IT is Grade 10

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1 IT is Grade 10 Ulza Wassermann Chris Noomé Edward Gentle Keith Gibson Pam Macmillan Malie Zeeman i

2 iimodule Published by Study Opportunities PO Box 52654, Dorandia, 0188 Tel: (012) Fax: (012) November 2011 ISBN: Study Opportunities Copyright strictly reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording or by any information storage or retrieval system, without permission in writing from the publisher. DTP, layout and design by Ronelle Oosthuizen Cover design by Suzanne Jacobs Printed by Intrepid Printers (Pty) Ltd 7572

3 Contents Introduction... 1 Section 1 Algorithm Design and Programming...7 Module 1.1 Thinking for computers...8 Module 1.2 Introduction to graphical programming...25 Module 1.3 Input, processing, output...43 Module 1.4 Decision making...59 Module 1.5 Interaction between sprites...75 Module 1.6 Lists...83 Module 1.7 Prevent and find errors...90 Module 1.8 Projects...95 Section 2 Systems Technologies Module 2.1 Basic concepts of computing Module 2.2 Basic concepts of hardware Module 2.3 Basic concepts of system software Module 2.4 Computer management Module 2.5 Improve your browser Section 3 Communication and Internet Technologies Module 3.1 Networks Module 3.2 Electronic communication Module 3.3 Internet and Module 3.4 Web page technology iii

4 Module Section 4 Data and Information Management Module 4.1 Data as the computer sees it Module 4.2 File management Section 5 Social Implications Module 5.1 Social, ethical and legal issues surrounding ICTs Module 5.2 Green, health and global e-communication issues Module 5.3 Safe Internet and use Appendix Connectors on a computer iv

5 Table of contents Introduction... 1 Section 1 Algorithm Design and Programming...7 Module 1.1 Thinking for computers...8 Computers and thinking...8 Create a solution for a problem...9 Algorithms for simple mathematical problems...15 Algorithms with decisions...19 Algorithms with repetition...21 Module 1.2 Introduction to graphical programming...25 Gather your resources...25 Get to know the Scratch environment...26 Teach a sprite to perform basic tasks...29 Teach a sprite to repeat actions...32 Create animation...35 Module 1.3 Input, processing, output...43 Introduction...43 Teach a sprite to remember by using variables...43 Teach a sprite to do calculations with numbers...47 Teach a sprite to handle strings...54 Module 1.4 Decision making...59 Introduction...59 Decision-making in Scratch...59 Decide when to terminate the loop...71 Decide when to enter the loop...73 Module 1.5 Interaction between sprites...75 Broadcasting and receiving messages...75 Two sprites communicate by sharing data...79 Module 1.6 Lists...83 Representation of a list...83 Create a new list...83 Program blocks for lists...84 Store items in a list...84 Module 1.7 Prevent and find errors...90 Data validation...90 Debugging your program...92 Module 1.8 Projects...95 Special effects...95 The importance of planning...95 The final touches...96 Follow the design of a coin toss game...97 Flags and interactive elements v

6 Section 2 Module Systems Technologies Module 2.1 Basic concepts of computing What is a computer? An expanded model of a computer The role of software Types of computers ICT systems Module 2.2 Basic concepts of hardware Inside the case of a computer Connecting to the computer Peripherals Smartphones versus computers Module 2.3 Basic concepts of system software Introduction Operating system Utility programs Device drivers Module 2.4 Computer management Introduction Initial maintenance Ongoing maintenance Adding and removing software and hardware Other housekeeping tasks Module 2.5 Improve your browser Modular software Browser plug-ins Section 3 Communication and Internet Technologies Module 3.1 Networks What is a network? Reasons for having a network Disadvantages of having a network Components of a network Types of networks Client-server vs. peer-to-peer LAN Access control when logging into a network Module 3.2 Electronic communication Applications to facilitate e-communication Practical use of Module 3.3 Internet and What is the Internet? What is needed to connect to the Internet? The World Wide Web vi

7 Module 3.4 Web page technology Introduction What is a web page? HTML Basic formatting tags Characteristics of a well designed web page Section 4 Data and Information Management Module 4.1 Data as the computer sees it Number systems Data as the computer sees it Data storage Module 4.2 File management Introduction The file manager Files the basic unit of storage The need to organise Section 5 Social Implications Module 5.1 Social, ethical and legal issues surrounding ICTs Introduction EULAs, copyright and piracy Module 5.2 Green, health and global e-communication issues Ergonomics and health issues The need for green computing The impact of global e communication Module 5.3 Safe Internet and use Introduction Viruses Computer worms Trojans Spyware Adware Spam Hoaxes and scams Phishing Pharming spoofing Guidelines using the Internet and with courtesy and safety Appendix Connectors on a computer vii

8 Module This book is dedicated to the memory of our friend and colleague Annette Bezuidenhout who lost her brave fight against cancer in She inspired many to believe that IT is great! viii

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