitions: Adding subtle effects to improve user engagement.
      • Grid and Flexbox Layouts: Advanced layout techniques that provide more control over the arrangement of elements.

1.2 Using WYSIWYG Editors and Website Builders

For students who are not yet comfortable with coding from scratch, WYSIWYG (What You See Is What You Get) editors offer an intuitive alternative.

  • Examples:
    • WordPress, Wix, and Google Sites: Provide drag-and-drop interfaces that allow students to design web pages visually.
    • These platforms often offer templates that can be customized, enabling students to focus on content and design without delving into HTML or CSS immediately.

1.3 Embedding Multimedia Content

An engaging website is not just about text—it also integrates images, videos, and interactive elements.

  • Embedding Techniques:
    • Use <iframe> tags or built-in editor tools to embed videos from platforms like YouTube or Vimeo.
    • Insert images and audio clips to enhance storytelling and user engagement.
  • Best Practices:
    • Optimize multimedia for web use by compressing images and videos to ensure fast loading times without sacrificing quality.
    • Always provide alternative text for images to improve accessibility.

2. Technical Skills for Graphic and Video Projects

For projects focused on visual content, such as digital posters, infographics, or short videos, technical skills in design and editing are essential. These skills help transform raw media into polished, professional-quality products.

2.1 Graphic Design Software

  • Design Tools:
    • Canva and Adobe Spark: These are user-friendly, cloud-based design tools ideal for beginners. They provide templates and a vast library of images, icons, and fonts to create visually appealing posters and infographics.
    • Adobe Photoshop and GIMP: More advanced tools for photo editing, enabling detailed adjustments, layer management, and sophisticated graphic effects.
  • Key Techniques:
    • Image Editing: Enhancing brightness, contrast, and saturation; cropping and resizing images; removing backgrounds.
    • Layout Design: Arranging text and images to create a balanced composition; using grids and guides for alignment.
    • Color Theory: Selecting harmonious color palettes that align with the project’s message and improve visual impact.

2.2 Video Editing Tools

  • Video Software:
    • Adobe Premiere Rush and iMovie: These tools offer basic video editing features that are accessible to beginners.
    • Capabilities:
      • Cutting and Trimming: Removing unwanted segments of footage.
      • Transitions: Creating smooth changes between scenes.
      • Text Overlays and Captions: Adding context and enhancing the narrative.
      • Sound Editing: Adjusting audio levels, adding background music, and synchronizing audio with video.
  • Best Practices:
    • Plan the storyboard before shooting to ensure all necessary footage is captured.
    • Use editing to enhance the storytelling rather than overloading the video with effects.

3. Integration: Bridging Technical Skills with Creative Vision

Integrating technical skills into the creative process is what ultimately produces a final product that is both functional and visually engaging. This involves:

3.1 Combining Content and Design

  • Alignment:
    Ensure that the design elements (such as fonts, colors, and layouts) complement the content and support the overall message.
  • Consistency:
    Maintain a consistent style throughout the project to build a strong visual identity.
  • User Experience:
    Consider how the audience will interact with the digital product. For websites, this might include smooth navigation and responsive design; for videos, it might involve clear audio and a logical flow of scenes.

3.2 Technical Proficiency as a Creative Tool

  • Technical skills are not just about learning commands or software—they are tools that expand creative possibilities.
  • Mastery of HTML/CSS or graphic design software allows students to customize their projects extensively, ensuring that their unique voice and vision are clearly communicated.
  • For instance, a well-edited video can evoke emotion and drive a narrative more powerfully than a simple slideshow, and a custom-designed website can be tailored to exactly meet the needs of its target audience.

3.3 The Iterative Process

  • Feedback and Revision:
    Once the initial version of the project is created, it is essential to seek feedback and refine the work. This iterative process is at the heart of digital production.
  • Troubleshooting and Refinement:
    Whether it’s debugging code on a webpage or adjusting the color contrast in a graphic, continuous improvement ensures that the final product is polished and professional.

Conclusion

Technical skills for digital production are the bridge between creative ideas and tangible digital projects. From building a functional website using HTML and WYSIWYG editors to crafting visually compelling graphics and videos, these skills enable students to transform their concepts into effective digital artifacts. Mastery of these tools not only enhances the visual and functional quality of projects but also prepares students for more advanced studies in computer science and digital media.

By integrating technical proficiency with creative vision, students can produce digital content that is both innovative and engaging, setting a strong foundation for future projects and professional endeavors.