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Computing, 11–13 years — 44 topics · MyLeoNes™ Kuks

44 computing topics written for 11–13 years — not a older text simplified. In teaching order, each a deck of five cards: the idea, why it exists, a worked example, the common trap and where you meet it.

Computing · 11–13 years

  1. Memory and storage

    Computers use different places for information: one is quick and temporary, another keeps files when the power is off.

  2. Compression

    Compression makes a file smaller by storing its information more cleverly, so it can be saved or sent using less space.

  3. Recursion

    Recursion solves a large problem by applying the same rule to a smaller version of the problem, until a simple stopping point is reached.

  4. APIs: programs working together

    An API is an agreed way for one program to ask another program for a service, without needing to know how that service is built inside.

  5. Abstraction: hiding detail to see the idea

    Abstraction lets you use a complicated thing without carrying every detail in your head.

  6. Randomness in programs

    Randomness gives programs choices that are hard to predict, useful for games, models, and fair selection.

  7. Simulation: testing a model

    A simulation uses a simplified version of a real situation so you can try ideas safely and cheaply.

  8. Parallelism: doing work at the same time

    Parallelism splits work so several parts can be handled together, when the parts do not depend on one another.

  9. Authentication

    How a computer checks that you are really the person behind an account.

  10. Networks and routers

    How separate devices find one another and choose a path for information.

  11. HTML structure

    How a web page marks what each piece of content is.

  12. Version control

    How a project keeps a history of changes so you can understand or undo them.

  13. Testing programs

    Testing means deliberately trying a program with chosen examples to discover whether it behaves as intended. It gives you evidence before other people rely on your code.

  14. Trees: nested relationships

    A tree organises information in levels, with one starting point and branches below it. It is useful when things belong inside other things, such as folders, family links, or choices in a game.

  15. CSS styling

    CSS controls how a web page looks without changing the page’s main content. You learn to separate meaning from appearance, then set colours, spacing, sizes, and layout with rules.

  16. Phishing

    Phishing is a trick that uses a believable message or website to make you reveal information or take an unsafe action. You learn to pause, check the source independently, and avoid rewarding the trick.

  17. The CPU instruction cycle

    A processor does not understand a whole program at once. It repeatedly fetches one instruction, works out what it says, carries it out, and then moves to the next one.

  18. Compilation

    People write programs in languages designed for humans, while processors need much more precise instructions. A compiler translates the first into another form that the computer can run or prepare to run.

  19. Processes and multitasking

    A running program is a process: it has work to do and uses computer resources. An operating system shares time and resources between processes, so several apps can appear to run together.

  20. Digital footprint

    Your digital footprint is the trail of information created when you use websites, apps, devices, and online services. Some parts are posted by you; others are recorded automatically, so privacy requires attention rather than panic.

  21. Command line

    Use text commands to work directly with a computer, instead of choosing every action from a menu.

  22. DNS: names for internet addresses

    Discover how a readable website name is matched to the numerical address of a computer.

  23. Accessibility: technology for different users

    Learn how digital tools can be made usable by people with different bodies, senses, languages, and ways of thinking.

  24. Data visualisation: showing patterns clearly

    Turn numbers into charts that help you see comparisons, changes, and patterns without hiding what the data says.

  25. Algorithms: clear steps for a task

    An algorithm is a plan that tells a person or a computer what to do, and in what order.

  26. Binary: how computers represent information

    Computers represent information with patterns of two states, written as 0 and 1.

  27. Boolean logic: combining true and false

    Boolean logic gives programs a precise way to combine yes-or-no facts, so several conditions can guide one decision.

  28. Conditionals: making choices

    A program can choose what to do by checking whether something is true.

  29. Coordinates: placing things on a screen

    Coordinates give every position on a screen an address made from numbers. They let programs place, move and find objects precisely.

  30. Data types: different kinds of information

    Computers need to know whether something is a number, a piece of text, or a yes-or-no value. Data types help a program handle each kind safely.

  31. Databases

    How organised records let a computer store, update and find information.

  32. Debugging: finding and fixing errors

    Debugging is a method for discovering why a program behaves differently from what you intended.

  33. Encryption: hiding a message with a key

    Encryption changes readable information into scrambled text that should be useless to anyone without the right key for changing it back.

  34. Events: programs reacting to action

    An event is something that happens, such as a click, key press or sensor reading, and lets a program respond when it happens.

  35. Functions: reusable named actions

    A function gives a useful group of instructions a name, so it can be used without rebuilding it each time.

  36. Input and output

    How a computer receives information and gives a result back.

  37. Lists: keeping many things together

    A list lets a program keep a group of related values in one organised place, so it can examine, change or repeat work on them.

  38. Loops: repeating instructions

    A loop repeats instructions, either a set number of times or while a condition remains true.

  39. Machine learning: finding patterns in examples

    In machine learning, people give a computer many examples instead of writing every rule by hand. The computer finds patterns in those examples and uses them to make a useful guess.

  40. Operators: actions on information

    Operators are the small instructions that calculate, compare or join values. They let a program do useful work with the information it stores.

  41. Packets: messages travelling in pieces

    Networks send digital messages as small packets that can travel separately and be put back together.

  42. Pixels make digital pictures

    How a screen builds a picture from tiny coloured points.

  43. Searching data

    How a computer finds one item among many, and why order can help.

  44. Variables: names for changing information

    A variable gives a piece of information a name, so a program can remember it and change it.

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