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

Introduction

In the digital age, it is easier than ever to access, copy, and share information. While technology enables creativity and collaboration, it also raises questions about ownership, originality, and legal responsibility. Intellectual property refers to creations of the mind, such as writings, music, art, software, and inventions, which are protected by laws to ensure that creators receive credit and control over their work.

Understanding intellectual property is essential for responsible digital citizenship. In this section, we will explore copyright, plagiarism, and Creative Commons licenses, which help regulate the use of digital content.

Copyright Basics

What is Copyright?

Copyright is a legal right that grants the creator of an original work exclusive control over how their work is used, distributed, and copied. This protection applies to various forms of creative work, including:

  • Books, articles, and other written content
  • Music and audio recordings
  • Films and videos
  • Photographs and digital images
  • Software and computer programs
  • Websites and digital media

Copyright laws protect creators by preventing others from using their work without permission. It ensures that artists, writers, programmers, and musicians can benefit from their efforts.

How Long Does Copyright Last?

Copyright protection generally lasts for the lifetime of the creator plus a certain number of years (often 50 to 70 years, depending on the country). After this period, the work enters the public domain, meaning it can be freely used by anyone.

Legal and Ethical Use of Digital Materials

Using copyrighted material without permission can result in legal consequences. However, there are some cases where content can be used legally:

  1. Fair Use: Some copyrighted materials can be used for education, news reporting, research, or criticism without needing permission. However, the amount of material used and its purpose must be considered.
  2. Public Domain: Works that are no longer under copyright protection (e.g., classic books and old movies) can be freely used.
  3. Creative Commons Licenses: Some creators allow their work to be shared under specific conditions, which we will explore later in this section.

Example:

  • Legal Use: A student cites an article in a research paper with proper references.
  • Illegal Use: A person copies and sells a song without the artist’s permission.

Plagiarism: The Importance of Originality

What is Plagiarism?

Plagiarism is when someone takes another person’s work, ideas, or words and presents them as their own without giving credit. It is considered both unethical and, in many cases, illegal.

Plagiarism can take different forms, such as:

  • Copy-Pasting: Directly copying content from a website, book, or another source without citing the original creator.
  • Paraphrasing Without Credit: Rewriting someone else’s ideas in different words but not mentioning the original source.
  • Submitting Someone Else’s Work: Handing in an assignment, essay, or project that was written by another person.
  • Self-Plagiarism: Reusing your own work from a previous assignment or project without permission from the teacher.

Why is Plagiarism a Problem?

  • Academic Consequences: Many schools and universities have strict policies against plagiarism, which can result in penalties such as failing a course or suspension.
  • Legal Consequences: In professional settings, plagiarism can lead to lawsuits and fines.
  • Ethical Issues: Taking credit for someone else’s work is dishonest and damages credibility.

How to Avoid Plagiarism

  1. Always Give Credit: Cite sources when using information, quotes, or ideas from someone else.
  2. Use Quotation Marks: If you copy a sentence directly, put it in quotes and mention the author.
  3. Paraphrase Properly: Express ideas in your own words but still provide credit to the original source.
  4. Use Plagiarism Detection Tools: Software like Turnitin and Grammarly can help check for accidental plagiarism.

Example:

  • Plagiarism: A student copies a Wikipedia paragraph into an essay without citing it.
  • Proper Use: A student summarizes the paragraph in their own words and includes a citation.

Creative Commons: A Legal Way to Share Content

What is Creative Commons?

Creative Commons (CC) is an organization that provides free licenses for creators to share their work with specific permissions. Instead of keeping full copyright, a creator can allow others to use their work under certain conditions.

Types of Creative Commons Licenses

There are different types of CC licenses, each with different rules:

  1. CC BY (Attribution): Users can share, copy, and modify the work as long as they give credit to the original creator.
  2. CC BY-SA (Attribution-ShareAlike): Similar to CC BY, but if someone modifies the work, they must share it under the same license.
  3. CC BY-ND (Attribution-NoDerivatives): The work can be shared but cannot be changed or modified.
  4. CC BY-NC (Attribution-NonCommercial): The work can be used, but not for commercial purposes (e.g., selling it).
  5. CC0 (No Rights Reserved): The creator has waived all rights, allowing anyone to use the work freely.

Why Use Creative Commons?

  • Encourages Collaboration: Allows creators to share knowledge and build upon each other’s work.
  • Simplifies Permissions: Eliminates the need to ask permission for every use.
  • Supports Open Learning: Helps educators and students access free and legal educational materials.

Example:

  • A photographer publishes an image under CC BY, meaning anyone can use it as long as they credit the photographer.
  • A musician licenses a song under CC BY-NC, meaning it can be shared but not sold for profit.

Conclusion

Understanding intellectual property helps students become responsible digital citizens. Copyright laws protect creators, plagiarism threatens originality and credibility, and Creative Commons licenses offer a way to legally share content. By respecting these rules, students can navigate the digital world ethically and legally.