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Computing, 11–13 years — 20 topics · MyLeoNes™ Kuks

20 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. 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.

  2. Binary: how computers represent information

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

  3. 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.

  4. Conditionals: making choices

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

  5. 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.

  6. 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.

  7. Databases

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

  8. Debugging: finding and fixing errors

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

  9. 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.

  10. 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.

  11. Functions: reusable named actions

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

  12. Input and output

    How a computer receives information and gives a result back.

  13. 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.

  14. Loops: repeating instructions

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

  15. 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.

  16. 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.

  17. Packets: messages travelling in pieces

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

  18. Pixels make digital pictures

    How a screen builds a picture from tiny coloured points.

  19. Searching data

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

  20. 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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