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

Understanding the difference between hardware and software is fundamental in computer science. Although they work together seamlessly in every computing system, they are distinct concepts with unique characteristics, functions, and roles in how a computer operates.

1. Defining Hardware

Hardware refers to the tangible, physical components of a computer system. These are the parts you can touch, see, and physically interact with. Hardware is the foundation upon which all software functions. It is responsible for performing the actual tasks of computing by processing and storing data.

Key Components of Hardware:

  • Central Processing Unit (CPU):
    Often referred to as the “brain” of the computer, the CPU carries out instructions by performing arithmetic, logical, control, and input/output (I/O) operations specified by the software. Its performance is measured in clock speed, and it plays a critical role in determining the overall efficiency of the system.

  • Memory (RAM):
    Random Access Memory (RAM) is a type of volatile memory used to store data that is actively being processed by the CPU. Unlike permanent storage, RAM loses its contents when the computer is turned off, but it is much faster in reading and writing data, which is essential for smooth operation.

  • Storage Devices:
    These include Hard Disk Drives (HDDs) and Solid State Drives (SSDs). Storage devices hold data permanently, even when the computer is powered down. HDDs are typically slower and more mechanical, while SSDs offer much faster access speeds and greater durability, though usually at a higher cost.

  • Input Devices:
    These are the peripherals that allow users to interact with the computer by providing data and commands. Examples include keyboards, mice, touchscreens, and scanners. They are crucial for user interaction and data entry.

  • Output Devices:
    Output devices display or project data processed by the computer. Common examples include monitors, printers, and speakers. They provide a way for users to see the results of the computer’s processing, whether it’s visual, printed, or audio output.

  • Other Components:
    This category can include devices like network cards (for connectivity), graphics cards (for rendering images), and power supplies (to provide necessary electrical power). Each of these components plays a specific role in ensuring that the computer system runs efficiently.

Hardware forms the physical backbone of computing. Without hardware, there would be no platform for executing the software instructions that drive our applications and digital experiences.

2. Defining Software

Software, in contrast, refers to the intangible collection of programs, instructions, and data that tell the hardware what to do. It exists as a set of coded instructions written by developers using programming languages, and it is the “soul” that brings hardware to life. Software is divided into two broad categories: system software and application software.

Types of Software:

  • System Software:
    This is the essential software that manages the hardware and creates the environment in which applications run.

    • Operating Systems (OS): Examples include Windows, macOS, Linux, and Android. The OS acts as an intermediary between the hardware and the user, handling tasks such as file management, memory allocation, process scheduling, and controlling peripheral devices.
    • Device Drivers: These are specialized programs that allow the operating system to communicate with hardware components. For instance, a printer driver enables the OS to send printing tasks to a printer correctly.
  • Application Software:
    These are programs designed to help users perform specific tasks or activities.

    • Productivity Software: Word processors, spreadsheets, and presentation tools fall into this category.
    • Entertainment Software: Games, media players, and creative tools like photo and video editing programs are examples.
    • Specialized Software: Industry-specific applications, such as graphic design software, database management systems, and educational programs, serve targeted purposes.

Software is intangible; it is a collection of code and data that exists on storage media and is loaded into RAM when executed. While you cannot physically touch software, its effects are tangible as it directs the hardware to perform complex tasks and operations.

3. Interplay Between Hardware and Software

Understanding the relationship between hardware and software is crucial for grasping how a computer system functions. Software provides the instructions that the hardware follows to perform tasks, and without hardware, software would have no platform on which to run.

Key Aspects of Their Interplay:

  • Driver Communication:
    The operating system, a type of system software, uses drivers to communicate with the hardware. For example, when a user clicks on an icon, the OS interprets that input and sends commands to the CPU, which in turn processes the command and instructs the monitor to display the appropriate output.

  • Resource Allocation:
    Software relies on hardware resources—such as processing power and memory—to function effectively. A high-performance CPU and ample RAM can execute complex software applications faster and more efficiently, whereas inadequate hardware can lead to bottlenecks.

  • System Balance:
    The effective functioning of a computer system requires that hardware and software are well-matched. For instance, a fast CPU paired with insufficient memory can lead to performance issues. Similarly, robust software may demand more from the hardware, necessitating upgrades or optimization to maintain efficiency.

Everyday Example:

Imagine a smartphone where the software (the operating system and applications) enables you to send messages, browse the web, and play games. The hardware—comprising the processor, memory, storage, and input/output devices—supports these functions. When you tap an app icon (input), the software interprets your command, instructs the hardware to perform necessary operations, and then displays the result on your screen (output). The smooth functioning of your smartphone is a direct result of the harmonious relationship between its hardware and software.

4. Why This Distinction Matters

Understanding the difference between hardware and software is essential for several reasons:

  • Troubleshooting:
    Identifying whether an issue stems from hardware or software can streamline the troubleshooting process. For instance, if a computer is running slowly, it could be due to insufficient memory (hardware) or inefficient programs (software).
  • System Upgrades:
    Knowing what role each component plays allows users to make informed decisions about upgrades. A software upgrade might require more robust hardware to run efficiently.
  • Learning and Innovation:
    Grasping these concepts lays the foundation for more advanced studies in computer science, including programming, network management, and system design. It also helps students appreciate how each component contributes to the overall functionality of a digital system.

Conclusion

In summary, hardware and software are the two fundamental pillars of any computer system. Hardware refers to the physical components that make up the computer, while software is the set of instructions that tells the hardware how to operate. Their seamless integration is crucial for a computer’s operation, and understanding their interplay provides a solid foundation for more advanced computing topics. By distinguishing between these two elements, students gain a clearer understanding of how their devices work, enabling them to troubleshoot issues effectively and appreciate the complexity behind everyday technology.