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

In visual programming languages like Scratch, the foundation of any program is built upon core programming constructs that determine how instructions are executed. These constructs—sequences, variables, loops, and conditionals—form the building blocks for creating interactive programs, games, and animations. Understanding how to use these constructs effectively is crucial for developing logical thinking and problem-solving skills in programming.

1. Sequence: The Order of Execution

A sequence in programming refers to a set of instructions that are executed one after the other in a specific order. Just like following steps in a recipe, computers follow instructions in the order they appear.

Example of Sequence in Scratch:

Imagine you want a sprite (a character in Scratch) to move forward, say “Hello!”, and then change color. The correct sequence of blocks would be:

  1. Move 10 steps forward
  2. Say “Hello!” for 2 seconds
  3. Change color effect by 25

If the order of the blocks was different (e.g., changing color before moving), the program would behave differently. Sequence ensures the correct flow of actions.

Real-World Analogy:

Think of a morning routine:

  1. Wake up
  2. Brush your teeth
  3. Eat breakfast
  4. Go to school

If the order changes (e.g., eating before brushing teeth), the outcome is different. Similarly, in programming, the order of instructions impacts the program’s behavior.

2. Variables: Storing and Managing Data

A variable is a storage location in a program that holds data that can change while the program is running. In Scratch, variables can store numbers, text, or other values that influence the program’s behavior.

How to Use Variables in Scratch:

  1. Creating a variable: Click the “Make a Variable” button in the Variables category.
  2. Assigning values: You can set a variable to store numbers or words (e.g., “score = 0”).
  3. Changing values: The value of a variable can be updated as the program runs (e.g., increasing score in a game).

Example of Variables in a Scratch Game:

  • A score variable can be used to keep track of a player’s score in a game.
  • A timer variable can be used to count how long a player has been playing.

Example Scratch Code for a Score System:

 

When green flag clicked

   Set [score] to 0

   Forever

      If < touching [coin] > then

         Change [score] by 1

      End

 

In this example, every time the sprite touches a coin, the score variable increases by 1.

Real-World Analogy:

Think of a piggy bank. If you start with $0 and keep adding coins, the total amount changes dynamically. Similarly, variables store and update values throughout the program.

3. Loops: Repeating Actions (Iteration)

Loops allow programmers to repeat a set of instructions multiple times, making programs more efficient and avoiding redundant code.

Types of Loops in Scratch:

  1. Repeat Loop (Fixed Repetition) – Runs a set of instructions a specific number of times.
    • Example: “Repeat 10” moves a sprite 10 steps forward 10 times.
  2. Forever Loop (Infinite Repetition) – Repeats the instructions endlessly until stopped.
    • Example: “Forever” makes a character keep running until the program stops.
  3. Repeat Until Loop (Conditional Repetition) – Repeats until a condition is met.
    • Example: “Repeat until score = 10” will keep looping until the score reaches 10.

Example Scratch Code for Loops:

 

When green flag clicked

   Repeat (5)

      Move 10 steps

      Wait 1 second

   End

 

In this example, the sprite will move forward 10 steps, pause, and repeat this action 5 times.

Real-World Analogy:

  • Repeat Loop: Writing “I will do my homework” 10 times as a school punishment.
  • Forever Loop: A fan that keeps rotating as long as it’s turned on.
  • Repeat Until Loop: Playing a game until you reach a target score.

4. Conditionals: Making Decisions in a Program

Conditionals allow a program to make decisions based on certain conditions. This makes programs interactive by responding to different situations.

Types of Conditional Statements in Scratch:

  1. If-Then: Executes a block of code only if a condition is true.
    • Example: If a sprite touches the edge, it should bounce back.
  2. If-Then-Else: Executes one block of code if a condition is true and another block if it is false.
    • Example: If the score is greater than 10, display “You win!” Else, continue the game.

Example Scratch Code for Conditionals:

 

When green flag clicked

   Forever

      If < touching [edge] > then

         Turn 180 degrees

      End

 

In this example, the sprite will turn around whenever it touches the screen’s edge.

Real-World Analogy:

  • If-Then: If it rains, then take an umbrella.
  • If-Then-Else: If you pass the exam, then celebrate; else, study harder.

5. Integration: Combining Constructs to Create Programs

To create fully functional programs, programmers integrate sequences, variables, loops, and conditionals to produce meaningful interactions.

Example of a Simple Game Using All Constructs:

A game where:

  1. A sprite moves across the screen (sequence).
  2. The player earns points by collecting coins (variables).
  3. The game runs until the player reaches 10 points (loop).
  4. If the player touches an obstacle, they lose (conditionals).

Scratch Code Example:

 

When green flag clicked

   Set [score] to 0

   Repeat until <(score) = 10>

      Move 5 steps

      If < touching [obstacle] > then

         Say “Game Over!”

         Stop all

      End

      If < touching [coin] > then

         Change [score] by 1

      End

   End

 

This game integrates all four constructs to make an interactive experience.

Why These Constructs Matter

  • They simplify programming by breaking it into logical steps.
  • They reduce redundancy and make code more efficient.
  • They allow for problem-solving and encourage structured thinking.
  • They prepare students for text-based programming by building a strong foundation in logical thinking.

By mastering sequences, variables, loops, and conditionals, students develop the core skills necessary to write more complex programs in future text-based languages like Python.

Final Thoughts

This section introduces students to the basic building blocks of programming in a visual language like Scratch. By understanding how sequences, variables, loops, and conditionals work together, students can build interactive projects, animations, and games. Mastering these concepts will prepare them for more advanced programming concepts in later years, ensuring they are ready for text-based languages like Python in Year 8.

This is Chapter 8.2: Basic Constructs, structured for Year 7 students in a way that engages them with practical examples and real-world applications. This prepares them for both creative projects in Scratch and future text-based programming languages like Python.