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

4.4.1 How Does Data Move on the Internet?

The internet enables billions of devices worldwide to communicate with each other by transferring data. But instead of sending entire files at once, data is broken into small units called packets and transmitted across the network efficiently. These packets follow a set of rules, or protocols, that ensure they reach their intended destination accurately.

What Are Data Packets?

A data packet is a small chunk of data that carries information from a sender to a receiver. Instead of sending a large file as a single piece, computers break it down into multiple packets, which can travel through different routes to reach the destination as efficiently as possible.

Each packet consists of three main parts:

  1. Header – Contains metadata (data about the data), including:
    • Source address (who sent the packet).
    • Destination address (where it is going).
    • Packet sequence number (helps reassemble the packets in the correct order).
  2. Payload – The actual data being sent (a piece of the webpage, email, video, or file).
  3. Footer (or Trailer) – Includes error-checking information to verify that the packet was transmitted correctly.

Once the packets reach their destination, the receiving computer or device reassembles them to form the complete data (e.g., a web page, email, or video).

4.4.2 How Does Data Travel from One Computer to Another?

When data is transmitted over the internet, it does not take a direct route from one computer to another. Instead, it travels through multiple network devices that guide it toward its destination efficiently. This is done using a process called packet switching.

Key Steps in Data Transmission

  1. Breaking Data into Packets
    • A large file, webpage, or message is split into smaller packets.
    • Each packet is labeled with a destination address and a sequence number.
  2. Routing Through Network Devices
    • Packets travel through routers and switches, which direct them toward the destination.
    • Different packets may take different routes depending on network congestion.
  3. Reassembling at the Destination
    • Once all packets arrive, the receiving device reassembles them using the sequence numbers.
    • If any packet is missing, the system requests it to be resent.
  4. Error Checking
    • The system verifies that all packets have arrived intact.
    • If an error is detected, the data is resent.

How Do Packets Find Their Way?

Packets use the Internet Protocol (IP) and Transmission Control Protocol (TCP) to ensure they reach the correct destination.

  • IP Addressing – Every device on the internet has a unique IP address that tells packets where to go.
  • TCP – Ensures that packets are delivered in the correct order and requests missing packets if needed.
  • UDP (User Datagram Protocol) – A faster alternative to TCP used for applications like live video streaming, where speed is more important than perfect accuracy.

This system allows data to move efficiently, even if some network paths are temporarily down or congested.

4.4.3 What Happens When You Send an Email or Load a Web Page?

The process of sending an email or loading a webpage involves multiple network components working together. Let’s break down each process step by step.

Sending an Email (Example of Data Transmission)

  1. Composing and Sending the Email
    • The user writes an email and presses “Send.”
    • The email client (e.g., Gmail, Outlook) converts the message into data packets.
  2. Email Server Processing
    • The email is sent to the sender’s mail server using the Simple Mail Transfer Protocol (SMTP).
    • The server forwards the email to the recipient’s mail server.
  3. Routing Through the Internet
    • The data packets travel through multiple routers and networks.
    • The recipient’s mail server receives the packets and stores the message.
  4. Receiving the Email
    • When the recipient checks their inbox, the email client retrieves the message from the server using POP3 (Post Office Protocol 3) or IMAP (Internet Message Access Protocol).
    • The email is reassembled from packets and displayed in the recipient’s inbox.

This process happens within seconds, allowing emails to be sent across the world almost instantly.

Loading a Web Page (Example of Data Transmission)

  1. User Requests a Website
    • The user types a web address (URL) into a browser.
    • The request is sent to a Domain Name System (DNS) server to find the website’s IP address.
  2. Connecting to the Web Server
    • The browser contacts the website’s web server using HTTP (Hypertext Transfer Protocol) or HTTPS (secure version).
    • The server processes the request and prepares to send the webpage’s data.
  3. Transmitting the Web Page Data
    • The web page is broken into packets and sent through the network.
    • The packets travel through routers and switches until they reach the user’s device.
  4. Reassembling the Web Page
    • The browser reassembles the packets to reconstruct the complete webpage.
    • Images, text, and videos are loaded onto the screen.

This process allows users to access websites from anywhere in the world in just a few seconds.

4.4.4 Real-World Examples of Data Transmission

Video Streaming (Netflix, YouTube, etc.)

  • When you watch a video, data packets are continuously sent to your device.
  • The video plays in small parts (buffering) to ensure smooth playback even if some packets are delayed.
  • UDP is often used for real-time video streaming to reduce lag.

Online Gaming

  • Game data (such as player movements and actions) is transmitted in real-time using fast packet transmission.
  • Low-latency networks ensure that packets arrive quickly so players can react instantly.

Online Banking and Secure Transactions

  • Online banking transactions use HTTPS and encryption to protect sensitive data.
  • Packets are encrypted to prevent hackers from intercepting personal information.

Cloud Computing and File Sharing

  • Files uploaded to cloud storage (Google Drive, Dropbox) are broken into packets and stored on remote servers.
  • When a user downloads a file, the packets are retrieved and reassembled on their device.

These real-world examples show how packet-switched networks enable modern digital services.

4.4.5 Summary of Key Concepts

  • Data transmission on the internet occurs by breaking information into small packets that travel across networks.
  • Packet-switching technology ensures efficient delivery of data.
  • Routers, switches, and servers guide packets to their destination.
  • The TCP/IP protocol ensures that packets arrive correctly and are reassembled in order.
  • Everyday applications, such as emails, web browsing, and video streaming, rely on packet-switched data transmission.

Understanding these principles helps students appreciate how digital communication works and prepares them for deeper networking topics in later years.

Next Chapter Preview

In the next section, 4.5 Key Components of a Network, we will explore the essential hardware devices that make up a network, including routers, switches, modems, and network cables. Understanding these components will help students grasp how data physically moves across the internet and local networks.