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

This chapter serves as the culmination of students’ learning in block-based programming by engaging them in hands-on mini-projects. These projects provide a platform for applying sequencing, loops, conditionals, variables, and event handling in a practical and creative way. Students will develop interactive animations and simple games while learning problem-solving skills and debugging techniques in an engaging environment.

1. Why Mini-Projects Matter in Programming?

Mini-projects reinforce problem-solving, creativity, and logical thinking by allowing students to implement all the fundamental programming concepts they have learned so far. They provide an opportunity to:

  • Practice Computational Thinking: Breaking down large problems into smaller tasks.
  • Improve Coding Skills: Understanding how different blocks interact.
  • Develop Creativity: Designing characters, movements, and interactions.
  • Gain Debugging Experience: Identifying and fixing logic errors in projects.
  • Collaborate and Share: Working with classmates to review and enhance projects.

Mini-projects also prepare students for text-based coding, where they will apply the same principles but in a different syntax.

2. Project 1: Creating an Animation

Animations in Scratch (or other block-based environments) allow students to explore how computers display movement, transitions, and interactions. They help students understand how sequencing, loops, and event handling work together to create visually appealing projects.

Key Features of an Animation Project:

Sprites and Backdrops: Choosing characters (sprites) and setting up background scenes.
Sequencing of Actions: Determining the logical order of movements and events.
Loops for Repeated Actions: Using “forever” or “repeat” blocks for continuous animation.
Timing and Transitions: Controlling when characters move or change appearance using “wait” blocks.
Broadcast Messages: Using broadcast blocks to trigger specific actions between sprites.

Example: A Story Animation

A simple animation could be a short interactive story where a character moves across the screen, encounters an obstacle, and reacts.

🔹 Scene 1: The character introduces itself.
🔹 Scene 2: The character encounters an obstacle (e.g., a locked door).
🔹 Scene 3: The character solves a problem (e.g., finds a key) and moves to the next stage.

🔹 Coding Breakdown:

  • The character moves left to right using the motion blocks.
  • The speech is displayed using “say” blocks with timing.
  • Background changes using “switch backdrop to” blocks.
  • Interaction occurs when the user clicks a sprite using event blocks.
  • Loops control repeated actions like blinking eyes or bouncing objects.

Learning Outcomes from Animation Projects:

  • Understanding how sequence and timing affect animation.
  • Using broadcasting messages to synchronize events.
  • Implementing loops to create smooth movement.
  • Using costumes and backdrops to enhance visual storytelling.

3. Project 2: Developing a Simple Game

Game development introduces decision-making, user interaction, and scoring systems in programming. Games require students to think critically about logic, rules, and winning conditions.

Key Features of a Simple Game:

User Input & Controls: Arrow keys, mouse clicks, or spacebar interactions.
Movement & Object Collision: Sprites interacting when touching another object.
Conditional Logic (If/Else): Determining different outcomes based on player actions.
Loops for Game Mechanics: Repeating actions like enemy movement or animations.
Scoring System (Variables): Keeping track of points, lives, or time.

Example: A Catch-the-Object Game

A game where a player catches falling objects while avoiding bad items.

🔹 Objective: Catch fruits to gain points while avoiding bombs.
🔹 Controls: The player moves left and right using the arrow keys.
🔹 Game Logic:

  • If the player touches a fruit, score increases.
  • If the player touches a bomb, they lose a life.
  • If lives reach zero, the game ends.

🔹 Coding Breakdown:

  • Use motion blocks to move the player sprite left/right.
  • Use “glide” blocks to make objects fall from the top.
  • Use “if touching” conditions to check for collisions.
  • Use “change variable” blocks to update the score/lives.
  • Use a “repeat until” block to keep the game running until a condition is met.

Learning Outcomes from Game Projects:

  • Implementing conditionals to handle different game scenarios.
  • Using loops to continuously move game objects.
  • Storing and updating variables for scores and lives.
  • Debugging logic errors to make the game functional and balanced.

4. Project Implementation Process

To ensure students effectively complete their projects, they should follow a structured approach:

Step 1: Planning the Project

  • Decide on the type of project (animation or game).
  • Sketch a simple storyboard or game flowchart.
  • Identify the sprites, backgrounds, and interactions needed.

Step 2: Building the Project

  • Set up the sprites and backgrounds in the programming environment.
  • Code basic motion and interactions using sequence blocks.
  • Add loops to handle continuous movement or actions.
  • Use event handling to trigger different outcomes.

Step 3: Testing & Debugging

  • Run the project multiple times to identify errors.
  • Fix logical bugs where events do not behave as expected.
  • Ask a peer to test and give feedback.

Step 4: Refining & Enhancing

  • Add extra animations, sound effects, or levels.
  • Improve the user experience (e.g., smoother movement, better graphics).
  • Finalize and present the project to the class.

5. Transition to Text-Based Programming

By completing these projects, students will:
✔️ Develop a strong foundation in problem-solving using visual programming.
✔️ Gain confidence in writing algorithms and debugging errors.
✔️ Understand how programming constructs apply in real-world applications.
✔️ Be ready to transition to text-based languages like Python in future chapters.

Mini-projects bridge the gap between beginner coding and more complex software development in later years.

Final Thoughts

  • Animations help students practice sequencing and events.
  • Games introduce decision-making, loops, and variables.
  • Debugging and testing projects builds logical thinking.
  • Creativity and collaboration improve projects and problem-solving skills.

These projects prepare students for more advanced coding in future courses while making learning fun and engaging!