Computing for Ages 11 to 14 Course

Free online course · 10 lessons

Computing for students aged 11 to 14: solving problems step by step, writing first programs, how computers and networks work, and using technology safely and responsibly.

By Studeli

Start with lesson 1

What you will learn in 10 lessons

Every lesson includes all nine study tools

  • Study Guide
  • Summary
  • Walkthroughs
  • Practice Questions
  • Flashcards
  • Explain It
  • Key Terms
  • Cheat Sheet
  • Concept Map
  1. The learner uses decomposition, pattern recognition, abstraction and algorithm design to plan solutions to problems before coding them.

    5 learning goals
    1. 1.Use computational thinking to plan solutions
    2. 2.Break problems into manageable parts
    3. 3.Find patterns and use abstraction to model the world
    4. 4.Design, trace and debug algorithms
    5. 5.Solve and improve real problems with computational thinking
  2. The learner expresses algorithms as flowcharts and structured pseudocode with sequence, selection and iteration, and traces them by hand.

    5 learning goals
    1. 1.Describe algorithms precisely
    2. 2.Draw and follow flowcharts
    3. 3.Write algorithms in structured pseudocode
    4. 4.Trace and test algorithms by hand
    5. 5.Design and compare algorithms
  3. The learner writes, runs and fixes short text programs that use output, input, variables and arithmetic, and moves from blocks to text.

    5 learning goals
    1. 1.Move from blocks to typed Python programs
    2. 2.Store data in variables and ask the user for it
    3. 3.Calculate with numbers and work with text
    4. 4.Find and fix errors in programs
    5. 5.Design, read and build short programs
  4. The learner gathers user needs as user stories and requirements, generates ideas, designs the user experience with wireframes and storyboards, builds a clickable prototype with a low-code tool, and evaluates it against criteria, accessibility and users' feedback.

    6 learning goals
    1. 1.Understand who you are designing for
    2. 2.Turn needs into requirements and ideas
    3. 3.Plan screens, journeys and structure
    4. 4.Make designs clear and usable for everyone
    5. 5.Build a clickable prototype
    6. 6.Test with users and improve the design
  5. The learner explains why computers use binary, converts between binary and denary up to 8 bits, adds simple binary numbers and uses units of data.

    6 learning goals
    1. 1.Explain why computers use binary
    2. 2.Read binary numbers using place value
    3. 3.Convert between binary and decimal
    4. 4.Add binary numbers
    5. 5.Use bits as codes for information
    6. 6.Measure data with bits, bytes and larger units
  6. The learner describes the main hardware components, explains how a program's instructions are stored and run by the processor, and the role of the operating system.

    5 learning goals
    1. 1.Describe the hardware of a computer system
    2. 2.Explain how the processor, memory and storage work together
    3. 3.Explain how programs are stored and run
    4. 4.Explain the roles of system software and application software
    5. 5.Choose computer systems for users and situations
  7. The learner explains how data travels across networks in packets, what routers, servers and IP addresses do, and the difference between the internet and the web.

    6 learning goals
    1. 1.Explain what a network is and what it is made of
    2. 2.Compare the ways data travels and how well they perform
    3. 3.Follow data across the internet in packets
    4. 4.Use addresses to find devices and websites
    5. 5.Tell the internet from the web and follow a page request
    6. 6.Plan, test and protect a small network
  8. The learner recognises phishing, malware and weak passwords, uses multi-factor authentication and backups, and explains why updates matter.

    5 learning goals
    1. 1.Explain why online security matters
    2. 2.Protect accounts with strong passwords and multi-factor authentication
    3. 3.Recognize and respond to phishing and social engineering
    4. 4.Identify malware and how it gets onto devices
    5. 5.Keep devices and data safe with updates, protection and backups
  9. The learner explains how machine-learning systems learn patterns from examples, why training data matters, where bias comes from, and how to use generative AI critically.

    5 learning goals
    1. 1.Explain what AI is and how machines learn from examples
    2. 2.Train, test and improve a model
    3. 3.Explain why training data matters and where bias comes from
    4. 4.Understand and use generative AI critically
    5. 5.Use AI responsibly and weigh its effects on people and society
  10. The learner manages their digital footprint and privacy settings, understands their data rights, and handles online conflict, misinformation and screen time.

    6 learning goals
    1. 1.Understand and manage your digital footprint
    2. 2.Protect your privacy and personal data
    3. 3.Know and use your data rights
    4. 4.Handle online conflict, cyberbullying, and risky contact
    5. 5.Evaluate information and stop the spread of misinformation
    6. 6.Keep a healthy balance with technology

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