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

Understanding ethical issues in technology requires examining real-world scenarios where decisions have led to significant societal impacts. This chapter presents case studies on smartphone usage in schools and data misuse, highlighting the outcomes of ethical and unethical practices.

Case Study 1: Debates Over Smartphone Usage in Schools

Background

The integration of smartphones into daily life has extended to educational settings, prompting debates about their role in schools. Educators and policymakers grapple with balancing the benefits of technology against potential distractions and negative effects on student well-being.

Hoover High School’s Smartphone Ban

In the 2024-25 academic year, Hoover High School implemented a comprehensive ban on cellphone use during school hours. The initiative aimed to enhance academic performance and address mental health concerns associated with excessive smartphone use.​axios.com+1nypost.com+1

Outcomes:

  • Academic Improvement: Post-ban, the school reported a significant rise in student grades, indicating enhanced focus and engagement in academic activities.​

  • Reduction in Disciplinary Actions: There was a notable decrease in student suspensions, suggesting improved behavior and reduced incidents related to smartphone distractions.​axios.com+1nypost.com+1

  • Mental Health Benefits: The ban was part of a broader mental health strategy to increase student socialization and mitigate issues like anxiety and depression linked to smartphone overuse.​axios.com

The success of this policy has influenced state-level discussions, with proposals to extend similar bans across all school districts in Iowa. ​axios.com+1nypost.com+1

Campaigns to Restrict Smartphone Access Among Young Children

A movement titled “Smartphone Free Childhood” has gained traction, with over 100,000 parents advocating for delaying smartphone ownership until children reach 14 years old. The campaign also recommends keeping children off social media until age 16. Support has been particularly strong in regions like Surrey and Hertfordshire, with some areas exploring formal bans on smartphones for younger children. ​theguardian.com

Considerations:

  • Parental Challenges: The campaign highlights the difficulties parents face in regulating technology use amid limited industry regulations.​theguardian.com

  • Community Initiatives: Local efforts, such as those in Hitchin, aim to collectively delay smartphone acquisition among children to promote healthier developmental outcomes.​

Case Study 2: Data Misuse and Its Social Impacts

The Facebook–Cambridge Analytica Data Scandal

In the 2010s, the British consulting firm Cambridge Analytica collected personal data from millions of Facebook users without their informed consent. This data was utilized for political advertising, notably influencing the 2016 U.S. presidential election and the Brexit referendum. ​en.wikipedia.org+1en.wikipedia.org+1

Key Points:

  • Data Collection Method: An app called “This Is Your Digital Life” gathered data from users and their Facebook friends, amassing information from up to 87 million profiles.​en.wikipedia.org

  • Political Influence: The harvested data enabled targeted political campaigns, raising concerns about voter manipulation and the integrity of democratic processes.​en.wikipedia.org

Consequences:

  • Public Outcry: Revelations about the data misuse led to widespread criticism of both Cambridge Analytica and Facebook, highlighting vulnerabilities in data protection.​

  • Regulatory Actions: Facebook faced significant fines and increased scrutiny from regulators, prompting discussions on enhancing user privacy and data security measures.​

AI Surveillance in Schools

Several U.S. schools have adopted AI-powered surveillance tools to monitor students’ online activities, aiming to prevent violence and address mental health issues. However, these practices have raised privacy and security concerns. ​Associated Press News

Issues Identified:

  • Data Exposure: Investigations revealed that sensitive student information was inadvertently accessible, highlighting significant cybersecurity risks.​Associated Press News

  • Trust Erosion: The surveillance measures led to unintended consequences, such as students feeling their privacy was invaded, potentially damaging trust between students and staff.​Associated Press News

Considerations:

  • Balance Between Safety and Privacy: While the intention is to protect students, it’s crucial to implement safeguards that respect privacy and maintain trust within the school community.​nypost.com

Class Discussion Points

  1. Lessons Learned:

    • Policy Implementation: The success of smartphone bans in schools suggests that well-considered policies can positively impact academic performance and student well-being.​

    • Data Protection: The Cambridge Analytica scandal underscores the need for robust data protection laws and ethical standards in handling personal information.​en.wikipedia.org+1en.wikipedia.org+1

  2. Preventative Measures Through Responsible Digital Behavior:

    • Informed Consent: Organizations must prioritize obtaining clear consent from users before collecting or utilizing their data.​

    • Digital Literacy: Educating individuals, especially students, about the implications of data sharing and online behavior can empower them to make informed decisions.​

    • Ethical Surveillance: When implementing monitoring technologies, it’s essential to balance safety objectives with respect for individual privacy rights.​

By analyzing these real-world cases, students can better understand the profound impact of ethical decisions in technology and the importance of responsible digital behavior in shaping a positive societal landscape.