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

As technology continues to advance and integrate into every aspect of our lives, ethical dilemmas in computing have become more common and complex. From questions about digital privacy to the ethical implications of hacking, students must develop the ability to think critically about the consequences of their actions in the digital world.

This chapter focuses on ethical decision-making through debate and role-play, allowing students to explore multiple perspectives on real-world ethical scenarios. By analyzing different viewpoints, students will develop moral reasoning skills, understand the importance of digital responsibility, and learn to make ethical choices in technology use.

The Importance of Ethical Decision-Making in Technology

Technology has a profound impact on individuals, businesses, and society. The ethical use of technology requires considering not only what is possible but also what is right. Ethics in computing ensures that technology benefits society while minimizing harm.

Some common ethical questions in technology include:

  • Should people have the right to online anonymity, or should governments monitor online activities to prevent crime?
  • Is it acceptable to use artificial intelligence to create deepfake videos?
  • Should companies be allowed to track users’ data for targeted advertising?
  • What responsibilities do programmers have in ensuring their software is not misused?

To better understand these ethical challenges, students will engage in a debate and role-play activity to analyze different viewpoints.

Understanding Different Ethical Perspectives

Before engaging in the debate and role-play activity, students should familiarize themselves with different ethical perspectives that can influence decisions in technology:

  1. Utilitarianism (Greatest Good for the Majority)

    • A decision is considered ethical if it produces the most benefit for the greatest number of people.
    • Example: A company collecting user data to improve AI systems might argue that the benefits (better AI services) outweigh the risks (loss of personal privacy).
  2. Deontological Ethics (Rules-Based Approach)

    • Actions are judged based on whether they follow ethical principles and moral duties, regardless of the outcome.
    • Example: Hacking into a company’s system is unethical even if it exposes a flaw that could improve security.
  3. Virtue Ethics (Character and Integrity-Based Approach)

    • Decisions should align with virtues such as honesty, integrity, and fairness.
    • Example: A student who finds a security loophole in their school’s grading system should report it instead of exploiting it.
  4. Relativism (Context-Dependent Ethics)

    • Ethics can depend on cultural, social, or situational factors.
    • Example: What is considered ethical regarding internet freedom in one country may differ from another country’s perspective.

Understanding these ethical perspectives will help students evaluate different sides of a debate and think critically about their positions.

Debate Topics: Ethical Dilemmas in Computing

Students will participate in a classroom debate where they will take opposing sides on an ethical issue related to technology. Here are some debate topics to consider:

1. Is It Acceptable to Download Music or Movies for Free?

  • Yes Argument:
    • Information should be freely accessible.
    • Artists and companies already make money through advertisements, concerts, and sponsorships.
    • Some people cannot afford to pay for entertainment content.
  • No Argument:
    • It violates copyright laws and is considered stealing.
    • Artists and content creators lose money, affecting the industry.
    • It can lead to viruses and cybersecurity risks when downloading illegally.

2. What Should You Do If You Discover a Security Loophole in a Game?

  • Yes, Exploiting It is Okay:
    • If the company does not fix its bugs, users should have the right to use them.
    • Some game glitches can be fun and do not cause harm.
    • Other players may already be using it, so reporting it is pointless.
  • No, It Should Be Reported:
    • Exploiting security loopholes can lead to unfair advantages.
    • Ethical responsibility means ensuring games remain fair for all players.
    • If reported, companies may reward users who find bugs (bug bounty programs).

3. Should Schools Monitor Students’ Internet Activity?

  • Yes Argument:
    • Protects students from cyberbullying and harmful content.
    • Prevents distractions by blocking access to games and social media.
    • Helps schools identify and prevent security threats.
  • No Argument:
    • Violates student privacy and creates a culture of distrust.
    • Schools should educate students on responsible internet use rather than monitor them.
    • Some monitoring software can be inaccurate and result in unfair punishment.

4. Should AI Be Allowed to Replace Human Workers?

  • Yes Argument:
    • AI improves efficiency and reduces errors in industries like healthcare and manufacturing.
    • AI can perform dangerous jobs that humans cannot safely do.
    • Technology advancements should not be stopped to protect jobs.
  • No Argument:
    • AI replacing workers increases unemployment rates.
    • AI lacks human creativity, emotion, and ethical reasoning.
    • AI decision-making can have biases that negatively impact certain groups.

Role-Play Scenarios: Applying Ethical Reasoning

In addition to debates, students can participate in role-play exercises where they take on different roles and respond to ethical dilemmas.

Scenario 1: Reporting a Security Breach

Situation: A student finds a way to access teachers’ confidential files through a security loophole in the school system. They can either report it, use the information for personal gain, or sell the data online.

  • Roles:
    • Student (Hacker): Decides what to do.
    • School IT Administrator: Explains the importance of cybersecurity and legal consequences.
    • Other Students: Discuss how this could impact the school community.

Discussion Questions:

  • What is the ethical choice in this situation?
  • Should the student be rewarded for discovering the vulnerability, or should they face consequences?
  • How can the school prevent such issues in the future?

Scenario 2: Social Media Influencer and Fake News

Situation: A student has a large following on social media. They receive money from a company to spread false information about a product. The student must decide whether to post it or reject the offer.

  • Roles:
    • Social Media Influencer: Decides whether to post false information for money.
    • Company Representative: Tries to convince the influencer to take the offer.
    • Followers/Consumers: Respond to misinformation and discuss the impact of fake news.

Discussion Questions:

  • Should influencers be held accountable for spreading misinformation?
  • How does fake news impact society?
  • What are ethical responsibilities when using social media platforms?

Learning Objectives:

By the end of this lesson, students should be able to: ✅ Analyze ethical dilemmas related to technology.
Understand multiple perspectives on complex ethical issues.
Develop critical thinking and reasoning skills in digital ethics.
Engage in respectful debate and articulate ethical viewpoints.
Recognize the importance of ethical decision-making in computing.

Conclusion: Building a Responsible Digital Future

The digital world presents numerous ethical challenges, and making responsible decisions requires critical thinking, awareness, and integrity. Engaging in ethical debates and role-playing scenarios prepares students to navigate real-world technology issues responsibly.

By considering different perspectives and applying ethical reasoning, students will develop the skills necessary to be responsible digital citizens and future technology leaders.