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

4.3.1 What is the Internet?

The internet is a vast global network that connects millions of computers and devices worldwide, enabling communication, data exchange, and access to online services. Unlike a single network that operates within a defined area, the internet is a network of networks, meaning it interconnects smaller private and public networks, allowing them to communicate using standardized protocols.

The internet is not owned or controlled by a single entity. Instead, it operates through a decentralized system of interconnected computers, servers, and networks maintained by various organizations, businesses, and government agencies. It uses a combination of physical infrastructure, such as fiber-optic cables, satellites, and wireless networks, along with communication protocols that dictate how data travels between devices.

Functions of the Internet

The internet supports a wide range of functions that have become essential to modern life, including:

  • Communication – Sending emails, making video calls, messaging via instant chat applications.
  • Information Access – Searching for information, accessing online databases, reading digital articles.
  • Entertainment – Streaming music and videos, playing online games, watching live broadcasts.
  • E-Commerce – Online shopping, digital payments, banking transactions.
  • Cloud Computing – Storing files and running software applications remotely.
  • Social Networking – Engaging with others through platforms like social media and forums.

The internet enables real-time communication and access to global resources, making it one of the most significant technological advancements in human history.

4.3.2 The Role of Internet Service Providers (ISPs)

An Internet Service Provider (ISP) is a company that provides individuals, businesses, and institutions with access to the internet. ISPs act as the intermediaries between end-users and the global internet infrastructure, ensuring that data packets travel efficiently between devices.

How ISPs Work

ISPs operate vast networks of servers, routers, and physical transmission lines, such as fiber optics and undersea cables, to facilitate internet connectivity. They are responsible for:

  • Assigning IP addresses to users so that devices can be uniquely identified on the internet.
  • Managing bandwidth and speed based on the user’s internet plan.
  • Routing data packets across various networks to deliver requested content.
  • Implementing security measures such as firewalls and encryption to protect users.

Types of ISPs

There are different categories of ISPs based on the services they provide:

  • Broadband ISPs – Offer high-speed internet access through fiber-optic, DSL, or cable connections.
  • Mobile Network ISPs – Provide internet access using mobile data via 4G and 5G networks.
  • Satellite ISPs – Enable internet connectivity in remote areas using communication satellites.
  • Wireless ISPs – Deliver internet via radio signals, commonly used in rural and developing regions.

Examples of ISPs

In Malaysia, several ISPs provide internet services:

  • TM Unifi – The largest fiber broadband provider, offering high-speed internet.
  • Maxis Fibre – A well-known provider of fiber-optic internet for home and business users.
  • CelcomDigi – A major mobile and wireless broadband provider.
  • TIME Internet – A high-speed fiber network provider focused on urban areas.

Globally, some well-known ISPs include:

  • AT&T (United States)
  • Vodafone (United Kingdom, Europe)
  • Starlink (Satellite internet by SpaceX)

ISPs play a crucial role in connecting homes, businesses, and governments to the broader internet infrastructure.

4.3.3 How Websites Are Delivered

When a user types a web address (URL) into their browser, a series of complex operations occur within seconds to retrieve and display the webpage. The process involves multiple steps and relies on different technologies and protocols.

Step-by-Step Process of Accessing a Website

  • User Requests a Web Page:
  • The user enters a URL (e.g., www.wikipedia.org) in their browser.
  • DNS Resolution:
  • The browser contacts the Domain Name System (DNS) to convert the human-readable domain name into a numerical IP address.
  • Example: www.wikipedia.org198.35.26.96.
  • Connection to the Web Server:
  • The browser sends a request to the IP address of the website’s server using the Hypertext Transfer Protocol (HTTP) or its secure version HTTPS.
  • Data Transmission in Packets:
  • The web server processes the request and sends the website’s data in small units called packets through the internet.
  • These packets travel through multiple network routers to reach the user’s device.
  • Page Rendering in the Browser:
  • The browser reassembles the packets and displays the web page, loading images, text, and interactive elements accordingly.

This entire process happens almost instantly due to the efficiency of modern networking technologies.

4.3.4 Key Internet Concepts

IP Address (Internet Protocol Address)

An IP address is a unique identifier assigned to every device connected to the internet. It acts like a digital postal address, allowing computers and websites to send and receive information accurately.

There are two main types of IP addresses:

  • IPv4 (Internet Protocol version 4) – Uses a 32-bit numerical format (e.g., 192.168.1.1).
  • IPv6 (Internet Protocol version 6) – Uses a 128-bit hexadecimal format, allowing more unique addresses (e.g., 2001:db8:85a3::8a2e:370:7334).

IPv6 was introduced due to the increasing number of internet-connected devices, as IPv4 addresses were running out.

Domain Name System (DNS)

The Domain Name System (DNS) is a system that translates website names into IP addresses. This allows users to access websites using human-friendly names instead of remembering long numerical addresses.

For example:

  • Instead of typing 172.217.160.78, a user can simply type www.google.com.
  • The DNS automatically resolves www.google.com to its corresponding IP address and directs the browser to the correct server.

Web Servers and Hosting

A web server is a specialized computer that stores website files and delivers them to users when requested. Websites are hosted on these servers, which can be:

  • Shared Hosting – Multiple websites share the same server.
  • Dedicated Hosting – A single website has full control over a server.
  • Cloud Hosting – Websites are distributed across multiple virtual servers for reliability.

Web servers are critical for storing, managing, and serving websites efficiently.

4.3.5 The Physical Infrastructure of the Internet

The internet relies on a physical network infrastructure to connect devices and transfer data worldwide. Some key components include:

  • Fiber Optic Cables: The backbone of high-speed internet, transmitting data using light signals.
  • Undersea Cables: Submarine fiber optic cables laid on the ocean floor that connect continents.
  • Satellites: Provide wireless internet access in remote and rural areas.
  • Cell Towers and Wireless Networks: Support mobile internet access via 4G and 5G networks.
  • Routers and Switches: Direct data packets through networks, ensuring they reach the correct destination.

Without this vast physical infrastructure, internet communication would not be possible.

4.3.6 Summary of Key Concepts

  • The internet is a global network of interconnected computers that enables worldwide communication and information exchange.
  • Internet Service Providers (ISPs) act as intermediaries, granting users access to the internet through various technologies.
  • Websites are accessed through DNS resolution, which translates domain names into IP addresses.
  • Web servers store and manage website data, allowing users to retrieve web pages through HTTP/HTTPS protocols.
  • The internet relies on a physical infrastructure of fiber-optic cables, undersea connections, satellites, and wireless networks.

Understanding internet infrastructure helps students grasp how digital communication works and how data is transferred efficiently across the globe.

Next Chapter Preview

In the next section, 4.4 Data Transmission and Packets, we will explore how information is broken into packets, transmitted over networks, and reassembled at the destination. This will build upon the concepts introduced here and further explain how data moves securely and efficiently across the internet.