Computer Science - Year 7

Computer Science Overview

Term 1: Computational thinking

Before computers can be used to solve a problem, the problem itself and the ways in which it could be resolved must be understood. Computational thinking techniques help with these tasks. Computational thinking allows us to take a complex problem, understand what the problem is and develop possible solutions. We can then present these solutions in a way that a computer, a human, or both, can understand. In the digital age, computational thinking is an essential skill for students. This systematic approach to solving problems is at the foundation of not just computer science, but many other subject areas – and careers – as well.

  1. At the end of the unit, all students take part in a national computational thinking competition, the Bebras Challenge.
Computational thinking

Using a set of techniques and approaches to help to solve complex problems, so that they can be understood by a human or a machine.

Decomposition

Breaking down a complex problem into smaller parts that are more manageable. 

Abstraction

Removing unnecessary detail to help simplify a problem.

Pattern recognition

Looking for similarities or differences to help solve a problem more efficiently.

Algorithm

A set of step-by-step instructions to complete a specific task.

  • Spiritual
  • Moral
  • Social
  • Cultural
Develop the individual:

Create a supportive community:

Terms 2 & 3: Networks: from semaphores to the internet

As networks have evolved, society has become increasingly reliant on the services that they provide. They have changed the way we learn, work, play, and communicate. This unit begins by defining a network and addressing the benefits of networking, before covering how data is transmitted across networks using protocols. The types of hardware required are explained, as is wired and wireless data transmission. Learners will develop an understanding of the terms ‘internet’ and ‘World Wide Web’, and of the key services and protocols used. Practical exercises are included throughout to help strengthen understanding.

  1. 30 minute summative quiz
Bandwidth

The amount of data that can be moved from one point to another in a given time. Higher bandwidth = more data per second

Bluetooth

A wireless technology for transferring data over short distances

Buffering

Data is arriving at your device at a rate that is slower than it is being processed

Hub

Connects a number of computers together. Ports allow cables to be plugged in from each connected compute

Internet

A worldwide network of computers.

Internet of Things

Taking everyday ‘things’ and connecting them to the internet. These connected ‘things’ allow us to gather information, send information, or both.

IP

Internet Protocol - A protocol to route the packets. Each device on the internet has an IP address that uniquely identifies it from all other devices

IP Address

Made up of 4 groups of numbers between 0 and 255, each separated by a full stop. These are unique for every device on the internet

Network

A computer network is when two or more computers are connected together to allow them to communicate.

Packets

A small segment of a larger message sent over the internet.

Protocol

A set of rules computers use to communicate with each other across the internet. 

Router

A networking device that forwards data packets between computer networks

TCP

Transmission control protocol splits the messages sent across the internet into smaller pieces called ‘packets’ and assembles the packets in the correct order at the receiver end. 

WiFi

Allows computers, smartphones, or other networkable devices to connect to the internet or communicate with each other without wires 

World Wide Web

Part of the internet that contains websites and web pages. It is a service.

  • Spiritual
  • Moral
  • Social
  • Cultural
Develop the individual:

Create a supportive community:

Terms 4-6: Programming essentials

This unit is the first programming unit of KS3. The aim of this extended unit is to build learners’ confidence and knowledge of the key programming constructs. Importantly, this unit does not assume any previous programming experience, but it does offer learners the opportunity to expand on their knowledge throughout the unit.

The programming concepts covered in this unit include sequencing, variables, selection, iteration - constructs on which all programming rely. Learners will learn how to create their own subroutines, develop their understanding of decomposition, learn how to create and use variables, lists, and build upon their problem-solving skills by working through a larger project at the end of the unit.

  1. Independent coding project to create a dance move game
Sequencing

running instructions in order

Selection

making choices

Iteration

doing the same thing more than once

Sprite

an object which can be programmed in scratch

Scripts

a piece of programming code in scratch

Inputs

values which get sent from the user into the computer using one of a variety of input devices such as a mouse or keyboard

Outputs

the values which get sent from the computer to the user

Variables

a location in the computer memory where inputs get stored by the program

IF statement

the coding used to program decisions in programs. An IF statement is one of the major building blocks of programming

Subroutine

a set of instructions that will run when called by the main program or other subroutines

Decomposition

breaking a problem down into smaller, more manageable subproblems

List

a collection of related elements that are referred to by a single name

  • Spiritual
  • Moral
  • Social
  • Cultural
Develop the individual:

Create a supportive community: