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.
0/9
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.
0/10
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.
0/12
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).
0/13
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)​
0/12
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
0/11
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.
0/12
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.
0/10
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)​
0/14
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.
0/12
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​
0/15
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.
0/4
Final Exam
0/1
Appendix
0/1
Year 7 Computer Science
About Lesson

Introduction

As technology becomes more embedded in everyday life, ethical concerns arise regarding how it is used, who has access to it, and its impact on society and the environment. Ethical issues in technology involve questions of fairness, privacy, responsibility, and sustainability. This section will explore three key ethical concerns: privacy rights, the digital divide, and environmental impact.

1. Privacy Rights: Protecting Personal Data in the Digital Age

What is Privacy in Technology?

Privacy in technology refers to the right of individuals to control how their personal data is collected, used, and shared. With social media, online banking, smart devices, and cloud storage, an enormous amount of personal data is being stored and transmitted every second.

How Data Privacy Works on Digital Platforms

When using websites, social media, or apps, users often provide personal data such as:

  • Full Name and Contact Information – Social media profiles, emails, phone numbers.
  • Browsing History – Websites visited and searches made.
  • Location Data – GPS tracking in apps and mobile devices.
  • Financial Information – Credit card details, online transactions.

This data is valuable to companies for advertising, analytics, and artificial intelligence. Many companies use data collection and tracking technologies such as cookies and targeted ads to personalize user experiences.

Risks of Poor Data Privacy Practices

If personal data is not secured, it can lead to:

  1. Identity Theft – Criminals use stolen information to impersonate someone for fraud.
  2. Data Breaches – Hackers access databases of companies and leak sensitive data.
  3. Surveillance Concerns – Governments and organizations may track user activities without consent.
  4. Targeted Advertising & Manipulation – Users are constantly tracked and shown personalized ads, which can shape their opinions and behavior.

Protecting Your Privacy Online

To safeguard privacy, users should:
✔ Use strong passwords and enable two-factor authentication (2FA).
✔ Be cautious when sharing personal details online.
✔ Adjust privacy settings on social media and apps.
✔ Use secure websites (HTTPS) and avoid suspicious links.
✔ Regularly update software and security patches to prevent cyber-attacks.

Example of Privacy Violation

In 2018, the Cambridge Analytica Scandal revealed that personal data from millions of Facebook users was collected without consent and used to influence political campaigns. This incident highlighted how tech companies can misuse personal information.

2. The Digital Divide: Unequal Access to Technology

What is the Digital Divide?

The digital divide refers to the gap between individuals and communities that have access to modern technology and those that do not. This includes differences in:

  • Internet access (rural vs. urban areas).
  • Device availability (owning a computer vs. using public computers).
  • Technology skills and education (digital literacy gaps).

Why Does the Digital Divide Exist?

The digital divide is influenced by economic, geographic, and social factors:

  • Cost of Devices & Internet – Not everyone can afford personal computers, tablets, or high-speed internet.
  • Lack of Infrastructure – Rural areas may have limited or no broadband connectivity.
  • Educational Barriers – Some people lack digital literacy skills to use technology effectively.

Impact of the Digital Divide

The lack of access to technology can result in:
📌 Limited Education Opportunities – Students in underprivileged areas may struggle with online learning.
📌 Employment Disadvantages – Many jobs now require computer literacy and internet access.
📌 Limited Access to Government & Health Services – Many public services are moving online, leaving some individuals behind.

Bridging the Digital Divide

Solutions to reduce the gap include:
✔ Expanding affordable internet services to remote areas.
✔ Government programs to provide free digital literacy education.
✔ Public libraries and community centers offering free access to computers and Wi-Fi.

Real-World Example: Malaysia’s Digital Divide

In Malaysia, the B40 (Bottom 40%) income group has faced difficulties in online learning, especially during the COVID-19 pandemic. Students without laptops or internet access struggled to attend virtual classes, highlighting the need for digital inclusion policies.

3. Environmental Impact of Technology

How Does Technology Affect the Environment?

Technology has revolutionized industries, but it also contributes to pollution, resource depletion, and electronic waste (e-waste).

Electronic Waste (E-Waste)

E-waste refers to discarded electronic devices such as:

  • Old smartphones, laptops, and tablets.
  • Broken TVs, printers, and game consoles.
  • Non-functional batteries and cables.

E-waste contains hazardous materials like lead, mercury, and cadmium, which can pollute the environment if not disposed of properly.

Energy Consumption of Digital Devices

Modern technology relies on data centers that power websites, apps, and cloud storage. These data centers:

  • Consume massive amounts of electricity.
  • Require large cooling systems that contribute to carbon emissions.
  • Increase global energy demands.

Sustainable Technology Solutions

To reduce environmental damage, individuals and companies can:
Recycle old electronics instead of throwing them away.
✔ Use energy-efficient devices that consume less power.
✔ Reduce paper usage by switching to digital documents.
✔ Support green energy sources for tech infrastructure.

Example: E-Waste Recycling Programs

In Malaysia, initiatives like the E-Waste Management Program encourage people to recycle old electronics safely to prevent toxic waste from polluting landfills.

Discussion Points: Ethics and Technology in Society

Technology should benefit all people while minimizing harm. Ethical concerns require balancing innovation with responsibility. Key questions to consider:

  • Should companies be allowed to collect and sell user data?
  • How can we ensure that everyone has fair access to digital tools?
  • What can individuals do to minimize their environmental impact?

Conclusion

Ethical issues in technology affect individuals, businesses, and societies. Privacy rights protect people from data misuse, the digital divide highlights gaps in access to technology, and environmental concerns remind us to be responsible with electronic waste and energy use. By understanding these challenges, students can make informed decisions about how they use technology in daily life.

This lesson prepares students for more advanced discussions on technology laws, cybersecurity policies, and global digital ethics in higher education.