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TRANSCRIPT
Computing – Computational Thinking
Year 9 / Autumn Term 1.1
The FOUR coroner stones of Computational Thinking
Computational thinking is about looking at a problem in a way that a computer can help us to solve it. This is a two-step process:
1. First, we think about the steps needed to solve a problem. 2. Second, we use our technical skills to get the computer working on the
problem.
Most Important questions to ask when creating a solution/answering a problem: Is this the most efficient way to solve the problem?
Fastest way Least number of steps Re-suing an existing solution
Is this the fastest way? Does it require the least amount of resources? Does it solve the problem and give the right answer? Can it be used to solve other problems?
Key Word Definition Example
Computational Thinking
Algorithmic thinking is a way of getting to a solution through the clear definition of the steps needed – nothing happens by magic
Giving precise and exact instructions, following steps, focusing on what is important
Logic Logic helps us to establish and check facts, and make predictions.
Predicating and analysing
Decomposition Breaking a large problem down with no known solution into smaller steps and stages
Dissembling as piece of furniture as it is easier to move on part at a time
Abstraction Abstraction is identifying what is important and leaving out detail we do not need.
Answering Essay/ case scenario questions
Pattern Recognition
By spotting patterns we can make predictions, create rules and solve other problems.
Similar to methods used in answering English questions, one method, multiple poems or articles.
Algorithm A set of instructions which is followed to solve a given problem. Can be represented using a flowchart or Pseudo code
Following a food recipe or following SATNAV or Google Maps
Sequence Writing steps down in an order in which they must happen.
Following a specific order, such as when following SATNAV directions
Selection Being able to select between different options or scenarios
Similar to questionnaires/or playing a game with different scenarios
Iteration
Iteration is the act of repeating a process, either to generate an unbounded sequence of outcomes, or with the aim of approaching a desired goal, target or result
Playing a computer game, allowing you to carry on rather than start from the beginning
Variable
A value, which can change when a program is run. A variable is a memory location. It has a name that is associated with that location; the location stores some data
Same in maths, a box that holds one item at a time, but each item can be completely different.
Evaluation
We use evaluation when we make judgements based on different factors, such as design criteria and user needs.
Making judgement
Tinkering Tinkering means trying things out through experimentation.
experimenting and playing
Debugging Debugging is about finding out what is wrong in an algorithm or program and fixing it.
finding and fixing errors
Pattern Recognition
in English
What is Decomposition?
This approach has many advantages. It makes the process a manageable
and achievable one – large problems are daunting, but a set of smaller,
related tasks are much easier to take on. It also means that the task can be
tackled by a team working together, each bringing their own insights,
experience and skills to the task.
Software development is a complex process, and so being able to break
down a large project into its component parts is essential – think of all
the different elements that need to be combined to produce a program,
like PowerPoint.
Computer hardware: a smartphone or a laptop computer is itself
composed of many components, often produced independently by
specialist manufacturers and assembled to make the finished product,
each under the control of the operating system and applications.
Pattern Recognition
in Maths
What is Pattern
Recognition?
Patterns are everywhere, for
example, we use weather patterns
to create weather forecasts;
children might notice patterns in
how teachers react to their
behaviour to work out how to
behave next time. By identifying
patterns we can make predictions,
create rules and solve more
general problems. In computing,
the method of looking for a
general approach to a class of
problems is called generalisation.
Explaining CPU
WITHOUT abstraction
What is Abstraction?
Is about simplifying things; identifying what is important without worrying too much about the detail. Abstraction allows us to manage complexity. We use abstractions to manage the complexity of life in schools. For example, the school timetable is an abstraction of what happens in a typical week: it captures key information such as who is taught what subject where and by whom, but leaves to one side further layers of complexity, such as the learning objectives and activities planned in any individual lesson.
Explaining CPU WITH
abstraction
What are algorithms? An algorithm is a sequence of instructions or a set of rules to get something done. You probably know the fastest route from school to home, for example, turn left, drive for five miles, and turn right. You can think of this as an ‘algorithm’ – as a sequence of instructions to get you to your chosen destination. There are plenty of algorithms (i.e. routes) that will accomplish the same goal; in this case, there are even algorithms (such as in your satnav) for working out the shortest or fastest route. Algorithms are written for a human, rather than for a computer to understand. In this way algorithms differ from programs.