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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

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Page 1: Computing Computational Thinkingfluencycontent2-schoolwebsite.netdna-ssl.com/File... · Computing – Computational Thinking Year 9 / Autumn Term 1.1 The FOUR coroner stones of Computational

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

Page 2: Computing Computational Thinkingfluencycontent2-schoolwebsite.netdna-ssl.com/File... · Computing – Computational Thinking Year 9 / Autumn Term 1.1 The FOUR coroner stones of Computational

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.

Page 3: Computing Computational Thinkingfluencycontent2-schoolwebsite.netdna-ssl.com/File... · Computing – Computational Thinking Year 9 / Autumn Term 1.1 The FOUR coroner stones of Computational

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.