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

3.6.1 Introduction: Why Use Pixel Art?

Computers represent digital images using pixels, and each pixel has a binary value that defines its color. This activity helps students understand:

  • How images are stored and displayed in a computer.
  • How binary numbers are used in graphics representation.
  • The importance of resolution and color depth in digital images.

By creating pixel art with binary codes, students apply theoretical knowledge from previous sections (3.4 on images and pixels) in a fun, hands-on exercise.

3.6.2 Understanding the Basics of Pixel Art in Binary

1) What is Pixel Art?

  • Pixel art is a digital art form where images are created using small square units (pixels).
  • Each pixel is assigned a value in binary to represent its color.
  • For example, in black-and-white (monochrome) images:
    • 0 = White
    • 1 = Black
  • For grayscale or color images, we can assign more binary bits per pixel.

2) How Computers Store Pixel Art

  • Every pixel in a digital image has a binary code that represents its color.
  • The more bits used per pixel, the more colors can be represented.
  • Example of pixel representation:
    • 1-bit per pixel (black and white): 0 = white, 1 = black.
    • 4-bit per pixel (16 colors): Uses 0000 to 1111 to define shades.
    • 8-bit per pixel (256 colors): Uses 00000000 to 11111111 to define more colors.

3) Resolution and Image Size

  • Resolution refers to the number of pixels in an image.
  • Higher resolution = more detail but requires more storage space.
  • Example:
    • Low resolution: 8 × 8 pixels (64 pixels total).
    • High resolution: 32 × 32 pixels (1024 pixels total).

3.6.3 Instructions for the Pixel Art Activity

Step 1: Prepare Materials

  • Graph paper (or use a digital grid-based tool like Excel or Google Sheets).
  • Pencil/pen (or colored markers for better visualization).
  • Binary reference chart (for students to understand how color codes work).

Step 2: Choose a Simple Pixel Art Design

  • Students can create their own design or select from examples.
  • Recommended small designs (e.g., 8 × 8 grid):
    • A smiley face 🙂
    • A heart shape ❤️
    • A simple character or object (house, tree, etc.).

Step 3: Assign Binary Values to Pixels

  • Option 1: Black & White (1-bit per pixel)
    • Each pixel is either black (1) or white (0).

Example:
00011000

00111100

01111110

01100110

00111100

00011000

  • Option 2: 4-bit Color Coding
    • Assign 4-bit binary values to each pixel for 16 colors.
    • Example:
      • 0000 = White
      • 0001 = Black
      • 0010 = Red
      • 0011 = Blue
      • 0100 = Green
    • If drawing a red heart, students might assign pixels with “0010” (red).

Step 4: Draw and Color the Grid

  • Students color each square based on the binary values assigned.
  • The final grid should form a recognizable shape or object.

Step 5: Convert the Image into Binary Code

  • Students write out the binary code for each row.
  • The final output should look like a binary matrix that a computer could use to store the image.

3.6.4 Example of a Completed Pixel Art and Its Binary Code

Let’s create an 8 × 8 smiley face using 1-bit per pixel (black and white).

Pixel Art Grid:

⬜⬛⬛⬜⬜⬛⬛⬜
⬛⬜⬜⬛⬛⬜⬜⬛
⬛⬜⬜⬛⬛⬜⬜⬛
⬜⬛⬛⬜⬜⬛⬛⬜
⬜⬜⬜⬛⬛⬜⬜⬜
⬜⬛⬜⬜⬜⬜⬛⬜
⬜⬜⬛⬛⬛⬛⬜⬜
⬜⬜⬜⬜⬜⬜⬜⬜

Binary Code Representation:

 

01100110

10011001

10011001

01100110

00011000

01000010

00111100

00000000

 

(Each row of 8 pixels is written as an 8-bit binary number.)

A computer could read this binary sequence and reconstruct the smiley face image!

3.6.5 Why Is This Activity Important?

  • Hands-on learning: Students apply theoretical knowledge in a creative way.
  • Understanding real-world applications: Similar concepts are used in video game sprites, pixel animations, and digital displays.
  • Develops problem-solving skills: Encourages logical thinking by encoding and decoding visual data.

3.6.6 Summary: Key Takeaways

✅ Digital images are made up of pixels, and each pixel is stored using binary values.
Monochrome images use 1-bit per pixel, while colored images require more bits.
✅ Higher resolution means more pixels and better image quality, but increases storage size.
✅ Pixel art helps us understand how computers store, manipulate, and display digital images.

Looking Ahead

Now that students understand how binary codes represent images, they can explore:

  • How color is stored in images (RGB model, 8-bit, 24-bit, etc.).
  • How modern image formats (JPEG, PNG, BMP) store pixel data efficiently.
  • How pixels work in video game design and digital animation.

This activity provides a solid foundation for future learning in digital graphics and computer science! 🎨💻