Computers in Our Lives, Then and Now

Computers are all around you: in stores, libraries, cars, traffic lights and your own home. In this unit you compare how everyday life changed when new technology came along, find out what people and computers each do best, and tell real robots from the robots in stories. You meet the people who design technology, including pioneers from around the world, and learn how to make technology that everyone can use. You explore computing jobs, weigh the benefits and risks of technology for your family and the planet, and practice deciding when technology is the right tool for the job.

Grade 1, Grade 3, Grade 5Lesson 10 of 10 in Computing and Coding for Ages 7 to 11 Course

What you will learn

  1. Find the computers around you at home, at school and in your town, compare how people did everyday things before and after a new technology, and explain why technology keeps changing.
    • Spot the computers at home, at school and in your town
      Find computers in everyday places, including the hidden ones inside other machines, and say what job each one does for people.
    • Compare life before and after a technology
      Use a then-and-now comparison to show how one everyday activity changed when a computing technology came along, including what got better and what got harder.
    • Explain why technology keeps changing
      See how computers grew from room-sized machines into pocket-sized ones, and how fixing the problems of one technology leads people to invent the next.
  2. Sort tasks into ones that computers do well and ones that people do well, explain why they work best together, and tell real robots apart from robots in stories.
    • Compare what computers and people do best
      Explain what computers are good at, what people are good at, and why computers do exactly what their instructions say.
    • Tell real robots from robots in stories
      Explain what a robot is, how robots help in factories, on farms, in hospitals and on the move, and how real robots are different from the robots in films and books.
  3. Explain why and how people design technology, meet computing pioneers from many countries and backgrounds, and check whether a design works for everyone, including people with disabilities.
    • Explain why and how people design technology
      Show that every technology was designed by people to meet a need, and follow the steps designers use to make something that works for its users.
    • Meet computing pioneers from around the world
      Meet some of the people from many countries and backgrounds whose ideas made today's computers possible, and find out what problem each one solved.
    • Design technology that everyone can use
      Explain what accessibility means, name features that help people use technology in different ways, and check a design to see who it might leave out.
  4. Find out about the people who create technology and how computers change the work people do in many other jobs.
    • Discover jobs that create technology
      Name jobs where people design, build, look after and protect technology, and the skills these jobs need.
    • See how computers change the work people do
      Find out how people in many different jobs use computers, how new technology changes work, and why workers keep learning new skills.
  5. Weigh the benefits and risks of technology for you and your family, understand how devices affect the planet through energy use and e-waste, and decide when using technology is the best choice.
    • Weigh the benefits and risks of technology for your family
      Use a benefits-and-risks chart to show that a technology can help and harm at the same time, and think of ways to make the risks smaller.
    • Understand how technology affects the planet: energy and e-waste
      Follow a device's life from mined materials to the trash or recycling, explain why energy use and e-waste matter, and choose habits that help the planet.
    • Decide when to use technology and when not to
      Use a checklist of questions to decide whether technology is the best tool for a job, and understand why different people make different choices about new technology.

Computers Then and Now study guide

5 chapters

1

See how computers changed everyday life

Computers help you buy food, borrow books and find your way. You will spot their jobs, including ones inside other machines. Then you will compare old and new ways of doing the same activity, and see how people improve tools when they notice a problem.

1.1 Spot the computers at home, at school and in your town

You may use computers before you even reach school. Some sit on desks. Others hide inside machines that do everyday jobs.

What makes it a computer?

A computer takes in information, follows instructions and gives a result. Information going in is input. Working with it is processing. The result is output. A program is the set of instructions it follows. People write programs.

A washing machine can have a small computer inside. You choose a wash setting. Its program controls the wash, and the machine cleans your clothes. A computer built into another machine is an embedded computer. Cars, digital watches, microwaves and some toys have them too. A keyboard is not needed.

Follow a trip to the store

Imagine buying a box of cereal. Several computer jobs happen along the way.

  1. A sensor notices you near the automatic door. In many stores, a small computer controls its opening.
  2. A scanner reads the cereal's barcode, a pattern that identifies it. The checkout computer finds the price and adds it to your total.
  3. The card reader sends payment information to the bank.
  4. The store records that one fewer cereal box is left. This helps staff order more.

These are four jobs, but they need not use four separate computers. One computer can do several jobs. Also, some automatic doors use simple circuits without a computer.

Look around your community

At a library, a computer records which books people borrow. Traffic lights can use timers or sensors to control when cars move. A bus-stop screen shows arrival information. Doctors find health records on computers. Powerful computers help make weather forecasts.

At home, a phone can send a photo or show a map. At school, computers help you write, draw and share work. A teacher can use one to record attendance. Instant messages and video calls help people far apart keep in touch.

Using computers to store, find, send and work with information is called information technology, or IT.

To explain one use, name the person, the job and the help. For example: “The librarian scans my book. The computer records when I need to return it.” That tells more than “The library has a computer.”

Key Takeaways

  • Computers take input, follow programs and produce output.
  • Embedded computers work inside other machines.
  • IT helps people store, find, send and use information.
  • Describe who uses a computer, what it does and how it helps.

1.2 Compare life before and after a technology

How did people share pictures before phones had cameras? They still took pictures, but the tools and the waiting time were different. You can compare the same activity across time.

Keep the activity the same

A technology is a tool or system people make to do a job. A computing technology uses computers. A then-and-now comparison shows how an activity changed after a technology arrived.

Choose one activity, such as finding your way. Describe the old tools and the new tools. Then ask what became easier, what became harder and who could be left out.

Finding your wayThenNow
ToolA paper mapA map app
HelpShows roads without a batteryCan show your location and live traffic
LimitCannot update itself with traffic jamsNeeds a charged device; live traffic needs internet

Maps downloaded ahead of time can work without internet. A paper map can still be useful when a battery dies.

Work through keeping in touch

Suppose your grandparent lives far away. Before video calls, you could mail letters or make phone calls. A letter took days to arrive. An answer took more days. Long-distance calls could be expensive.

With a video call, you can see and hear each other right away. It costs little extra if your family already has internet. But both people need a device, a good connection and the skills to use it. A letter is also a keepsake you can hold.

The improvement is clear: seeing each other without waiting for the mail. The difficulty is clear too: someone without internet cannot join that way.

Compare more changes

People once searched library books and encyclopedias for information. Now a computer search can find answers quickly, but some results are wrong. You still need to check what you find.

Film cameras often held 24 or 36 pictures per roll. You waited to see the printed pictures. Digital cameras show a picture at once and can store thousands. Streaming lets you choose when to watch or listen, instead of waiting for a broadcast.

Money changed too. Alongside cash, people now pay by card or phone. In Kenya, a service launched in 2007 helped people send money by text message.

Ask an older person, “How did you call friends at my age?” Their answer can show a way of living you have never tried. Describe what they actually did; people had ways to solve problems before today's devices.

Key Takeaways

  • Compare the same activity before and after a technology.
  • Describe gains, difficulties and who can use the new way.
  • Downloaded maps can work offline; live traffic needs internet.
  • Older tools can still be useful.
  • People solved everyday problems before digital tools arrived.

1.3 Explain why technology keeps changing

A phone can fit in your hand. Early electronic computers filled rooms. People kept finding ways to make computers smaller and more useful.

From a room to a pocket

ENIAC was finished in the United States in 1945. It filled a large room and weighed about 30 tons, or 27 metric tons. It mainly did math. Today's phones are much faster and do many more kinds of jobs.

Personal computers reached more homes and offices in the late 1970s and 1980s. Laptops made computing easier to carry. Smartphones and tablets put many tools into small devices. Computers also went inside other machines. A talking spelling toy had a small computer in 1978, long before smartphones.

Smaller size was only part of the change. Computers became faster, cheaper and easier to use. More people could get them and use them for daily tasks.

One problem leads to another idea

A limitation is something a tool cannot do well. A phone tied to the wall was useful at home. You could not carry it down the street. Mobile phones helped people call while away from home. Smartphones later added maps, cameras and internet tools.

Letters carried messages over long distances, but took days. In 1971, email was sent between computers over a network. Messages could arrive much faster. Phones later made email and messaging easy to carry with you. Email still works on phones today.

Streaming sends a show or song over the internet while you watch or listen. You do not wait for the whole file first. This lets families choose when to watch many programs.

Think about the next invention

An emerging technology is new, still changing and starting to be used. Delivery drones, self-driving cars and AI chat tools are examples.

In Rwanda, drones have delivered blood supplies to hospitals since 2016. This can help hospitals far from cities get supplies quickly. A delivery drone also needs electricity and safe places to fly. It can make noise near people's homes.

To judge a new idea, ask four questions:

  • What problem does it solve?
  • Who will it help?
  • What new problems could it bring?
  • Would I use it? Why?

People choose what to invent and improve. New tools do not make every older tool disappear: paper books, radios and landline phones are still used.

Key Takeaways

  • Computers became smaller, faster, cheaper and easier to use.
  • People invent improvements to solve a tool’s limitations.
  • Streaming lets you watch or listen while a file arrives.
  • Judge emerging technology by its help and its possible problems.
2

Know what people and computers each do best

A fast answer and a kind answer need different strengths. You will decide which tasks suit computers, which need people, and how they can share the work. You will also follow a real robot through sensing, deciding and acting, and compare it with robots in stories.

2.1 Compare what computers and people do best

A computer can add a long shopping list quickly. You can notice that a friend needs kindness. Different tasks call for different strengths.

Compare the strengths
Computers do wellPeople do well
Calculate quicklyDecide what is fair
Repeat instructions many timesUnderstand feelings and show kindness
Store and find lots of informationUse common sense in a new problem
Keep checking with sensors day and nightDecide what matters most

A computer does not get bored with repeated work. A person can notice that the task itself needs changing. These strengths can help each other.

A computer can quickly multiply 4,382 by 917. The answer is 4,018,294. A person using paper may need several minutes. But choosing a book to cheer up your sad friend needs knowledge of that friend. A fast calculation cannot supply that care.

Fast work still needs checking

A computer follows its program. It does not fix a mistake just because a person meant something else. A bug is an error in a program. Wrong information going in can also lead to a wrong result. A broken part can cause trouble too.

Imagine a store enters a price as 90 cents instead of 60 cents. The checkout can correctly add the prices it receives. The bill is still wrong because the stored price is wrong. Being quick does not make the information true.

“Garbage in, garbage out” is a reminder to check the information you give a computer. It is not enough to trust an answer because it appeared on a screen.

Share the work

A greenhouse computer can check temperature every minute through the night. A gardener can study the plants and decide what care they need. A doctor uses computer records and scans, then talks with a patient about treatment. A pilot can use autopilot for steady flying and take control when judgment is needed.

AI, short for artificial intelligence, is used in some programs. These tools can recognize pictures or write replies. They can make mistakes. They do not have feelings or care about people. People check their work and make important decisions.

If classmates disagree about a game, a computer could keep score. The children still need to listen, talk and agree on fair rules.

Key Takeaways

  • Computers handle fast calculations, repetition and large stores of information.
  • People bring kindness, creativity, common sense and judgment.
  • A bug, wrong information or broken part can cause a wrong result.
  • People and computers can share a job using different strengths.
  • People need to check AI answers.

2.2 Tell real robots from robots in stories

A real robot might be a round vacuum or a factory arm. It does not need a face. Its shape fits the job people built it to do.

Sense, decide, act

A robot is controlled by a computer. It senses something around it, follows a program to decide what happens next, and acts by moving or doing a job.

Follow a robot vacuum:

  1. Sense: a bump sensor notices a chair. Another sensor notices a stair edge.
  2. Decide: its program follows a rule, such as “Turn after a bump” or “Stop at a drop.”
  3. Act: the wheels turn and the brushes spin.

The robot can clean a floor, but socks and cables may trap it. People still pick up toys, empty it and fix it.

On its own or steered?

An autonomous robot uses sensors and a program without someone steering each move. A robot vacuum can move around a room and return to charge this way.

A remote-controlled machine is steered by a person. Think of a toy car that turns when you press its controller. Some robots combine both ways: they do part of a job alone, then a person takes control.

Robots do many kinds of work
PlaceRobot jobWhy it helps
Car factoryWeld, paint or lift heavy partsRepeats precise work and reduces dangerous tasks
Food factoryPack food or sort fruit using camerasHandles many items quickly and evenly
Dairy farmMilk cows that walk into the machineHelps with a repeated farm task
WarehouseCarry shelves to workersMoves heavy goods to the packing area
HospitalCarry meals or medicinesHelps staff move supplies

Some robots deliver food on sidewalks. Some trains run without a driver on board. Surgeons can control robotic arms for careful movements during operations; the surgeon stays in charge.

Stories can imagine more

Story robots often talk like friends and have feelings. Real robots do not have feelings, even if a screen shows a smile. Most are built for a limited kind of work.

People design, program, power, check and repair robots. As robots take over tasks, some jobs change or disappear. New work also appears in building and looking after the robots.

Key Takeaways

  • A robot senses, follows its program to decide, and acts.
  • Autonomous robots work without a person steering each move.
  • Remote-controlled machines are steered by people.
  • Robots can make repeated, heavy or dangerous work easier.
  • Real robots have no feelings and depend on people.
  • Robotics changes some jobs and creates others.
3

Meet the people who design technology and make it work for everyone

People choose what technology does and who can use it. You will follow a team from a problem to a tested design, meet pioneers whose ideas opened new paths, and check screens for people with different needs. Their experiences can show a team what to change.

3.1 Explain why and how people design technology

Someone chose how your favorite game looks and works. Someone else checked its buttons. Technology begins with people noticing a need and making choices.

Start with a person and a problem

A user is a person who uses a tool. Designers find out what users need. Engineers and programmers build the tool. Testers check whether it works. Most technologies grow from teamwork and earlier ideas.

Different needs lead to different tools. Barcode scanners help stores enter prices quickly. Automatic doors help people carrying bags or using wheelchairs. Traffic signals help people and vehicles take turns at busy crossings. Many modern traffic lights use computers and sensors.

People also design for fun, sharing and culture. An app can help children hear a language their grandparents speak. Recorded stories can help a community pass its stories to future children.

Make, test and improve

Designers often follow a design cycle:

  1. Find the problem. Learn who the users are and what they need.
  2. Think of several ideas.
  3. Choose an idea and plan it.
  4. Build a first version.
  5. Ask real users to try it.
  6. Improve it, then test again.

The cycle can go around many times. Testing shows problems that the team did not notice while building.

Work through a school lunch screen

Paper lunch lists keep getting lost. The school wants a screen for choosing lunch. The users include young children and kitchen staff.

The team adds meal pictures, big buttons and a read-aloud button. These help children who cannot read yet. A five-year-old tries the screen. She chooses lunch but cannot find how to finish.

The team adds a large “Done” button with a check mark. Then children test the screen again. The kitchen staff also check that the order list gives them what they need.

Whose needs are missing?

A team that tests only with people like its own members can miss other needs. Different ages, backgrounds and abilities bring useful ideas. Children can design too: you can sketch a game, plan a helpful screen or test whether a button is easy to find.

Key Takeaways

  • Find out who the users are before planning a tool.
  • Designers, builders and testers work together.
  • Test with real users, improve the design and test again.
  • Different experiences help teams notice more needs.

3.2 Meet computing pioneers from around the world

Many people helped make computing what it is today. They worked in different places and times. Their ideas solved different problems, from doing math to reading web pages.

Instructions and programs

Al-Khwarizmi worked in Baghdad in the 800s, more than 1,100 years ago. He wrote about methods for solving math problems step by step. The word algorithm, meaning step-by-step instructions, comes from his name.

Ada Lovelace, from England, wrote notes about Charles Babbage's planned Analytical Engine in 1843. The machine was never finished. Her notes gave steps for making a series of numbers. These are often called the first published computer program. She also imagined machines working with music.

Grace Hopper was an American computer scientist and Navy officer. She wanted programming to be easier. In 1952, she and her team made A-0, one of the earliest tools called compilers. A compiler translates a programmer's instructions into code a computer can run. Hopper later helped create COBOL in 1959, a language used by businesses and governments.

Check, play and share

Katherine Johnson, a Black mathematician at NASA, checked flight-path calculations. Before John Glenn orbited Earth in 1962, he asked her to check the computer's math by hand. Computers and skilled people checked each other's work.

Jerry Lawson, a Black American engineer, led the engineering team behind the Fairchild Channel F in 1976. This early home game system used swappable game cartridges. Families could change games without buying another machine.

Tim Berners-Lee, from England, proposed the World Wide Web at CERN in Switzerland in 1989. Web pages let people share and follow linked information. Making the web free to use helped it spread.

Open the web to more people

Chieko Asakawa, from Japan, became blind at 14. Many blind people found web pages hard to read and move around in. Working at IBM, she developed Home Page Reader, released in 1997. This talking browser made the web much easier to use.

Her story shows that people with disabilities design technology too. People who face a difficulty can bring strong ideas about fixing it.

To make a pioneer profile, connect the person to a problem and a change. For Asakawa: web pages were difficult to use; a talking browser helped people read and move through them. Explain how the work helped people, not just when it happened. Some pioneers' work, especially that of women and people of color, was left out of many history books for years.

Key Takeaways

  • Computing grew through work by people from many countries and backgrounds.
  • Al-Khwarizmi, Lovelace and Hopper helped develop ways to give instructions.
  • Johnson showed why skilled people check computer work.
  • Lawson helped families change games without changing machines.
  • Berners-Lee made sharing linked web pages possible.
  • Asakawa helped make web pages easier for blind people to use.

3.3 Design technology that everyone can use

Could everyone in your class use the same game screen? Some children need bigger words. Others need sound shown as text. Accessibility means making something easy to use, including for people with disabilities.

Match the feature to the need

People see, hear, move, think and learn in different ways. About 1 in 6 people worldwide, around 1.3 billion, live with a significant disability.

FeatureWhat it does
Screen readerReads screen information aloud
Zoom and large textMake words and pictures bigger
High contrastMakes text stand out from its background
CaptionsShow speech as written words in videos
Voice controlLets a person give spoken commands
Alt textDescribes a picture so a screen reader can read its meaning

A screen reader needs useful descriptions for pictures. Simply making the picture bigger does not help someone who cannot see it.

Check a game screen

A game uses red and green for its teams. Some people have trouble telling these colors apart. This affects up to about 1 in 12 boys and men. Add names or shapes, so color is not the only clue.

Next, a beep is the only signal that time is up. A deaf player misses it. Add a clear message or visible timer too. A steady message is useful without needing a flashing effect.

Finally, the buttons are tiny and close together. A player finds them hard to press. Make them bigger and leave space between them. Test each change with the people who need it.

Help can spread

The curb-cut effect means a feature made for one group helps others too. Curb ramps were made for wheelchair users. They also help people pushing strollers or pulling suitcases.

Captions help people who are deaf or hard of hearing. They also help you watch a video in a noisy room. Voice control helps people with limited movement and people whose hands are full. A broken arm can make small buttons difficult for anyone.

Plan for real people from the start

Use clear words and pictures. Let people change text size and speed. Offer sound and a visible signal together. A language setting can help a family member who reads another language best.

Ask people with disabilities to test your ideas. They know their own needs. Planning accessibility early helps the team build the right controls before the whole tool is finished.

Key Takeaways

  • Accessibility helps people with different abilities use technology.
  • Choose features that match a user’s needs.
  • Give meaning through more than color or sound alone.
  • Make buttons large and give them space.
  • A feature made for one group can help many people.
  • Plan accessibility early and test with people who need it.
4

Explore computing jobs

An app needs more than code: people plan, draw, test and help users. You will meet computing workers and follow a team making a game. You will also look at familiar jobs, such as a librarian’s, to see how new tools change tasks and why workers keep learning.

4.1 Discover jobs that create technology

You can work with computers and love art, music or stories. Making technology takes many skills. Writing code is one part of the work.

Meet the team

A software developer, or programmer, writes, tests and fixes programs. A game designer plans rules, characters and levels. A user experience designer, often called a UX designer, watches people try a tool and makes it easier to use.

A hardware engineer designs computer parts and devices. A robotics engineer designs, builds and programs robots. A data scientist looks for patterns in large amounts of information, such as weather records.

A cybersecurity specialist protects computers and information from people trying to break in. An IT support technician fixes problems and helps people use their computers.

Follow a game from idea to play

Suppose a team is making a game about an underwater adventure. Each person brings something different.

  • The game designer plans how players explore and win.
  • The artist draws the sea creatures.
  • The programmer writes the instructions that make the game run.
  • The sound designer makes music and sound effects.
  • The tester tries the game repeatedly to find bugs.
  • The producer helps everyone organize their work together.

The team needs to talk. A beautiful picture may hide an important button. A new level may be too hard for the children testing it. Team members share what they notice and solve the problems together.

Computing reaches many places

Computing workers make tools for hospitals, train systems, farms and spacecraft. They can help medical machines run, plan transportation timetables or build crop sensors. Entertainment teams create animations, games and streaming services.

You do not need to fit one picture of a “computer person.” People of different genders, backgrounds and abilities do this work. Patience helps when a bug is hard to find. Creativity helps when a design is confusing. Listening helps a team understand users.

Some tasks need a lot of math; others need strong art, writing or people skills. New tools also create new kinds of work. Smartphone app developers and drone pilots were far less common 30 years ago. The useful habit is to keep learning.

Key Takeaways

  • Computing jobs build, improve, protect and look after technology.
  • Game teams need art, sound, design, code, testing and organization.
  • Computing workers help in many industries.
  • Problem solving, patience, teamwork and listening are useful skills.
  • New technologies bring new kinds of work.

4.2 See how computers change the work people do

A person can use computers at work without having a computing job. A doctor, farmer or bus driver may use one every day.

What does the computer help with?

People use computers to find information, store records, communicate and create things. A doctor reads digital records. A store owner checks stock. A bus driver follows a route on a GPS screen. An animator makes pictures move with digital tools.

Workers can also share the same file from different places. A team might edit one document, keep a shared calendar or meet by video call. Animators in several cities can work on the same film.

Follow a librarian's changing work

Before computer catalogs, a librarian searched drawers of cards to find books. Due dates were stamped by hand. Finding a book could involve checking several cards.

Now a computer catalog searches quickly. A self-service machine can record your borrowed books. The librarian still helps you choose something to read, runs clubs and teaches people how to check information.

The computer took over some tasks. It did not take over everything useful about being a librarian. Caring about readers and understanding their questions still matter.

Tasks and jobs are different

A task is one piece of work. A job usually contains many tasks. A machine taking one task does not tell you what happens to the whole job.

Self-checkouts change the work of scanning shopping. Robot arms take over some factory tasks. Some jobs need fewer people, and some jobs disappear. Other jobs change, and new ones appear. People must install, program and repair the new tools.

Workers keep learning as their tools change. Teachers learned to teach by video call when many schools closed in 2020. Farmers learned to use GPS-guided tractors. Programmers learn new tools, including AI helpers, and still check the results.

When you hear about a new machine at work, ask what task it does. Then ask what people still do and what new help the machine needs.

Key Takeaways

  • Many jobs use computers to find, store, share and create information.
  • A task is one piece of work within a job.
  • Technology can change, remove or create work.
  • Workers keep learning as tools change.
5

Weigh the good and the bad, and choose wisely

A helpful device can also cost time, energy and materials. You will weigh its benefits and risks, follow what happens to devices over their lives, and practice choosing a tool for a real need. People in one family may need different kinds of help from the same technology.

5.1 Weigh the benefits and risks of technology for your family

A technology can help your family and bring problems too. You can weigh both sides before choosing how to use it.

Make a benefits-and-risks chart

A benefit is something good a tool brings. A risk is a chance of something bad happening. Try these steps:

  1. Name the technology.
  2. Say who uses it and why.
  3. List the benefits.
  4. List the risks.
  5. Find ways to make the risks smaller.
  6. Decide whether it fits your family.
Weigh a smart speaker

A smart speaker can play songs, set timers and answer questions. Voice control can help a family member turn lights on without reaching a switch.

It listens for its wake word. It may wake by mistake and record speech. Its answers can be wrong, and buying it costs money. With a grown-up, check privacy settings. Switching off its microphone when it is not needed can reduce unwanted recording.

BenefitRiskA way to reduce the risk
Quick spoken answersAn answer may be wrongCheck important answers with a trusted source
Easy spoken controlsThe microphone may wake by mistakeTurn the microphone off when not needed

A useful feature does not remove its risks. A risk also does not mean that every family must make the same choice.

Leave room for the rest of life

Games can be fun and help you solve problems with friends. They can also be hard to stop, and some ask for money. Online lessons let you learn from far away, but asking questions can be harder.

Long screen sessions can crowd out sleep, exercise and time together. Screens just before bed can make falling asleep harder. A family plan can set times that leave room for other things.

Have a way to carry on

Relying on a device can be risky when the battery dies. Internet trouble can stop online homework or messages. Important phone numbers on paper and a second copy of work can help.

People's needs matter too. Large text on a tablet may help one grandparent read. Another may need patient help learning the controls. Ask who benefits and who needs support, instead of counting only the number of useful features.

Key Takeaways

  • Weigh benefits and risks for the people who will use a tool.
  • Look for ways to make each risk smaller.
  • Check important answers, including answers from AI tools.
  • Keep time for sleep, movement and people.
  • Backups help when devices or connections fail.

5.2 Understand how technology affects the planet: energy and e-waste

Your screen uses electricity. Making the screen used materials and energy too. Even a photo saved online needs real computers somewhere.

Follow a device's life

A device has a life cycle. Metals such as copper, gold, lithium and cobalt are mined. Factories make the parts and put them together. The device travels to a store. Someone uses and charges it. Later it may be reused, recycled or thrown away.

Each stage uses resources and energy. For many phones, making the device causes more harm to the planet than charging it. Keeping a working phone longer avoids making a replacement so soon.

Some electricity comes from burning coal, oil or gas. This adds carbon dioxide to the air and contributes to climate change. Wind, sunlight and moving water make electricity with much less of this pollution.

Count unused electricity

A watt measures how fast a device uses electricity. A watt-hour measures the amount used over time. Multiply watts by hours.

A 100-watt TV is left on for 3 hours daily with nobody watching. First find one day's waste:

100×3=300

That is 300 watt-hours. For seven days:

300×7=2,100

In a year it wastes 109,500 watt-hours, about 110 kilowatt-hours. There are 1,000 watt-hours in a kilowatt-hour.

Data centers are buildings full of computers. They run websites, store photos and help deliver games, streaming and AI tools. In 2024, they used about 1.5% of the world's electricity. The electricity is used even when those computers are far from you.

Keep devices out of regular trash

E-waste is electrical or electronic equipment people throw away. It includes phones, cables, chargers and battery toys. In 2022, the world produced about 62 million metric tons. That was about 7.8 kilograms, or 17 pounds, per person. About 22% was recorded as properly collected and recycled. Small devices add up: one million phones weighing 200 grams each make 200 metric tons of e-waste.

Dumped or burned e-waste can release harmful materials. Valuable metals are lost too. Batteries in regular trash can start fires. Ask a grown-up to arrange repairs and take old devices or batteries to the right collection points; do not open or burn them.

Use less before recycling

Reduce, reuse, repair, then recycle. Protect a device with a case. Keep using it while it works well. Pass on a working device you no longer need. Use an e-waste collection point when it is finished.

Turn off unwatched screens and sleep or shut down unused computers. Unplug unused chargers. Lower brightness when you can still see clearly. Keep school folders tidy by removing files you no longer need. Log out of shared computers, then shut them down at the end of the day.

Technology can help too. Sensors can switch off empty-room lights. Scientists use computers to study the climate. A video call can replace some journeys.

Key Takeaways

  • A device uses energy and resources throughout its life cycle.
  • Watts times hours gives watt-hours.
  • Online services also use electricity in data centers.
  • E-waste can waste valuable materials and cause harm.
  • Reduce, reuse and repair before recycling.
  • Use proper collection points for old devices and batteries.
  • Turn off screens and computers that are no longer needed.

5.3 Decide when to use technology and when not to

Before opening an app, ask what you want to do. The best tool depends on the job and the people involved.

Ask five useful questions
  • What problem am I trying to solve?
  • Is a computer useful, or would a simpler tool work?
  • What will it cost in time, money, privacy and energy?
  • Does this need kindness, fairness or human judgment?
  • Could anyone be left out?

You might choose a digital tool, a non-digital tool or a mix. The choice needs a reason that fits today's task.

Match the tool to the job

A new classmate speaks a different language. A translation app can help you say, “Welcome! Do you want to play?” The tool helps you exchange words. You still show the welcome by including the child.

Now imagine children disagree about the last pizza slice. A computer can count slices. Choosing what is fair needs people to talk and listen.

For multiplication practice, an app can give quick feedback when you work alone. Paper flashcards with a friend need no charged device and give you time together. Both can help you practice.

Think about the person receiving it

You want to send a birthday greeting to a grandparent. A handmade card can be kept and held. A mailed card takes time to arrive. A video message arrives quickly and lets your grandparent hear your voice.

If the birthday is today and your grandparent likes videos, the video message fits. If your grandparent treasures paper cards, making one ahead of time may fit better. “Newest” is not a reason on its own.

Families can choose differently

One family may need voice control because someone finds switches hard to reach. Another may decide the cost and privacy concerns outweigh the help. People can have good reasons for different choices.

With a grown-up, agree on when and where devices are used. Your family might keep dinner free of screens, charge devices outside bedrooms and make time for outdoor play. A working device can stay useful without an upgrade. Turning off an unwatched show saves electricity while leaving your evening free for something else.

Key Takeaways

  • Start with the problem you want to solve.
  • Consider time, cost, privacy, energy and access.
  • Leave decisions about care and fairness to people.
  • Respect choices made for different needs.
  • Make a family plan for when and where devices are used.

Computers Then and Now examples

5 Walkthroughs

1

Follow computers through an everyday trip

12 steps
Spot computer jobs, compare old and new tools, and judge an improvement.
  1. 1
    IntroductionNotice the work behind a screen

    You can spot computing by asking what job is happening. On a trip through town, you will follow information into a computer and look at its result. Then compare finding your way with old and new tools, before deciding what a new invention improves.

  2. 2
    ExplanationInput goes in; output comes out

    A computer takes input, follows a program to process it, and gives output.

    At a checkout, the scanner supplies a barcode. The computer finds the matching price. The screen shows that price. People wrote the instructions that connect these steps.

  3. 3
    ExampleFollow the cereal box

    You take a cereal box to the checkout. The scanner reads its code, and the computer adds its price to the total. After the sale, the store records one fewer box in stock.

    Finding the price and tracking stock are different jobs. One computer can help with both.

  4. 4
    ChallengeFind a computer without a keyboard

    A washing machine remembers your chosen wash and follows a program to run it. Why can it count as a computer even without a keyboard?

    ---reveal---

    A computer can be built into another machine. The wash setting is input, the program controls the steps, and the machine gives a result. This is an embedded computer.

  5. 5
    ExplanationCompare the same activity

    To compare then and now, hold the activity steady. Choose “finding the way,” not “everything in the past.”

    Describe the old tool, the new tool, one gain and one difficulty. Ask who can use each. This helps you see a change clearly without assuming every new feature helps everyone.

  6. 6
    ExampleRead a road on paper

    A family uses a paper map to reach a town. The map shows roads, and they follow its printed route.

    It needs no electricity. But it cannot show a new traffic jam. A driver cannot use it to check which road has just become busy.

  7. 7
    ExampleAdd live traffic

    Now the family uses a map app. It can show their position and, with internet, live traffic.

    The gain is updated help on the journey. The difficulty is needing a charged device. A map saved beforehand can work offline, but new traffic updates still need a connection.

  8. 8
    ChallengeChoose a fair comparison

    Ben says, “People could not find their way before map apps.” What should his then-and-now comparison say instead?

    ---reveal---

    People used tools such as paper maps. Map apps added help such as showing your location and live traffic. Paper maps still work without a battery. The activity existed before the new tool.

  9. 9
    ExplanationLook for the problem being solved

    A limitation is something a tool cannot do well. People notice limitations and design changes.

    Wall phones were fixed in place. Mobile phones let people call away from home. Smartphones added cameras, maps and other tools. Each change answered a need; older tools did not all vanish.

  10. 10
    ConnectionFrom room-sized to pocket-sized

    ENIAC, finished in 1945, filled a room and weighed about 30 tons. Later personal computers and laptops brought computing to more places. Phones and tablets made many tasks easy to carry.

    Size, price and ease of use all helped more people use computers.

  11. 11
    ChallengeJudge the next delivery tool

    A village tests a drone for medicine deliveries. Roads are slow, but the drone needs power and flies near homes. What should people weigh before keeping it?

    ---reveal---

    Compare quicker deliveries with electricity use, noise and safe flight routes. Ask who gets help and who may face a new problem. The drone changes an old delivery task; being new does not settle the choice.

  12. 12
    RecapExplain one change you have noticed

    Choose a tool near you. Name its computer job, compare it with an older way of doing that activity, and identify one problem a future design could improve.

2

Share a job between people and machines

11 steps
Choose strengths for a task and follow a robot through sense, decide and act.

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  1. 1
    IntroductionOne job can need different strengths
  2. 2
    ExplanationLet computers do repeated checks
  3. 3
    ExampleKeep judgment with people
  4. 4
    Key InsightCheck the information going in
  5. 5
    ChallengePlan the greenhouse team
  6. 6
    ExampleStart with what the robot senses
  7. 7
    ExampleFollow the rule, then move
  8. 8
    ExplanationSeparate working alone from steering
  9. 9
    TipA smiling face does not give feelings
  10. 10
    ChallengeFix a robot delivery plan
  11. 11
    RecapName each part of the help
3

Make a club activity easy for more children

14 steps
Follow a design cycle, connect pioneers to needs, and improve access.

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  1. 1
    IntroductionBegin with the children using it
  2. 2
    ExplanationLearn the users’ needs
  3. 3
    ExampleTest a first version
  4. 4
    ChallengeChoose the next useful test
  5. 5
    ExplanationConnect pioneers with a problem
  6. 6
    ExampleKeep important work checkable
  7. 7
    ConnectionMake shared information easier to reach
  8. 8
    ChallengeBuild a useful pioneer profile
  9. 9
    ExplanationGive every activity another way to be recognized
  10. 10
    ExampleLet people hear or read the message
  11. 11
    Key InsightNotice who else gets help
  12. 12
    ChallengeCheck two barriers at once
  13. 13
    ChallengeUse the lesson from the pioneers
  14. 14
    RecapShow how your design helps
4

Follow the people behind a new tool

10 steps
Meet a game team and see how new tools change everyday work.

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  1. 1
    IntroductionA game needs many kinds of work
  2. 2
    ExamplePlan, draw and build
  3. 3
    ExampleCheck and organize the game
  4. 4
    ExplanationFind work beyond games
  5. 5
    ChallengeChoose the worker for the need
  6. 6
    ExplanationSeparate a task from a whole job
  7. 7
    ExampleWatch a librarian’s work change
  8. 8
    TipPrepare for a changed workplace
  9. 9
    ChallengePlan help for a new machine
  10. 10
    RecapMatch your interest to a role
5

Make a useful choice for a family

15 steps
Weigh a device’s help, its risks, and its effects on energy and materials.

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  1. 1
    IntroductionStart with a real need
  2. 2
    ExplanationName help and possible harm
  3. 3
    ExampleKeep the useful part of video calls
  4. 4
    ChallengeProtect the plan when a connection fails
  5. 5
    ExplanationSee the work before a device reaches you
  6. 6
    ExampleCount one day of unused power
  7. 7
    ExampleExtend the same example to a week
  8. 8
    ConnectionRemember the computers far away
  9. 9
    ExplanationKeep useful devices in use
  10. 10
    ChallengeCompare two screens’ electricity use
  11. 11
    ExplanationAsk what today’s task needs
  12. 12
    Key InsightChoose help without handing over care
  13. 13
    ChallengeFit the greeting to its reader
  14. 14
    ChallengeBring needs and costs together
  15. 15
    RecapGive a reason for your choice

Computers Then and Now practice questions

40 Practice Questions in 4 sets

Set 1: Match tools to people and tasks10 Practice Questions

Question 1 of 10

A microwave remembers the chosen cooking time and controls the heating with a program. It has no keyboard. What kind of computer is doing this work?
  1. An embedded computer inside the microwave.
  2. A computer that must be in another building.
  3. A screen that works without any instructions.
  4. A keyboard computer hidden in the wall.
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Answer: A
An embedded computer is built into another machine. Here it remembers a setting and follows a program to control heating. A keyboard is not needed for a machine to contain a computer.

Question 2 of 10

Leah compares paper maps with map apps. Her app has downloaded maps but no internet connection. What can she still use?
  1. Live updates showing new traffic jams.
  2. Fresh messages sent by nearby drivers.
  3. The map downloaded before the trip.
  4. A new map she has never downloaded.
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Answer: C
A downloaded map can be used without an internet connection. Live traffic needs new information from online services. Losing internet does not erase a map already saved on the device.

Question 3 of 10

A checkout adds each price correctly, but the receipt is too high. One item’s stored price was entered too high. Why is the total wrong?
  1. The computer added too slowly to be useful.
  2. The calculation used incorrect information.
  3. The receipt should ignore every stored price.
  4. The computer needed to understand feelings.
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Answer: B
The checkout used a wrong price even though its addition was correct. Correct processing cannot turn that stored price into the intended one. The information needs fixing; doing the same addition faster will not fix the bill.

Question 4 of 10

Adults test a museum game and find it easy. Children then try it; they keep missing the start button. The team makes the button clearer. What should it do next?
  1. Ask the same adults whether the new color is pretty.
  2. Release it because a button change solves every need.
  3. Add more levels before watching any children again.
  4. Have children try the changed button and observe them.
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Answer: D
The children’s difficulty showed a need the adult test missed. Watching children try the new button checks whether the change works for those users. Changing a button is a possible fix, not evidence that the problem is solved.

Question 5 of 10

A child says, “Blind people only receive technology; they do not design it.” Whose work gives a clear reason to change that claim?
  1. Chieko Asakawa’s work on a talking browser.
  2. Tim Berners-Lee’s work on linked web pages.
  3. Jerry Lawson’s work on game cartridges.
  4. Al-Khwarizmi’s work on math methods.
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Answer: A
Chieko Asakawa is blind and developed a talking browser that helped blind people use the web. She was a designer as well as a user. Berners-Lee helped create the web, but that work does not address the claim about blind designers.

Question 6 of 10

Who plans a game’s rules and levels?
  1. An IT support technician helping users.
  2. A hardware engineer designing devices.
  3. A security specialist protecting records.
  4. A game designer planning how play works.
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Answer: D
A game designer plans how a game is played, including its rules and levels. A hardware engineer designs parts and devices. Both can help create technology, but they focus on different work.

Question 7 of 10

A bakery installs a computer for stock counts. Bakers still make bread and now check the stock screen. What happened to their work?
  1. Every bakery task became a computing job.
  2. A task changed while other work continued.
  3. The bakers no longer need to learn anything.
  4. All the bakers’ tasks were taken over.
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Answer: B
The stock-counting task changed, while making bread continued. The bakers now need to use the stock screen. A computer taking over one task does not mean it has taken over the whole job.

Question 8 of 10

Maya’s homework is saved only online. What would help if the internet stopped working?
  1. Keep a second usable copy of the work.
  2. Make the online file’s name longer.
  3. Close the screen without saving anything.
  4. Choose a more colorful online folder.
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Answer: A
A second usable copy gives Maya another way to reach her work. A longer filename would still depend on the same online connection. A backup helps because it does not leave her relying on just one way to get the file.

Question 9 of 10

A 40-watt screen is left on for 5 hours with nobody watching. How much electricity does it use in that time?
  1. 8 watt-hours.
  2. 45 watt-hours.
  3. 200 watt-hours.
  4. 40 watt-hours.
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Answer: C
Multiply the rate of use by the time: 40 times 5 is 200 watt-hours. Adding 40 and 5 gives 45 but does not measure the total electricity. Watts tell how fast it is used; watt-hours include how long it runs.

Question 10 of 10

A family needs to check live traffic before a long trip and follow a route afterward. They have internet before leaving, a paper route and a phone whose battery will not last the trip with its screen on. What plan fits?
  1. Follow the live map with the phone screen on for the whole trip.
  2. Follow the paper route and skip checking traffic before leaving.
  3. Download a map and keep the phone screen on for the whole trip.
  4. Check live traffic before leaving, then follow the paper route.
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Answer: D
The phone can check current traffic while the family has internet before leaving. The paper route then gives directions without draining the battery. Downloading a map solves an internet problem but does not keep a screen running after the battery runs out.
Set 2: Notice computers and the help they give10 Practice Questions

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Question 1 of 10

Before digital cameras, Rosa waited days to see her photos. Now she sees each picture at once. What changed?
  1. More private storage for every photo.
  2. Less time waiting to see a picture.
  3. Sharper photos in every kind of light.
  4. Less skill needed to choose a subject.
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Question 2 of 10

A family’s wall phone could not travel with them. What limitation did a mobile phone help solve?
  1. The cost of printing family photographs.
  2. The wait for a television program.
  3. The need to carry a paper notebook.
  4. The need to stay near the wall phone.
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Question 3 of 10

A shelter must add the weights of 600 food bags. What makes a computer useful for this task?
  1. It can add many numbers very quickly.
  2. It knows which animal feels lonely.
  3. It knows which helper deserves praise.
  4. It can decide what kindness means.
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Question 4 of 10

A robot senses a wall, follows a turning rule and moves left. What is its “decide” step?
  1. Its wheels moving it toward the left.
  2. Its wall sensor sending information.
  3. Its program choosing the turning action.
  4. Its battery supplying electrical power.
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Question 5 of 10

A team wants to design a reading app for young children. What should it learn before choosing the controls?
  1. Which colors the team already likes.
  2. What the children need to use it.
  3. How many ads other apps contain.
  4. Which title sounds newest to adults.
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Question 6 of 10

A sports video explains the rules by speech. Ava is deaf. What change helps her follow the explanation?
  1. Add captions for the spoken words.
  2. Make the video’s play button smaller.
  3. Add brighter colors to the title.
  4. Make the speaker’s voice louder.
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Question 7 of 10

A computer at a community center stops working. Who usually helps staff find and fix the problem?
  1. A weather data scientist.
  2. A game character designer.
  3. A film music composer.
  4. An IT support technician.
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Question 8 of 10

Nico’s spelling game helps him practice, but he keeps playing past bedtime. What plan keeps the benefit and reduces the risk?
  1. Play longer so the lesson feels complete.
  2. Delete the game and stop all practice.
  3. Leave it open to play again during the night.
  4. Set an earlier stopping time with family.
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Question 9 of 10

An old tablet still works well, but its owner no longer needs it. What choice helps someone use it without making another tablet?
  1. Put it in a drawer until it stops working.
  2. Replace it with the newest model first.
  3. Pass it to someone who needs a tablet.
  4. Send it for recycling while it still works.
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Question 10 of 10

A club has working tablets, one broken tablet that can be repaired, and a display left on in an empty room. It wants to keep devices useful and stop unused electricity. What plan handles all three?
  1. Keep the working tablets, repair the broken one, and switch the display off.
  2. Replace the working tablets, recycle the broken one, and switch the display off.
  3. Keep the working tablets, repair the broken one, and dim the display overnight.
  4. Keep the working tablets, discard the broken one, and leave the display on.
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Set 3: Find what a design or decision misses10 Practice Questions

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Question 1 of 10

A town replaces its paper event notice with an app. Some residents have no device. The app posts changes quickly. What plan keeps that gain and includes those residents?
  1. Use only the app and send more notifications.
  2. Keep the app and make its icon larger.
  3. Use only paper and stop all quick updates.
  4. Keep the app and post paper notices too.
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Question 2 of 10

A new delivery robot carries groceries quickly, but blocks a narrow sidewalk. What should the team investigate before wider use?
  1. Whether its fast deliveries make access less important.
  2. How it helps deliveries and affects sidewalk users.
  3. Whether it should use the same route without testing.
  4. Whether a new name would make its route more useful.
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Question 3 of 10

A toy boat turns only when Finn presses left or right on its controller. How is it being steered?
  1. By remote control from Finn.
  2. By an autonomous route plan.
  3. By a program choosing every turn.
  4. By sensors choosing its destination.
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Question 4 of 10

A space team gets a computer’s route calculation and asks a skilled mathematician to check it. What lesson from Katherine Johnson’s work does this follow?
  1. People should replace computers with hand math.
  2. Fast results need less checking by people.
  3. People can check important computer results.
  4. Only unusual results need a person’s check.
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Question 5 of 10

A garden app marks plants with red or green dots. It gives care tips only by speech. One user cannot tell the dots apart; another cannot hear. What pair of changes meets both needs?
  1. Add text for care tips but keep dots as the only plant labels.
  2. Make dots larger and make the spoken care tips louder.
  3. Give dots different shapes and keep care tips only spoken.
  4. Give dots different shapes and show care tips as text.
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Question 6 of 10

An app team wants to learn why children cannot find the help button. Who focuses on watching users and improving how the app feels to use?
  1. A UX designer studying the app’s controls.
  2. A cybersecurity worker protecting accounts.
  3. A hardware engineer building a new screen.
  4. A data scientist studying rainfall records.
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Question 7 of 10

A factory gets packing robots. People still check packages and repair machines. What new learning would help these workers?
  1. Learning to pack faster without checking.
  2. Learning to check and care for the robots.
  3. Learning to repeat the old packing motions.
  4. Learning to let robots fix everything alone.
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Question 8 of 10

A club uses video lessons so children at home can join. Some children cannot ask questions easily during the video. What plan keeps access and addresses that difficulty?
  1. Keep videos and add a way to ask questions.
  2. Meet only in the room and send notes home.
  3. Keep videos and send a quiz after each lesson.
  4. Send longer videos with more directions.
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Question 9 of 10

A class watches a streamed film. The classroom screen is not the only place electricity is used. Where else are computers using power to provide the film?
  1. In a closed notebook beside the screen.
  2. In an unconnected paper notice board.
  3. In the data center delivering the film.
  4. In a spare cable stored in a drawer.
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Question 10 of 10

Two families make different choices about a voice assistant. One needs hands-free controls; the other is worried about recording. How can both choices make sense?
  1. The newest device meets every family’s needs.
  2. Families should count benefits but ignore risks.
  3. A useful device has the same value to everyone.
  4. The families weigh different needs and concerns.
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Set 4: Bring several needs into one choice10 Practice Questions

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Question 1 of 10

A library book is not on its shelf. A borrower used a self-service machine to take it home. What computer information helps staff find who has it?
  1. The book’s price when it was bought.
  2. The library’s list of popular books.
  3. The book’s stored borrowing record.
  4. The book’s author and chapter titles.
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Question 2 of 10

A bus-stop screen uses information from buses to show arrival times. Who is helped, and how?
  1. Passengers can see when their bus is due.
  2. Passengers can reserve a seat on the next bus.
  3. Passengers can change the route the bus takes.
  4. Passengers can buy tickets at the shown times.
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Question 3 of 10

A school’s old calling system reached only one home at a time. A new app sends many families messages quickly, but some families cannot open it. What improvement should be tested?
  1. Add brighter app buttons before contacting families.
  2. Add more app messages with the same access problem.
  3. Add an app-only form for requesting a paper notice.
  4. Add a way to reach families who cannot use the app.
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Question 4 of 10

A computer totals art-game scores. A teacher notices one score was entered twice. Two children are upset and disagree about the result. What should the teacher do?
  1. Total the same entries again, trust the faster answer, and tell the children it is final.
  2. Fix the entry, have the computer total again, and talk fairly with the children.
  3. Fix the entry, have the computer total again, and leave the computer to settle the upset.
  4. Keep the old total, ask the children to choose a winner, and fix the entry afterward.
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Question 5 of 10

A hospital robot carries meals alone along its route. A worker takes control when a cart blocks it. What does this show?
  1. Autonomous work means a robot never needs human help.
  2. Human help means the robot had no autonomous steps before.
  3. A robot is remote-controlled whenever staff watch it work.
  4. A robot can combine autonomous work and human control.
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Question 6 of 10

Children want to help younger relatives hear traditional stories. Some storytellers live far away. Why can making digital recordings help?
  1. The recordings translate each story into any language.
  2. The files teach the language without any practice.
  3. They can listen again and share recordings with others.
  4. The stories stay available without a device to play them.
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Question 7 of 10

A game system lets families swap game cartridges. What problem did work like Jerry Lawson’s help solve?
  1. Needing storage inside a cartridge to hold a game.
  2. Needing a different machine to play each new game.
  3. Needing people to plan the rules for a new game.
  4. Needing a controller to play a game on the screen.
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Question 8 of 10

A reading app adds large text and captions. During testing, a blind user cannot understand the picture buttons. What should the team do next?
  1. Add useful picture descriptions and test with the user again.
  2. Finish testing because two features already give full access.
  3. Keep only the pictures because they help young readers.
  4. Increase the captions because all users need the same fix.
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Question 9 of 10

A delivery firm uses route software. Drivers still deliver parcels, and a support team maintains the software. What two changes does this show?
  1. Route planning changes, and support work is needed.
  2. Driving has ended, and technical support takes its place.
  3. Route planning changes, and maintenance is no longer needed.
  4. Drivers keep the same tasks, and the support team disappears.
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Question 10 of 10

A class has printed photos, a reusable board and a working tablet. A nature display must stay up for a week without power. A classmate at home also wants to join one live discussion; both sides have internet for the call. What plan meets both needs without buying a device?
  1. Use the tablet for the week’s display and mail discussion notes.
  2. Use the board for the display and the tablet for the call.
  3. Buy a second tablet for the display and use the first for the call.
  4. Use the board for the display and mail discussion notes.
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Stuck on your own question? Homework Help

Key Terms

66 Key Terms, each with its definition

A

accessibility
Accessibility means how easily people, including people with disabilities, can use something.
Adding clear picture descriptions improves accessibility for people using screen readers.
algorithm
An algorithm is a set of step-by-step instructions for a task; its name comes from the scholar Al-Khwarizmi.
An algorithm can describe the steps for sorting a set of numbers from smallest to largest.
alt text
Alt text is a short written description of a picture that a screen reader can read aloud to share its meaning.
Alt text for a map picture describes the route instead of just saying “a picture.”
artificial intelligence
Artificial intelligence, or AI, is used in computer programs that can do tasks such as recognizing pictures or writing replies.
An artificial intelligence tool can suggest ideas, but you still need to check its answers.
automation
Automation means a machine carries out a task that people previously did, such as packing goods or recording loans.
Automation of book checkout changes a task while librarians still help readers.
autonomous
An autonomous robot uses its sensors and program without a person steering each move it makes.
An autonomous vacuum can find its way around a room and return to charge.

B

backup
A backup is a second usable copy of information kept so you can still reach it if the first is lost or unavailable.
A paper list of important numbers is a backup when online contacts cannot be reached.
barcode
A barcode is a pattern a scanner reads to identify an item, so a computer can find information about it.
The cereal box’s barcode helps the checkout computer look up its stored price.
benefit
A benefit is something good a tool or choice brings to the people using it or affected by it.
A benefit of video calls is seeing relatives who live too far away for a quick visit.
bug
A bug is an error in a computer program that can cause the program to work incorrectly.
A bug in a game can stop a door from opening even after you find the right key.

C

captions
Captions are words shown on a video so someone can read its speech instead of needing to hear it.
Captions let a child follow the spoken directions in a noisy classroom.
compiler
A compiler is a program that translates a programmer’s instructions into code a computer can run.
Grace Hopper’s work included an early tool called a compiler to make programming easier.
computer
A computer is a machine that takes in information, follows instructions to work with it, and gives a result.
A computer at the library records the books you borrow and when they are due.
curb-cut effect
The curb-cut effect happens when a feature made to help one group of people also helps other groups.
Captions helping viewers in a noisy room are an example of the curb-cut effect.
cybersecurity specialist
A cybersecurity specialist protects computers and information against people trying to enter or use them without permission.
A cybersecurity specialist helps protect a hospital’s computer systems and records.

D

data center
A data center is a building full of computers that store information and run services such as websites and streaming.
A data center uses electricity while its computers send a show to your screen.
data scientist
A data scientist studies large amounts of information to find patterns that can help people solve problems.
A data scientist looks for weather patterns in many years of temperature records.
design cycle
The design cycle is a repeating process of learning users’ needs, planning, building, testing and improving a tool.
A team returns to testing in the design cycle after adding a clearer finish button.
designer
A designer plans what a tool will do and how people will use it, including how its controls look and feel.
A designer makes the meal buttons on a lunch-ordering screen clear enough for younger children to recognize.
drawback
A drawback is a disadvantage of a choice, such as a tool costing money, needing power or being hard to use.
Needing a charged device is a drawback of relying on a screen throughout a long trip.

E

e-waste
E-waste is electrical or electronic equipment people throw away, such as broken phones, chargers or battery toys.
An old broken game console becomes e-waste when someone discards it.
embedded computer
An embedded computer is a computer built into another machine to control or support its work.
An embedded computer inside a microwave controls its heating for the time you choose.
emerging technology
An emerging technology is a new technology that is starting to be used and is still developing.
A delivery drone is an emerging technology whose help and problems people are testing.

F

family technology plan
A family technology plan is an agreement about when and where devices are used, leaving time for other parts of life.
A family technology plan might keep dinner free of screens and leave time for outdoor play.
first version
A first version is an early working form of a design that people can try so the team can find improvements.
Children try a first version of a club screen before the team finishes every feature.

G

game designer
A game designer plans a game’s rules, levels and characters so its different parts work together as play.
A game designer decides what players must collect before they can reach the next level.

H

hardware engineer
A hardware engineer designs the physical computer parts and devices that run digital tools.
A hardware engineer plans the parts and controls for a new handheld device.
high contrast
High contrast makes text or other important details stand out clearly from the background behind them.
Dark words on a light background can give a reading screen high contrast.
human judgment
Human judgment is a person’s use of thought, experience and common sense to decide what should happen.
Choosing how to make a game fair for upset players needs human judgment.

I

information technology
Information technology, or IT, means using computers to store, find, send and work with information.
Your teacher uses information technology to share assignments and record attendance.
input
Input is the information a computer receives before working with it, such as a button press or sensor reading.
Your chosen wash setting is input for the computer inside a washing machine.
IT support technician
An IT support technician helps people solve problems with computers and other digital equipment.
An IT support technician investigates why a classroom computer will not start.

K

kilowatt-hour
A kilowatt-hour is an amount of electrical energy equal to 1,000 watt-hours, often used for larger totals.
A total of 2,000 watt-hours is 2 kilowatt-hours on an electricity-use chart.

L

life cycle
A device’s life cycle runs from getting its materials through making, shipping and using it to what happens afterward.
A phone’s life cycle includes mining metals long before the phone reaches a store.
limitation
A limitation is something a tool cannot do, or cannot do well, which may give people a reason to improve it.
A limitation of a paper map is that it cannot update itself to show a new traffic jam.

N

non-digital tool
A non-digital tool does its job without computer processing, such as a paper map or a set of paper flashcards.
A non-digital tool fits when your group wants a game without needing a charged device.

O

offline
A device is offline when it is not connected to the internet, though some saved tools and files can still work.
You can read a map downloaded earlier while your phone is offline.
output
Output is a result a computer gives after processing information, such as a displayed price or a movement.
The arrival time shown on a bus-stop screen is output from a computer system.

P

pioneer
A pioneer is one of the first people to try or make something new, opening a path that others can follow.
Chieko Asakawa is a computing pioneer whose work helped blind people use the web.
privacy
Privacy means having control over personal information and what other people or services can learn about you.
A family checks privacy settings when deciding whether a voice assistant fits their home.
processing
Processing is the work a computer does with input by following the instructions in its program.
Finding an item’s price from its barcode is processing at a store checkout.
program
A program is a set of instructions that tells a computer what to do with the information it receives.
A traffic-light program controls when the lights change for waiting vehicles.

R

recycling
Recycling recovers materials from discarded items so those materials can be used again in making things.
Proper e-waste recycling can recover valuable metals from an unusable device.
remote control
Remote control means a person steers or controls a machine from a distance using a controller.
With remote control, you choose when the toy boat turns left or right.
repair
A repair fixes a fault or damage so an item can keep working instead of needing to be replaced.
A screen repair can help a family keep using an otherwise useful device.
reuse
Reuse means using an item again or passing it to someone else so it keeps doing useful work.
Giving a working tablet to another family lets them reuse it instead of buying one.
risk
A risk is a chance of something bad happening, which people weigh when choosing how to use a tool.
A risk of playing late is losing time you need for sleep before school.
robot
A robot is a computer-controlled machine that senses, follows its program to decide, and acts by moving or doing work.
A warehouse robot senses its route and carries shelves to workers who pack orders.
robot arm
A robot arm is a moving machine arm controlled by a computer to do work such as lifting, painting or welding.
A robot arm in a car factory repeatedly places a heavy part in the same spot.
robotics engineer
A robotics engineer designs, builds and programs robots to carry out jobs in the physical world.
A robotics engineer works on a machine that carries supplies through a hospital.

S

screen reader
A screen reader is a tool that reads screen information aloud for someone who cannot see or read it easily.
A screen reader speaks the labels of buttons so a blind user can choose one.
sensor
A sensor is a part of a device that notices something, such as a bump, light or temperature, and provides information.
A sensor in a greenhouse measures the temperature while the gardener is away.
shared document
A shared document is a file that more than one person can use or edit, helping a team work together.
Two teammates in different towns edit a shared document for their project.
software developer
A software developer writes, tests and fixes programs for computers, apps or other digital tools.
A software developer changes the code so a game remembers the player’s score correctly.
streaming
Streaming means watching or listening over the internet while the file arrives, before the whole file is saved.
Streaming lets your family start a show without waiting for the whole file to download.

T

task
A task is one piece of work within a job; a new machine may change that piece while other work stays with people.
Recording borrowed books is one task a library can give to a self-service machine.
technology
A technology is a tool or system people make to solve a problem or do a job, with or without computers.
A paper map is a technology that helps people find roads without using a battery.
tester
A tester tries a tool to find errors or difficulties, helping the team see what needs to be changed.
A tester notices that the game freezes after a player finishes the second level.
then-and-now comparison
A then-and-now comparison shows how the same activity changed after a tool or system was introduced.
A then-and-now comparison of photos can show how long people waited to see pictures.

U

user
A user is a person who uses a tool or service and whose needs help guide how it should be designed.
A child choosing lunch and a cook reading the orders are both users of a lunch-ordering system.
UX designer
A UX designer watches how people use a tool and improves the experience to make it easier and more pleasant.
A UX designer sees children miss the help button and tries a clearer position for it.

V

voice control
Voice control lets someone tell a device what to do by speaking instead of pressing or touching controls.
Voice control helps a person turn on a light when reaching its switch is difficult.

W

watt
A watt is a unit of power that measures how fast a device uses electrical energy while it is running.
A 100-watt TV uses electricity faster than a 50-watt TV while both are running.
watt-hour
A watt-hour is an amount of electrical energy equal to using one watt of power for one hour.
A 20-watt device running for 3 hours uses 60 watt-hours of electrical energy.
World Wide Web
The World Wide Web is a system of linked web pages that people can reach and share using the internet.
A World Wide Web page can link to another page with more information about an inventor.

Z

zoom
Zoom is a feature that makes screen content appear larger so a person can see words or pictures more easily.
Your grandparent uses zoom to enlarge a newspaper story on a tablet.

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