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Cat Grade 10 Summary 2025 3rd Edition Study Opportunities - Can

The document is a comprehensive guide for Grade 10 students on Computer Applications Technology, covering various modules including computer introduction, software, hardware, file management, and networks. It explains key concepts such as the information processing cycle, operating systems, and the importance of both application and system software. Additionally, it discusses the impact of ICT on daily life, communication, and education, while providing practical insights into using computers effectively.

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0% found this document useful (0 votes)
60 views85 pages

Cat Grade 10 Summary 2025 3rd Edition Study Opportunities - Can

The document is a comprehensive guide for Grade 10 students on Computer Applications Technology, covering various modules including computer introduction, software, hardware, file management, and networks. It explains key concepts such as the information processing cycle, operating systems, and the importance of both application and system software. Additionally, it discusses the impact of ICT on daily life, communication, and education, while providing practical insights into using computers effectively.

Uploaded by

mrswmiya
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 85

COMPUTER

APPLIC ATIONS
T E C H N O LO GY
GRADE 10

THIRD EDITION SUMMARY

MS CANDICE HENREY

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Module 1.1 ...................................................................................................10

introduction to computers.............................................................................10

What is a computer? ...............................................................................................10


Hardware and software ...........................................................................................10
The information processing cycle ..............................................................................10
Computing devices ..................................................................................................11
Introduction to Windows ..........................................................................................11
Start-up time............................................................................................................11
The desktop ............................................................................................................11
Working with the GUi ..............................................................................................12
Common features of programs .................................................................................12
Saving our work......................................................................................................13
Introduction to the keyboard ....................................................................................13
Module 1.2 ...................................................................................................14

SOFTWARE ....................................................................................................14

Introduction ............................................................................................................14
Application versus system software ...........................................................................14
The operating system ...............................................................................................14
The interface ...........................................................................................................14
Accessories .............................................................................................................15
Application software ...............................................................................................16
Of ce Suites/Software .............................................................................................17
MODULE 1.3 .................................................................................................18

HARDWARE...................................................................................................18

Introduction ............................................................................................................18
Input ......................................................................................................................18
Keyboard ...............................................................................................................19
Mouse ....................................................................................................................19
Output ...................................................................................................................20
Monitors / screens ..................................................................................................20
Size .......................................................................................................................20

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Resolution ...............................................................................................................20
Graphics card .........................................................................................................20
Connecting monitors................................................................................................20
Printers ...................................................................................................................21
Types of printers ......................................................................................................21
Inkjet printers and ink tank printers ...........................................................................21
Laser printers ..........................................................................................................21
3D Printers ..............................................................................................................21
Connecting and using printers ..................................................................................21
Changing the default printer ....................................................................................22
Printer queues .........................................................................................................22
Storage ..................................................................................................................22
Main storage ..........................................................................................................23
Portable storage devices .........................................................................................24
Connecting external devices ....................................................................................24
Wired connections ..................................................................................................24
USB .......................................................................................................................24
HDMI .....................................................................................................................25
Wireless connections ...............................................................................................25
Health and environmental issues ..............................................................................25
Health concerns ......................................................................................................25
Health tips for using computers ................................................................................26
Green computing ....................................................................................................26
Electronic waste (e-waste) ........................................................................................26
1.4 MODULE .................................................................................................28

File management ..........................................................................................28

Introduction ............................................................................................................28
File Explorer ...........................................................................................................28
A folder structure ....................................................................................................29
More about les .....................................................................................................29
File names ..............................................................................................................29
The importance of le extensions .............................................................................30
File paths................................................................................................................30

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Common le types and extensions ............................................................................30
Working with les and folders ..................................................................................31
Working smarter .....................................................................................................32
1.5 MODULE .................................................................................................33

ICT in perspective .........................................................................................33

Introduction ............................................................................................................33
Types of computing devices .....................................................................................33
Multi-purpose computing devices..............................................................................33
Desktop computers ..................................................................................................33
Laptops and tablets .................................................................................................34
Smartphones ..........................................................................................................34
Servers ...................................................................................................................35
Dedicated devices ...................................................................................................35
ICT systems .............................................................................................................36
Overview ...............................................................................................................36
A POS system .........................................................................................................36
Ethical use of computers ..........................................................................................37
1.6 MODULE .................................................................................................38

Extended software concepts ........................................................................38

Introduction ............................................................................................................38
Proprietary vs open source software ........................................................................38
Proprietary software ...............................................................................................38
Open source software .............................................................................................39
Software licences ....................................................................................................39
Single user licence ..................................................................................................39
Site licence .............................................................................................................39
System software ......................................................................................................39
Utility programs ......................................................................................................40
Compression software .............................................................................................40
Antivirus software ...................................................................................................40
Drivers ...................................................................................................................40
1.7 Module ...................................................................................................41

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Extended Hardware Concepts ......................................................................41

Input and output devices..........................................................................................41


Pointing devices ......................................................................................................41
Touchpad ...............................................................................................................41
Touch screen ...........................................................................................................41
Pen input device (stylus) ..........................................................................................41
Joystick ..................................................................................................................42
Sensors ..................................................................................................................42
Scanners and reading devices..................................................................................42
Multi-function printers ..............................................................................................42
Your smartphone's camera .......................................................................................43
QR code ................................................................................................................43
Barcode readers .....................................................................................................43
Biometric scanners ..................................................................................................43
Card input ..............................................................................................................44
RFID (Radio Frequency Identi cation) .......................................................................44
Optical Character Recognition (OCR).......................................................................44
Video and audio input.............................................................................................44
Voice recognition ....................................................................................................45
Audio output...........................................................................................................45
Data projectors .......................................................................................................46
Visualiser................................................................................................................46
Storage - memory cards ..........................................................................................46
Processing ..............................................................................................................46
The CPU .................................................................................................................47
The SoC .................................................................................................................47
RAM and ROM.......................................................................................................47
1.8 Module ...................................................................................................49

The impact of ICT ..........................................................................................49

How ICT in uence our lives and lifestyles ..................................................................49


Communication .......................................................................................................49
Access to information ..............................................................................................49
Leisure ...................................................................................................................50

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Impact on business ..................................................................................................50
Impact on education ................................................................................................51
ICT use in the management of a school .....................................................................51
ICT use by teachers for presentation of lessons ..........................................................51
ICT use by learners ..................................................................................................51
Computer crime ......................................................................................................52
Information and data theft .......................................................................................52
Identity theft ...........................................................................................................52
2.1 Module ...................................................................................................53

Introducing Networks ..................................................................................53

Introduction ............................................................................................................53
What is a network? .................................................................................................53
Purpose of networks ................................................................................................53
Fast, ef cient communication ....................................................................................53
Sharing of hardware ...............................................................................................54
Sharing of les ........................................................................................................54
Flexible access ........................................................................................................54
Leisure....................................................................................................................54
Security and privacy ...............................................................................................55
2.2 Module ...................................................................................................56

Network basics ............................................................................................56

Introduction ............................................................................................................56
Small networks - a PAN and a HAN .........................................................................56
Personal area network ............................................................................................56
Home Area Network ...............................................................................................56
Setting up a HAN....................................................................................................57
Connecting to the internet ........................................................................................58
Internet Service Provider .........................................................................................58
Internet connection..................................................................................................58
Wired connection - Fibre .........................................................................................58
Wireless connection - Cellular technology .................................................................58
2.3 Module ...................................................................................................59

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The World Wide Web ...................................................................................59

Introduction ............................................................................................................59
Overview of the WWW...........................................................................................59
Web pages and websites .........................................................................................59
Web addresses .......................................................................................................60
Types of websites ....................................................................................................61
Blog .......................................................................................................................61
Wiki .......................................................................................................................61
Social networks .......................................................................................................61
Web applications ....................................................................................................61
Browsing and searching ..........................................................................................62
What is a web browser? ..........................................................................................62
What is a search engine? ........................................................................................63
What about Ai? ......................................................................................................63
Search engines and AI ............................................................................................63
Searching techniques ..............................................................................................63
Give credit where it is due .......................................................................................64
2.4 MODULE .................................................................................................66

Electronic communication .............................................................................66

Introduction ............................................................................................................66
Email ......................................................................................................................66
Email addresses ......................................................................................................66
Practical use of email ...............................................................................................67
Other modes of e-communication .............................................................................68
Social media...........................................................................................................68
Instant messaging and chat applications ...................................................................68
Online meetings ......................................................................................................68
Good manners and safety online .............................................................................68
Netiquette ..............................................................................................................69
Netiquette and social media platforms .....................................................................69
Netiquette and email...............................................................................................69
Guidelines for using the internet safely .....................................................................70
Basic guidelines ......................................................................................................70

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Making sure others protect your information .............................................................70
Best practices when online .......................................................................................70
6.1 Module ...................................................................................................72

A strategy for solving problems ...................................................................72

Introduction ............................................................................................................72
The role of questions ...............................................................................................72
Data and information ..............................................................................................73
Information sources .................................................................................................73
Electronic media .....................................................................................................73
Printed media .........................................................................................................73
Surveys: questionnaires and interviews .....................................................................74
6.2 MODULE .................................................................................................75

Finding information ......................................................................................75

Introduction ............................................................................................................75
Determine what information you need ......................................................................75
Find the information and save it ...............................................................................75
Decide about resources ...........................................................................................75
Save the data, facts and information that you nd .....................................................76
Start sifting your information ....................................................................................76
6.3 MODULE .................................................................................................77

Processing and presenting ...........................................................................77

Introduction ............................................................................................................77
Using and processing information ............................................................................77
Step 1: Sift the data and information ........................................................................77
Step 2: Process the data and information .................................................................78
Organise the data and information ..........................................................................78
Work smart - start building a framework for your report ............................................78
Finding a solution and presenting it ..........................................................................78
Planning the presentation ........................................................................................78
Completing the presentation in Word .......................................................................78
Presenting the solution as a slide show .....................................................................79

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Acknowledging sources ...........................................................................................79
Copyright infringement versus plagiarism ..................................................................79
7. 1 MODULE ................................................................................................80

Working smarter ..........................................................................................80

Integrating applications ...........................................................................................80


Finding Help ...........................................................................................................81
Problem solving.......................................................................................................81
Action verbs used in examination papers ....................................................82

KEYBOARD SHORTCUTS ................................................................................84

MAC OS SHORTCUTS ............................................................................................84


WINDOWS SHORTCUTS ........................................................................................85

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M O D U L E 1.1
INTRODUCTION TO COMPUTERS
WHAT IS A COMPUTER?

Computing devices include laptops, smartphones, tablets, and desktops.


They are electronic, with laptops and tablets being portable and desktops
requiring constant electricity.

HARDWARE AND SOFT WARE

• Computer Hardware: Tangible components like mouse, monitor, keyboard, printer, and
system unit parts.
• Computer Software: Sets of instructions enabling computers to perform tasks, making
them multi-purpose tools.
• Information Processing Cycle: Followed by all computing devices, regardless of
hardware and software.

T H E I N F O R M AT I O N P RO C E S S I N G C YC L E

COMMUNICATION

INPUT PROCESSING OUTPUT

STORAGE

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COMPUTING DEVICES

• Information Processing Cycle: Receive input, process it, produce output, and store
data.
• Computer De nition: A multi-purpose electronic device that receives input, processes
it, produces output, and stores data.
• Input/Output Examples: Keyboard, mouse, screen, printer.

INTRODUCTION TO WINDOWS

The operating system controls computer activities. Windows is a well-known operating


system.

START-UP TIME

• Booting Process: Operating system loads automatically when the computer is switched
on.
• Authentication: Process of verifying user identity to access programs, data, and
sensitive apps.
• Authentication Methods: Username and password, PIN, screen lock pattern, biometric
security, or two-factor authentication.

THE DESKTOP

• Desktop Functionality: Customizable rst screen of the operating system.


• Taskbar Access: Provides quick access to applications and system functions.
• Start Button Function: O ers access to programs, settings, and les.

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WORKING WITH THE GUI

• User Interface: Modern software uses graphical user interfaces (GUIs) with icons and
other elements.
• Input Devices: Users can interact with devices using keyboards, mice, or touchscreens.
• Touch Gestures: Touch screen gestures are used on laptops and vary by operating
system or program.

COMMON FEATURES OF PROGRAMS

Windows programs run on computers with Windows operating systems. They display
feedback or output in a window on the screen.

As we have already seen,


Windows programs have similar
features. Some of the typical
components of a window are
shown in the screenshot.

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S AV I N G O U R WO R K

When you work on paper, also known as hardcopy, you have a permanent record of
everything written down. Work currently being done on a computer is kept temporarily in
memory - and it stays there (in memory) only as long as the program is open, and the
computer is switched on. To keep that work so that you can use it again later, you have to
save the work to storage.

Computer les, or softcopies, are collections of data stored under a single name. Organizing
les into folders with descriptive names makes nding information easier.

INTRODUCTION TO THE KEYBOARD

Keyboards are the most common input device for text, with QWERTY keyboards used on
desktops and laptops, and software-generated keyboards on smartphones and tablets.

Touch typing, using all ngers on both hands, is a practical skill that improves with practice.
Typing tutor software aids in learning and practising this skill.

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MODULE 1.2
SOFT WARE
INTRODUCTION

Software, or computer programs, are sets of instructions that tell a computer what to do.
They are stored on a device and loaded into memory to run.

APPLIC ATION VERSUS SYSTEM SOFT WARE

• Application Software De nition: A group of programs that perform speci c tasks for
users.
• System Software De nition: Software intended to control, support, or operate the
computer.
• Software Types: Application software is bought and installed separately, while system
software manages the computer and creates the user interface.

THE OPERATING SYSTEM

• Operating System De nition: Essential software controlling computer activities and


ensuring functionality.
• Operating System Examples: Windows, macOS, iOS, iPadOS, Android, and Linux.
• Operating System Functions: Manage hardware and software, maintain security, and
provide user interfaces.

THE INTERFACE

The interface, or GUI, presents information graphically with icons, menus, and buttons.
Users must learn to interpret text instructions and symbols to communicate with apps and
achieve desired actions.

There are components and controls that you need to recognise and understand to use
properly. The following are examples of these:

• Arrows next to commands indicate drop-down menus with extra options. Greyed-out
options are unavailable.
• Shortcut keys, often using Ctrl and a letter, are sometimes given alongside menu options
or in tooltips. Some keyboard shortcuts are used by many programs. Examples include
<Ctrl><C> to copy something and <Ctrl><S> to save a le.

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• Dialog boxes are small windows used for communication between computers and users.
Understanding their elements enhances e ciency in computer usage.

ACCESSORIES

Operating systems often include small, single-purpose apps and user-friendly features.
These are not essential for the core functioning of the operating system.

Snipping Tool

Users frequently want to capture or copy screen sections.


The Snipping Tool provides di erent options to capture screenshots:
• Free-form Snip allows drawing an area to select and capture a portion of the screen.
• Rectangular Snip option allows capturing a rectangular area on the screen.
• The Window Snip option allows you to select and capture a window or dialog box.
• Full-screen Snip captures entire screen.

Calculator

Windows Calculator app o ers various calculators and conversion functions.

Clock and Calendar

Simple apps track date and time.

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Screenshot and cropping on smartphone

Screenshots on smartphones are useful for sharing or note-taking. Access your screenshot in
the photo library and edit it as needed.

APPLIC ATION SOFT WARE

Computers usually come with an operating system. Application software is typically


purchased separately and downloaded online.

Application software performs speci c tasks for users. Popular categories include programs
and apps.

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OFFICE SUITES/SOFT WARE

This refers to a collection of productivity software applications that are typically used in an
o ce or business setting.

These include word processing, spreadsheets, presentations, email and other common o ce
tasks.

Although all the apps in a suite are separate programs, they are generally sold/ distributed
in one 'bundle'. They have very similar user interfaces and data can easily be exchanged
between the apps.

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MODULE 1.3
HARDWARE
INTRODUCTION

Hardware refers to the physical components of a computing device, including the computer
case, internal components, and external devices like monitors, mice, keyboards, and
printers.

INPUT

Input is data and instructions for a computing device. Providing input is the rst step in
getting a computer to do something useful.

• Computing devices operate under instructions, which can be programs or user commands.

• Apps are sets of instructions that respond to user commands and questions. User input
determines the app’s actions, like saving a document in Word.

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• Computing devices need data to process. Data can be text, numbers, graphics, audio, or
video.

• Devices commonly used for input are the keyboard, mouse, touch screen and touchpad.

KEYBOARD

Keyboard is the most commonly used input device. It allows us to type data and give
instructions to a computer.

Examples:

• If you press the Ctrl key together with a 'B', you can use this to make text bold
(<Ctrl><B>).

• <#><D> will take you to the desktop.

• A key that itself serves as a shortcut key is the Escape key, which lets you get out of
options and cancel choices.

Keyboards come in many shapes and sizes - they are built into portable devices like laptops
and appear on the screen of touch screen devices such as tablets and smartphones.

MOUSE

Software often uses graphical user interfaces (GUIs) for interactivity. Pointing devices, like
mice, move the pointer on the screen to interact with graphical elements

Mice are common pointing devices with buttons and a scroll wheel. They move the pointer
on the screen and sense button presses for actions.

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Touch screens allow direct interaction with GUI elements using ngers. Devices like
smartphones and tablets, which only use touch screens, do not display a pointer.

OUTPUT

Output devices, like monitors and printers, produce results of computing device processing.

MONITORS / SCREENS

Monitors, or screens, are the primary output devices for computers. Laptops, tablets, and
smartphones have built-in screens that require protection.

SIZE

Monitor sizes are measured diagonally in inches. Popular


sizes include 24”, 27”, and 19”, with 15.6” being common
for laptops..

RESOLUTION

Monitor resolution, measured in pixels, impacts image


quality. LCD/LED monitors have recommended resolutions
based on screen size for optimal display.

GRAPHICS CARD

Image quality depends on both monitor and graphics card. Graphics card, also known as
GPU (Graphics Processing Unity) or video card, generates the image.

Cheaper devices use integrated GPUs and shared memory, impacting performance.

Graphics intensive tasks require a dedicated, high-end graphics card.

CONNECTING MONITORS

Monitors connect to computers using HDMI, DisplayPort, Thunderbolt, or USB. Mobile


devices can also connect to external monitors.

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PRINTERS

Printers produce hard copy, or printed output on paper.

TYPES OF PRINTERS

Inkjet, ink tank, and laser printers are available in monochrome and colour versions.

INKJET PRINTERS AND INK TANK PRINTERS

Inkjet printers spray microscopic ink dots onto paper. Ink cartridges, containing ink and a
print head, are replaced when ink runs low.

Ink tank printers have larger ink containers, making them more economical. They are
suitable for regular use, ideally weekly, to prevent ink drying and clogging.

LASER PRINTERS

Laser printers use static electricity, heat, and pressure to transfer toner to paper, resulting in
fast, cost-e cient, high-quality prints.

3D PRINTERS

3D printers create physical objects by melting and layering materials like plastic, resin,
concrete, steel, and even chocolate. They can produce a wide range of items, from tools and
furniture to mechanical parts and buildings.

• 3D Printing Process: Melts plastic lament and extrudes it through a nozzle to build
objects layer by layer.
• Materials Used: Variety of materials including plastic, resin, concrete, steel, and even
chocolate.
• Applications: Ranges from tools and furniture to mechanical parts and even buildings.

CONNECTING AND USING PRINTERS

Printers connect to computers via USB or wireless.

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C HAN GIN G THE DEFAULT PRINTER

Several printers may be available, especially on a network. To set a default printer, follow
these steps.

1. Go to the Control Panel or Settings via the Start menu.

2. Locate the Printer option to see which printers are currently installed. A tick' or the
word 'Default' indicates the current default printer.

3. Depending on the version of Windows, click or right-click on the applicable printer and
choose the option to make it the default printer.

PRINTER QUEUES

Print tasks are temporarily stored on the computer’s main storage. Each task is placed in a
queue until the printer is ready.

• To access the printer queue, go to the printer via the Control Panel / Settings or by
clicking on the printer icon in the noti cation area (at the right side of the taskbar).
• You can right-click on a print task (if it is still in the queue) and then cancel, pause or
restart the printing.

STORAGE

Computer storage keeps data and programs, with larger capacity than memory.

It is important to understand that storage is permanent unless you choose to delete


something from it.

RAM (Memory) is volatile, losing data with power loss.

Storage is non-volatile, retaining data regardless of power.

Storage technologies are electronic or magnetic.

The following table draws a brief comparison between the two:

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MAIN STORAGE

Programs and data are stored on main storage devices, measured in GB or TB. Main storage
capacity impacts device usefulness.

Hard drives and SSDs are used for main storage. More expensive laptops and desktops use
SSDs for the operating system and software, with a hard drive for data.

Cloud computing uses internet-accessible computers and storage.

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Cloud storage stores les on a server accessible via the internet. Examples include
OneDrive, Google Drive, iCloud, and Dropbox.

PORTABLE STORAGE DEVICES

Portable or external storage, like hard drives or SSDs, are convenient for data backup and
mobility. They connect to computers via USB and can be pocket-sized or larger, with larger
ones requiring a separate power supply.

Flash drives are cheap portable storage devices with sizes from 16 GB to 2 TB. They are used
by plugging them into a USB port.

Flash drives are unreliable for sole data storage.

Memory cards, like ash drives, use similar technology for device storage.

Memory card les can be transferred to a computer using a card reader or slot. The card
appears as external storage, allowing le access.

CONNECTING EXTERNAL DEVICES

Computer peripherals are separate hardware pieces that connect to computers, adding
functionality.

Peripherals connect in two ways:

Connection Types: Cable (wired) and radio signals (wireless).

WIRED CONNECTIONS

Wired connections use cables plugged into computer ports.

USB

USB (Universal Serial Bus)is a versatile wired connection for peripherals, providing data
transfer and power delivery. Di erent types of USB cables, ports, and connectors exist, so
choose the right one for your needs.

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HDMI

HDMI (High-De nition Multimedia Interface) transmits high-de nition video and audio
signals for connecting multimedia devices to computing devices.

Computers often lack su cient USB ports for peripherals. USB hubs, multiport devices,
provide additional ports by connecting to a single USB port.

USB hubs o er various ports, enabling them to function as adapters/converters. This


versatility allows connection of di erent cables and interfaces, such as USB-C and HDMI.

WIRELESS CONNECTIONS

Bluetooth is a wireless communication standard enabling data exchange between devices. It


is commonly used for connecting peripherals like keyboards, mice, and headphones.

Advantages of wireless devices:

• Less Clutter: No cables.


• More Movement: More freedom of movement.

Disadvantages or limitations of wireless devices:

• Power Source: Require batteries for wireless signal transmission.


• Cost: Slightly more expensive than wired devices.

Bluetooth devices must pair before communicating, requiring discovery, connection, and
often a passkey. Once paired, future connections are quick and secure.

HEALTH AND ENVIRONMENTAL ISSUES

Computers and technology are increasingly intertwined with health and environmental
issues. Users must act responsibly to protect their health and the environment.

HEALTH C ON CERNS

Repetitive strain injury (RSI) arises from repetitive actions, like keyboard use or text
messaging, causing wrist and joint pain.

Well-designed hardware, especially keyboards and mice, is important for comfort and
preventing RSI. Features like wrist rests and curved keyboards can provide support.

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Extended computer use can lead to eyesight problems, back sti ness, and tiredness. Using
ergonomically designed equipment and taking common sense measures can help prevent
these health issues.

HEALTH TIPS FOR USIN G C OMPUTERS

• Use ergonomically designed equipment such as a keyboard with a built-in wrist rest.
• Sit correctly - don’t slouch or hunch.
• Adjust the height of your seat and/or table so you can sit with your hands at the
keyboard while keeping your upper arms fairly slack at your sides, and your elbows and
wrists level with each other.
• Your upper legs should be parallel to the oor and your feet at on the oor.
• Make sure the lighting is adequate.
• Make sure the ventilation is adequate.
• Make sure your mouse and keyboard are close together and within easy reach - you
should never have to strain to reach either of them.
• Make sure your monitor is positioned at the correct level and distance from your eyes,
so that you do not have to strain your neck and shoulders, or lean forward in order to
read the screen.
• Every once in a while, turn your eyes away from your monitor and focus on something
else in the room, or look out the window.
• This will help prevent eye strain.
• Take regular breaks - don’t work for more than an hour at a time without taking at least
a short break.

GREEN COMPUTING

Green computing focuses on environmentally-friendly computer use, including energy-


e cient equipment and reducing paper waste. Computer hardware, however, poses
environmental challenges due to non-biodegradable components.

Ergonomics - the study and design of the workplace, and the equipment used in the
workplace, for the comfort and safety of people in their work environments.

ELECTRONIC WASTE (E- WASTE)

E-waste, or electronic scrap, refers to outdated or broken electronic equipment, often


containing toxic chemicals. Improper disposal, particularly in land lls in Africa and Asia,
harms the environment and nearby communities.

Tips on how to practise green computing

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• Switch o computers and devices you are not using.
• Proofread on the screen before printing to avoid wasting paper.
• Print 2 pages on 1’ or ‘back-to-back’ to save paper.
• Use draft mode (economy mode) for printing to use less ink/toner.
• Consider not printing at all unless necessary.
• Share documents electronically instead of printing hard copies.
• Reuse or repair old or broken hardware instead of throwing it away.
• Dispose of ink and toner cartridges safely at shopping centres.
• Investigate re lling and reusing ink and toner cartridges.

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1.4 MODULE
FILE MANAGEMENT
INTRODUCTION

Files are used to store data permanently. Organising les is crucial for easy retrieval.

FILE EXPLORER

File Explorer is used in Windows to manage les and folders, which can be grouped
logically. Files are represented by icons and can be stored in folders, with subfolders
creating a hierarchical structure.

The C: drive is the main storage on a Windows computer. New storage devices get unique
drive letters.

File Explorer displays details view by default.

Name

• Date modi ed
• Type of le
• Size of the le (in kilobytes - KB)

Column headings can be right-clicked to choose which details to display. Folder contents can
be sorted by clicking on the appropriate column heading.

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A FOLDER STRUCTURE

Organising les logically in separate folders, rather than dumping them all in one place,
improves e ciency. While individual preferences exist, general tips can help plan and
maintain a logical folder structure.

Tips on planning a logical folder structure

• Folder Structure Planning: Plan the basic folder structure, considering hierarchy and
using subfolders.
• Categorization: Start with main categories (e.g., School, Personal) and add subfolders
as needed.
• Organisation: Re ne the structure by subdividing folders with too many les and using
meaningful names.

MORE ABOUT FILES

Programs store le content uniquely, identi able by associated icons.

FILE NAMES

We give our les names when we save them. Operating systems have rules as to how these
names may be formed.

The le name will always consist of three parts, and in Windows a typical le name will look
like this:

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• The name of the le is given by the user (Birthday List in this case).

• File names may consist of any of the alphabetical characters, some special characters
(e.g. !, @, #, $,%, ^, &, (.), - , +,{,}), the digits (0 to 9) and even spaces.

• A dot or full stop.

• The le extension - usually a three or four letter code that identi es the le type.

• This is automatically added by the program when you save the le.

THE IMPORTANCE OF FILE EXTENSIONS

File extensions indicate le type and program needed to open. Changing extensions can
cause incorrect program loading.

File Explorer hides le extensions by default for readability and to prevent accidental
changes.

Windows o ers to nd software for unrecognized le extensions.

Right-click on the le and choose “Open with…” to see available apps.

FILE PATHS

Path is a sequence of folders leading to a le, separated by backslashes ( \ ).

COMMON FILE TYPES AND EXTENSIONS

File extensions, though often hidden, are used to identify di erent types of les. For
instance, “jpeg les” refers to graphics les stored in the jpeg format.

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Here is a list of the le types you are likely to encounter:

WORKING WITH FILES AND FOLDERS

We work with les and folders in File Explorer.

The operations we usually perform on les and folders are to

• rename them
• copy or move them
• delete them.

Right-click on les or folders and select from the pop-up menu, or use commands on the
Ribbon or bar at the top of the window.

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Use the Search function in File Explorer to nd les by name or keyword. Type in the search
box and a list of matching les will appear.

WORKING SMARTER

There are quicker and more e cient ways to work with les:

• Use the keyboard shortcuts <Ctrl><X>, <Ctrl><C> and <Ctrl><V> in File


Explorer in the same way you have used them to cut, copy and paste in Word.
• To select multiple adjacent les, click on the rst one, hold down ‹Shift > and then click
on the last one.
• To select non-adjacent les, hold down <Ctrl> and click on the les one by one.
• Files can also be moved by simply dragging and dropping them with the mouse, but only
do this if you are very con dent with using the mouse.
• It is easy to make a mistake and you could end up moving the les to an incorrect
location - and not even know where you ‘dropped’ them!

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1.5 MODULE
ICT IN PERSPECTIVE
INTRODUCTION

ICT encompasses hardware and software for


data gathering, processing, and rapid
information exchange.

TYPES OF COMPUTING DEVICES

Computing devices process data electronically, ranging from multi-purpose computers to


single-task devices like calculators.

MULTI-PURPOSE C OMPUTIN G DEVICES

Multi-purpose computing devices all have one thing in common: an operating system which
can run di erent applications to perform a wide variety of tasks. The range of devices that
fall into this category include:

• Desktop computers
• Portable computers such as laptops and tablets
• Smartphones
• Servers

DESKTOP COMPUTERS

Desktop computers are the most common type of computer.

They usually consist of separate parts, such as

• A ‘box’ or case (the system unit) containing the CPU, memory, hard drive, etc.
• Input and output devices such as a monitor, a keyboard and a mouse.

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All-in-one computers, combining the ‘box’ and screen, are popular and
often include touch screens.

L APTOPS AND TABLETS

Laptops are portable computers with low power consumption. They have
built-in keyboards and screens.

Tablets are mobile devices with touch screens and mobile operating
systems. They often include cellular technology for internet connectivity.

Note:

• The portable design of laptops and tablets carries advantages, allowing you to work
anywhere, at any time, and with your data always with you.
• They can run on battery power.
• They can be di cult and expensive to upgrade - so make sure you get all the features
you think you may need when you make your initial purchase!

Two-in-one laptops, or convertibles, have keyboards that can be removed


or swivelled behind the screen for tablet use. They typically feature touch
screens.

SMARTPHONES

Smartphones are multi-purpose devices with operating systems and apps.


They have built-in technologies for various uses.

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• Convergence De nition: Combining technologies and functions of separate devices
into one device.
• Convergence Trend: Technologies and functions that were previously separate are now
combined into one device.

Smartphones embody convergence, combining multiple device functions into one powerful
tool. This eliminates the need to carry separate devices for each function.

SERVERS

Computers providing resources and services in a network are called


servers. They have powerful processors, large memory, and ample
storage.

DEDIC ATED DEVICES

Types of devices that fall into this category include:

• Fitness trackers
• Printers (laser, inkjet, ink tank, and 3D)
• Specialist video and photo cameras
• Household electronic appliances (microwave oven, robot
vacuum cleaner, washing machine, dishwasher, etc.)
• Robots in factories

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Dedicated devices, though having processors and software, are single-purpose. Unlike
computers, they cannot run di erent apps or perform multiple tasks.

ICT SYSTEMS

Technology alone is useless. Combining technology with people who manage and integrate
it into a system is crucial for e ciency.

OVERVIEW

ICT systems combine hardware, software, data, processes, and people to manage data and
information.

Things to note about the way an ICT system works:

• Data Handling: Data is collected, stored, communicated, or processed.

• Data Processing: Data can be processed as it is collected, retrieved from storage, or


communicated.

• Information Output: Information created by processing is displayed, stored, or


communicated.

ICT systems are about more than just hardware, software, and data. People and processes
are equally important in an ICT system.

A POS SYSTEM

POS system in supermarkets speeds up checkout.

Items are scanned at the till point, their bar code is read into the POS system, and the price
is added to the bill. Processing can take place as transactions are completed, and a slip can
be printed for the customer.

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• Point-of-Sale System: The till point is connected to a server that stores stock and price
information.
• Data Transmission: The number of scanned items is subtracted from the stock count,
and the sales data is sent to the head o ce.
• Data Analysis: A detailed sales database is built up and analysed to determine buying
trends.
• System Components: Customers, sta , scanners, servers, cables, credit card machines,
and software.
• System Processes: Scanning barcodes, calculating totals, updating stock, and debiting
bank accounts.

Economic reasons why we use computers and ICTs in general:

• Accuracy and Reliability: Computers are more accurate and reliable than people, as
they don’t get sick, tired, or bored.
• E ciency: Computers are fast, allowing for more tasks to be completed in less time.
• Cost-E ectiveness: Computers are more cost-e ective in the long run compared to
human workers, as their running costs are lower.

ETHICAL USE OF COMPUTERS

ICT can be used unethically and to commit crimes. It is important to use computers
ethically, honestly, and fairly, avoiding harm to others or the environment.Ethical behaviour
includes the following:

• Be environmentally friendly when disposing of computer devices and ink and laser
printing cartridges.
• Purchase software and do not use pirated software.
• Give credit when you use other people’s ideas.
• Don’t spread false information or lies or fake images, videos or audio.

Being a good person in the real world means being responsible and ethical. This also applies
to the digital world.

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1.6 MODULE
EXTENDED SOFT WARE C ON CEPTS
INTRODUCTION

Software is divided into system and application categories. This module will explore
software licensing, user rights, and examples of system software.

PROPRIETARY VS OPEN SOURCE SOFT WARE

Software ownership is divided into proprietary and open source.

PROPRIETARY SOFT WARE

Proprietary software is owned by its creator, with users purchasing licenses for limited use.
The source code is protected, preventing modi cation or distribution by anyone except the
creator.

Source code is programming code used to create computer programs. It enables changes and
xes to the program.

Programming code is usually proprietary to developers.

Advantages

• Support and Maintenance: Proprietary software often comes with professional-level


support and maintenance, including regular updates and training materials.

Disadvantages

• Licensing Cost: Proprietary software often comes with high licensing costs that need to
be managed.
• Source Code Restriction: Users cannot modify the source code, limiting their ability to
customise the software.

Software piracy involves illegal copying, distribution, and installation of proprietary


software. It is a crime with severe legal repercussions.

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OPEN SOURCE SOFT WARE

Open source software (OSS) is freely usable, modi able, and distributable, but cannot be
sold.The source code of open source software is available on the internet.

Software is developed and tested through open collaboration.

• Advantages of OSS: Free and customisable.


• Disadvantages of OSS: Limited documentation and support.

Examples of open source software include Android, Firefox and OpenO ce.

Software ownership and licensing terms explained:

• Intellectual Property De nition: Recognises the ownership of the original idea or


concept.
• Copyright De nition: Legal right to make copies, publish, and sell products.
• Creative Commons De nition: Non-pro t organisation promoting the sharing and
free use of knowledge and media legally through customisable copyright licences.

SOFT WARE LICEN CES

Software purchases are actually license agreements, not the software itself. These
agreements, called EULAs (End User License Agreement), outline user rights and
restrictions.

SINGLE USER LICENCE

Single-user licenses restrict software installation to one device. Flexible licensing options,
like Microsoft 365 Family, allow multiple users and devices.

SITE LICENCE

Site licensing allows unlimited software installations within an organization, making it cost-
e ective for large-scale use.

SYSTEM SOFT WARE

System software includes operating systems, utilities, and drivers.

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UTILIT Y PROGRAMS

Utilities assist users with computer maintenance. Operating systems include utilities, and
stand-alone packages are available.

C OMPRESSION SOFT WARE

Compression software, or ‘zipping’, reduces le size for


easier storage and sharing. Decompression, or
‘unzipping’, restores the original le size for use.

Compression software less important with large storage


and fast internet.

Specialised compression utilities like WinZip and


WinRAR are no longer used. Windows provides built-in
compression and decompression.

ANTIVIRUS SOFT WARE

Malware, or malicious software, disrupts computer function. Computer viruses, a type of


malware, are loaded onto computers without user knowledge.

Antivirus software scans for malware and eliminates it. Microsoft Defender is included with
Windows and protects against malware.

DRIVERS

Drivers enable operating systems to communicate with various hardware devices. They
simplify the process of managing diverse hardware, from ash drives to printers.

Operating system includes drivers, with additional drivers available online.

New hardware is sometimes sold with the necessary drivers.

Auto con guration detects new hardware, installs drivers, and con gures settings.

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1.7 MODULE
EXTENDED HARDWARE C ON CEPTS
INPUT AND OUTPUT DEVICES

Input devices are more varied than output devices. This text will focus on commonly used
input devices.

POINTING DEVICES

Modern software requires interaction with text and objects on the screen. Pointing devices
enable cursor movement, clicking, and text selection.

Besides the mouse, there are also the following pointing devices:

TOUC HPAD

Touchpads, pressure-sensitive surfaces in laptops, track nger movements


for navigation. Tapping mimics mouse clicks, while two- nger tapping
simulates right-clicking, and many support touchscreen-like gestures.

TOUCH SCREEN

Touch screens, used in devices like smartphones and tablets, enable direct
interaction with content through nger touch or stylus. Multi-touch
screens, which can detect multiple ngers simultaneously, allow for
gestures like pinching and swiping.

PEN INPUT DEVICE (ST YLUS)

Pens, or styluses, are input devices used with digitizing tablets. They enable
natural and accurate drawing, making them ideal for artists and note-takers.

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J OYS T I C K

Joysticks are simple game controllers with a stick and trigger. Better joysticks
are more sensitive and have multiple buttons.Joysticks, though less
common, remain popular for ight simulators.

SENSORS

Sensors detect and respond to environmental inputs like light, heat, and motion. Mobile
devices have built-in sensors that provide input without user intervention.The most
common sensors in devices include:

Accelerometer
Accelerometer detects movement, enabling screen orientation changes, game control, and
call cancellation.

Temperature sensor
Many devices have a temperature sensor to safeguard the electronics.

Light sensor
Sensor adjusts screen brightness based on environment.

SCANNERS AND READING DEVICES

Devices can capture data directly, scanning documents, codes, ngerprints, eyes, or faces.
Images are saved or read by computers.

MULTI-FUN CTION PRINTERS

Multi-function printers can scan and print documents. They


o er input and output capabilities, combining multiple
functions into one device.

•Printer
•Scanner (including scanning to a PDF document format)
•Fax/email facility
•Photocopier

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• Space Saving: Multi-function devices save space compared to separate equipment.
• Cost E ective: Multi-function devices are cheaper than buying separate equipment.
• Convenient Connectivity: Multi-function devices only require a single USB connection.

YO U R S M A R T P H O N E ' S C A M E R A

Smartphones with cameras eliminate the need for separate cameras. Digital images are
easily shared and edited.

Single-purpose scanners are obsolete due to smartphone cameras. Smartphones are


convenient for quick document capture, replacing the need for scanners.

Camera resolution, measured in megapixels, impacts picture quality and storage space.
Higher resolution means better quality but requires more storage.

QR CODE

QR codes enable quick access to lengthy text information, like web addresses,
using mobile device cameras. Scanning a QR code typically opens a web page
with more information.

BARCODE READERS

• Barcode Scanner Function: Uses laser light to read


barcodes and retrieve associated numerical codes.
• Information Retrieval: Scans barcodes to access item
information, such as book reservations or product prices.
• Data Input Advantages: Faster and more accurate than
manual data entry.

BIOMETRIC SCANNERS

Biometric security uses unique biological traits like


ngerprints, facial recognition, or iris patterns for
identi cation, replacing traditional passwords.

Biometric security is more secure than password-based


security because biometric features cannot be shared or
written down.

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Newer laptops often have ngerprint scanners. Biometric ash drives require ngerprint
authorization.

Biometric security is becoming more common and popular.

CARD INPUT

Bank and credit cards store data magnetically or on chips. Chip cards use NFC (Near Field
Communication) for contactless payment by tapping against a radio receiver.

RFID (RADIO FREQUENCY IDENTIFIC ATION)

RFID uses radio devices to store and transmit data. RFID


chips, used in security and identi cation, transmit data to
readers within range.

RFID chips may replace bar codes, enabling automatic item


detection at checkout. Controversially, they could also be
implanted under human skin.

OPTICAL C HARACTER RECOGNITION (OCR)

Scanning creates images, not editable text. To


edit scanned text, it must be converted into
editable text format.

OCR software scans images and converts


them into editable text documents. The
accuracy of the conversion depends on the
quality of the scanned document.

Image-to-text extraction tools and apps like Google Translate aid in reading foreign language
signs and menus.

VIDEO AND AUDIO INPUT

Computers used for entertainment and creative work need video and audio. People want to
transfer videos to computers for editing and sharing. People want to be able to get videos
onto the computer so they can:

• edit them

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• add video to presentations
• carry on video communication (using e.g. Zoom / Teams / Google Meet)
• share them with others.

You can get video onto the computer by

• Using a webcam live (webcams are small cameras built into many laptops and are
relatively cheap to buy for desktop computers)
• Transferring recorded video from a cellphone, digital camera, video camera or other
device, by
• Connecting the device to the computer with a cable
• Removing the storage card from the device and placing it in a card reader connected to
the computer

Audio is also an important type of input for users. Sound can be used for

• Recording and mixing music


• Recording narration for presentations and videos
• Inputting (spoken) text and voice clips
• Giving the computer commands
Microphone needed for live sound input; laptops have built-in, desktops require external.

To be able to use sound to input text, you need voice recognition software.

VOICE RECOGNITION

Voice recognition software uses a microphone to accept commands and dictation. Users can
start programs and type text by speaking, eliminating the need for physical typing.

Voice recognition packages can learn user speech patterns, aiding physically disabled users.

AUDIO OUTPUT

Audio output from computers is an essential part of the user experience today.

Sound is used to

• Give the user feedback when interacting with the computer


• Make games more realistic
• Turn computers into entertainment devices (by allowing music and movies to be played)
• Make it easier for disabled people (people with bad vision) to use a computer by reading
on-screen text and interface items to them (text-to-speech).

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Modern computers have built-in sound circuitry for recording and playback. Desktop
computers require external speakers, while laptops and portable devices have built-in
speakers.

The quality of the sound produced depends on the quality of the equipment.

Good speaker systems need their own power, as the volume output from a USB-powered
speaker, or a built-in speaker, can be quite low.

DATA PROJECTORS

Data projectors, like LCD and Pico projectors, display computer images on screens or walls.
Di erent technologies and sizes exist, with Pico projectors being small and low-power.

VISUALISER

• De nition: A visualiser is a camera that projects,


records, and displays physical objects on a linked screen.
• Purpose: Used in education to show a large group of
learners what a teacher is doing, such as writing,
sketching, or demonstrating objects.
• Features: Allows users to zoom in/out, capture images,
and record videos.

STORAGE - MEMORY C ARDS

• Memory Card Usage: Primarily used in portable


devices like cameras, video cameras, and smartphones
for storage.
• Memory Card Types: SD and Micro SD cards are the
most common, with Micro SD being smaller and better
suited for smartphones and tablets.
• Memory Card Speed: Cards have di erent speed
ratings, with faster cards being more expensive and
better suited for high-resolution photography and videography.

PROCESSING

This section provides an overview of electronic components inside the computer case.

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The motherboard is a large circuit board found inside the computer case. It has many small
'wires' embedded in it to connect all the di erent components so that they can communicate
with each other. It includes

• Slots and connectors for the CPU, RAM, and storage devices (hard drive and/or SSD).
• Various ports for connecting peripherals (e.g. USB ports for keyboard, mouse, and
printer, HDMI port for a monitor, and network port for connecting to a wired network).

The design allows for easy deskrop computer repairs and upgrades. Users can add or replace
RAM for increased memory.

Laptops and mobile devices have built-in WiFi and Bluetooth for wireless connectivity.

THE CPU

The CPU, or processor,


executes data processing and
instruction execution. Its
speed, measured in GHz,
indicates the number of
instructions processed per
second.

THE SOC

Smartphones and tablets use System-on-a-Chip technology, combining all computer


components into one chip for size and power e ciency. This makes repairs and upgrades
impossible.

RAM AND ROM

There are two types of memory in a computer - RAM and ROM.

• RAM De nition: Random Access Memory, often called memory.


• RAM Function: Stores programs and data before processing.

There are a few things you need to know about RAM:

• RAM Function: Stores data and instructions currently being processed by the CPU.
• RAM Characteristics: Volatile, faster than storage, expensive per GB.

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• RAM Impact on Performance: More RAM allows for loading more data and programs
simultaneously, improving performance.

• ROM Function: Stores instructions for booting the computer and loading the operating
system.
• ROM Characteristic: Non-volatile, retaining data even when power is o .
• ROM Location: Special chip on the motherboard.

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1.8 MODULE
THE IMPACT OF ICT
Computers are changing society, impacting work, thought, and play at local, national, and
global levels.

HOW ICT INFLUENCE OUR LIVES AND LIFEST YLES

Consider for a moment some of the many ways in which our everyday lives have been
in uenced by technology:

The jobs we do and how we do them.

• The way we store and watch our photographs and videos


• The way we entertain ourselves (games and music)
• The way we shop and do our banking
• The way we communicate
• The way we interact with our friends
• The way we obtain and use information

Technology in uences communication, information access, and leisure activities.

COMMUNIC ATION

ICT o ers various communication methods, including social media and instant messaging.
These tools enable constant contact with friends.

Blogging and micro-blogging inform opinions, while email facilitates detailed


communication. These means of communication are accessible through smartphones and
tablets.

The ‘over-availability’ of communication media, particularly mobile devices, leads to


problems like constant accessibility and irritation in public spaces.

ACCESS TO INFORMATION

Access to information provides immediate access to global events and task guides, but also
inaccurate information, necessitating validation skills.

Competitive edge now hinges on information and processing speed, not just resources.

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Information is a commodity, with people paying for services like sports scores and stock
prices. Companies and individuals also pay for research services.

Information is becoming more accessible through various means, including the internet,
social media, and government documents. This accessibility bene ts learners, shermen,
and the public alike.

LEISURE

Most of the things we entertain ourselves with these days only require the press of a button.
Consider a few examples:

• Movies, music, books, newspapers, and magazines are available through the internet
and on smartphones.
• Most of this can be streamed.
• ICT has impacted the way in which we travel.
• We can book accommodation and buy airline tickets online.
• We can view and investigate the places we want to visit.
• We can read about other people’s travel experiences.
• Computer games range from simple card games to complicated battle simulations.
• Even tness programs are being adapted into something you can do in front of a TV
using a gaming console.

IMPACT ON BUSINESS

Home-based businesses save costs with computer-enabled tasks. Examples:

• Typing and editing your own documents


• Keeping track of your accounts and managing your money
• Communicating with clients and suppliers
• Filing and organising client data, contacts, diaries, etc.
• Advertising your product or service.

As business grows, you can hire employees to improve operations.

ICT reduces the operating costs of a business in several areas:

• Advertising and communication can be done globally and more cheaply using social
media platforms (e.g. Instagram, Facebook and TikTok).
• Social media becomes a kind of free marketing tool.
• Better management of stock levels reduces overheads.

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• Some companies, such as Amazon and Takealot, do not even have stores and trade only
online.
• The use of automation (robots) to perform repetitive tasks reduces the size of the labour
force (and so also salaries and other sta expenses).
• Employees have the opportunity to work remotely from home, which reduces transport
costs and the need for o ce space and furniture.

ICT enables new business models, including digital information/entertainment and digital
services.

IMPACT ON EDUC ATION

The world is changing, so education must adapt. ICT can help learners prepare for the
future. Consider the examples below.

ICT USE IN THE MANAGEMENT OF A SC HOOL

• Online meetings and training - Google Meet, Teams, Zoom.


• Create timetables with special software.
• Use word processors to produce neat examination papers.
• Communicate with parents (email, apps, WhatsApp groups).
• Calculate marks in a spreadsheet.
• Market the school via a website.

ICT USE BY TEAC HERS FOR PRESENTATION OF LESSONS

• Online materials adding to textbooks (YouTube, Google Classroom, etc.).


• Online lessons - Teams, Zoom and Google Meet.
• In the classroom, data projectors present what is on the computer screen.
• Computer programs are used to manipulate data to provide answers, e.g. geographic
information systems (GIS) and science experiments.
• Al can help create resources, lesson plans, exams, etc.

ICT USE BY LEARNERS

• Access online resources.


• Do independent research.
• Process data in spreadsheets to get information.
• Type up neat assignments using a word processor.
• Watch instructional videos.
• Use social media platforms to work with other learners on various projects.

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• Use a computer program to practise a speci c skill, for example a typing tutor or a
mathematics drill-and-practice program.

COMPUTER CRIME

Computer crime is a growing problem as we spend more time online. Criminals exploit
opportunities in cyberspace just as they do in the real world.

INFORMATION AND DATA THEFT

Data theft involves obtaining sensitive information without permission, including


usernames, passwords, and credit card numbers. This can lead to nancial loss, disrupt
business activities, and damage reputations.

IDENTITY THEFT

Identity theft occurs when criminals steal personal information to access bank accounts,
steal money, or obtain credit.

Criminals use social media to obtain personal information for fraud. They use details
posted online to impersonate individuals.

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2 .1 M O D U L E
INTRODUCING NET WORKS
INTRODUCTION

Mobile technology and networks are integral to our daily lives, providing instant access to
information and communication. Understanding network concepts is crucial for e cient and
safe usage, considering both bene ts and risks.

WHAT IS A NET WORK?

A network connects devices to share resources and information.

The following are examples of networks, classi ed according to the physical area that they
cover:

• PAN De nition (Personal Area Network): A network organised around an individual.


• HAN De nition (Home Area Network): A small network within a home
environment.
• LAN De nition (Local Area Network): Connects computers in a small area such as a
school, university campus or company o ces in one building.
• Internet De nition: A global network consisting of many di erent networks connected
to each other.

PURPOSE OF NET WORKS

Networks share resources and enable communication.

The advantages of networks include the following:

FAST, EFFICIENT COMMUNIC ATION

Digital communication methods enable e cient communication for network-connected


users.

The following are examples:

• Instant Messaging (IM) - instantly send text, voice notes, photos, videos and more, to
groups or individuals worldwide using apps like WhatsApp, Messenger, Instagram
Direct Messaging and Snapchat.

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• Email - send longer messages with attachments, where necessary.
• Social networks — be involved in the lives of friends, family and co-workers wherever
they are in the world, sharing status updates as well as photos and videos using apps
like Instagram, Facebook, LinkedIn, X (previously Twitter), TikTok and YouTube.
• Video communication - attend online lessons, work remotely or connect with family
over video calls using apps like Zoom, Microsoft Teams and Google Meet.

SHARIN G OF HARDWARE

Networked hardware sharing saves money for organizations.

SHARING OF FILES

Networks enable le sharing without physical storage devices.

Teachers can save les on a school server for students to access. Servers are powerful
computers that provide shared resources on a network.

Today it is becoming more common for les to be saved in the 'cloud'. These les can easily
be shared with others.

FLEXIBLE ACCESS

Before networks, computer access was limited by physical location.

Networks now o er exible data access, replacing restrictions. Cloud storage enables le
syncing across devices, ensuring up-to-date access globally with internet.

LEISURE

Entertainment industry shifts online, o ering leisure activities.

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• Radio, video and television can be streamed live over the internet.
Older programs and episodes can be downloaded and viewed, enabling people to re-
watch their favourite movies and series on their computers, mobile devices
or Smart TVs whenever their schedule allows. This is known as on-demand TV.
Examples of streaming services include YouTube, Net ix, Showmax and DSTV.
• E-books (Electronic books) and online versions of newspapers, magazines and other
reading matter can be downloaded and read.
• Online gaming allows one to play against other users around the world in multiplayer
games.

S E C U R I T Y A N D P R I VAC Y

Con dential information may be leaked or stolen if networks are not properly secured. This
is true for all types of networks, especially internet-based ones.

Privacy on social media and internet banking can be violated if pro les and security
measures are not properly secured.

BYOD increases malware and unauthorized access risks.

Organisations have had to improve their security on their systems.

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2.2 MODULE
NET WORK BASICS
INTRODUCTION

Networks are classi ed by area covered. This module focuses on individual and home
networks, connecting them to the internet.

SMALL NET WORKS - A PAN AND A HAN

The following are descriptions of two types of networks used in a personal or home
environment.

PERSONAL AREA NET WORK

• De nition: A personal area network (PAN) is a mobile network that connects a


computing device to peripheral devices within a few metres.
• Connectivity: PANs typically use Bluetooth to connect devices wirelessly.
• Purpose: PANs are personal networks organised around an individual.

The main purpose of a PAN is to automate connections between mobile devices.

Examples include:

• You can 'pair' (connect) your smartphone with Bluetooth headphones. Then, whenever
you switch on your headphones, you can listen to music wirelessly.
• Some 'wearables' (such as smartwatches and tness trackers) can also be used in a PAN.
You
• Peripheral devices (speakers, smartwatches, etc.) can usually only be paired with one
computing device (such as a smartphone) at a time.
• can pair a smartwatch with your smartphone and use it to monitor your exercise, access
weather reports, etc.
• Your phone connects to your car entertainment system when you get into the car, and
disconnects when you leave it.

HOME AREA NET WORK

• De nition: A Home Area Network (HAN) is a small network within a home


environment that connects various devices.

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• Advantages: Shared internet connection, cost savings from shared devices, and data
accessibility across devices.
• Security Concern: Wireless HANs require security measures to prevent unauthorised
access.

SETTING UP A HAN

• Home Area Network (HAN) Devices: Computers (desktops, laptops, smartphones),


printers, and other shared devices.
• HAN Connectivity: Devices can be connected wirelessly or with cables.
• Internet Connectivity: A router connects all devices to the internet via bre or cellular
connection.

• Network Interface Controller (NIC): Required for every computing device in a HAN,
enabling network connectivity.
• NIC Types: Built-in wireless adapters for wireless connections or built-in wired
adapters for cable connections.
• Cable Connection Setup: Network cable connects the computer’s network port to a
router’s port, typically using UTP (Unshielded Twisted pair) cables.

• Network Connectivity: Home routers provide both wireless (WiFi) and wired
(Ethernet) connectivity for devices within a home network.
• WiFi Functionality: WiFi uses radio waves to enable wireless network access for
computers and devices within a limited range.
• Built-in Switch: Routers often include a built-in switch for connecting devices using
Ethernet cables, facilitating communication within the internal network.

Modems, which convert signals for data transmission, have been replaced by routers.

Software controls security and communication in the network.

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CONNECTING TO THE INTERNET

• Internet Connectivity Requirements: A computing device, an Internet Service


Provider (ISP), and an internet connection are needed.
• Internet Infrastructure: The internet is a global network of interconnected computers
and networks using various communication media.
• Communication Media: Fibre cables, undersea cables, satellites, cellular technology,
and microwave are used for internet communication.

INTERNET SERVICE PROVIDER

• ISP De nition: Companies with permanent, fast internet connections that sell internet
access and services.
• ISP Pricing: Monthly fee based on the chosen internet access type.
• South African ISP Examples: Afrihost, Cool Ideas, Home Connect, Mweb, Telkom, and
Vox Telecommunications.
• Mobile ISP Examples: MTN, Vodacom, Telkom, Cell C, and Rain.

INTERNET CONNECTION

We commonly use either bre or cellular technology


to connect to the internet.

WIRED CONNECTION - FIBRE

Fibre is a high-speed internet connection for homes and businesses, using thin glass bre
strands for data transfer.

W I R E L E S S C O N N E C T I O N - C E L LU L A R T E C H N O LO GY

• Wireless Internet Connectivity: Provides internet access without a bre line, o ering
mobility.
• Cellular Network Technologies: 3G, 4G (LTE), and 5G are used for wireless internet
connectivity.
• Wireless Connectivity Options: Dongles, mobile WiFi routers (MiFi), and using
smartphones or tablets as personal hotspots.

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2.3 MODULE
THE WORLD WIDE WEB

INTRODUCTION

The internet is a global network of networks, with the World Wide Web being one of its
services.

OVERVIEW OF THE WWW

The WWW consists of a vast collection of documents, called web pages.

WEB PAGES AND WEBSITES

Web pages are documents with text, graphics, audio, video, and hyperlinks. Groups of
related pages form websites.

The home page is a web page set as the default or landing page of a website.

Websites are stored on web servers, which are internet-connected computers. These servers
send web pages to browsers upon request.

When you access a web page, you download the information on the page to your computing
device.

When you place photos on Instagram, or videos on YouTube, you upload them.

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WEB ADDRESSES

• URL (Uniform Resource Locator) De nition: A unique address for each web page.
• URL Function: Identi es resources like web pages and les on web servers.

URLs have a standard format, but parts may be omitted based on the type of URL.

Examples of types of organisations

Originally intended for commercial organisations and


com businesses, but is nov used for any kind of organisation. It
is not followed by a geographic abbreviation.
edu Education
gov Government
co Company
ac Academic organisation

Examples of geographic abbreviations for country domains

Code Country
za South Africa
uk United Kingdom
us United States

• De nition: A URL shortener is an application that simpli es long URLs for easier
typing.
• Purpose: To improve accuracy when typing URLs into web browsers.
• Examples: https://bitty.com/ and https://tinyurl.com/app.

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TYPES OF WEBSITES

Websites can be classi ed into di erent categories, with overlaps and changes over time.

BLOG

• Blog De nition: An informational website with frequently updated content, often


centred around a speci c topic or theme.
• Blog Structure: Typically presented in reverse chronological order, with content
categorised by tags and a section for reader comments.
• Vlog De nition: A blog where most content is in video format, often featuring video
clips of the blogger discussing a particular topic.

WIKI

• De nition: A website that allows for the collaborative creation and editing of web
pages.
• Key Feature: Anyone can contribute to it, meaning the nal published article does not
belong to any one individual.
• Access: Usually free.

SOCIAL NET WORKS

• De nition: A website or app that enables communication and connection between


individuals and organisations.
• Purpose: Allows people to connect with those who share similar interests and hobbies.
• Examples: LinkedIn and Facebook groups.

WEB APPLIC ATIONS

• De nition: A web application is any application that is accessed only over the internet
and is not stored on your local computer.
• Examples: Work-oriented applications (e.g. Gmail and Google Docs), entertainment
(e.g. Net ix, Amazon Prime Video and Showmax) and online games like Roblox.
• Dependency: The speed and e ciency of these apps depend on the quality of your
internet connection.

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BROWSING AND SEARCHING

• Internet Search: Most internet interaction begins with a search, such as nding a
musician’s tour schedule or researching for a PAT.
• Web Browser Function: A web browser sends a search query to a search engine, which
returns a list of potentially relevant websites.
• Web Browsing: Browsing involves clicking links on a page to visit other pages, which
can be time-consuming and less productive.

WHAT IS A WEB BROWSER?

• Web Browser De nition: Software application for viewing and exploring web pages.
• Navigation Methods: Using hyperlinks or typing URLs in the address bar.

Examples of web browsers:

• Tabbed Browsing De nition: Allows multiple web pages to be open in a single


browser window.
• Tabbed Browsing Functionality: Enables quick switching between open web pages.
• Tabbed Browsing Usage: Useful for maintaining current page context while clicking
links.

Most web browsers have the following features:

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WHAT IS A SEARC H ENGINE?

• Internet Scale: The internet is vast and contains a vast amount of information.
• Information Retrieval Challenge: Finding speci c information amidst the vastness of
the internet is di cult.
• Search Engine Function: Search engines help users nd information on the web by
using keywords or phrases.

The following are examples of search engines:

WHAT ABOUT AI?

• AI De nition: Computer systems performing tasks that seem intelligent, such as


problem-solving.
• AI Examples: Websites (ChatGPT, Perplexity), search engines (CoPilot in Bing), and
apps (Google’s Gemini).
• AI Limitation: Lacks true understanding, often producing inaccurate or fabricated
information despite sounding convincing.

SEARCH ENGINES AND AI

Bing’s Copilot icon uses AI to answer questions by summarizing information from multiple
websites. This is similar to using standalone AI websites like ChatGPT.

SEARCHING TECHNIQUES

• Search Quality: The quality of search results depends on the quality of the search query
(GIGO - Garbage in Garbage Out).
• Query Formulation: A well-thought-out and properly formulated question will yield
better results than a short, vague query.
• Search Categories: Search engines o er categories like images, videos, and news to
narrow down search results.

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Furthermore, the rst answer you get from Al does not have to be the only one. You can ask
it to redo the response by specifying the changes you want it to make to get a better, more
accurate answer.

GIVE CREDIT WHERE IT IS DUE

Copyright, intellectual property, and plagiarism are important when researching. Plagiarism
occurs when someone uses another’s words or ideas without acknowledging the source.

When acknowledging a web source, the following information should be included:

• Author (if known)


• Date on which the website was posted or updated
• Title of website
• URL of website
• Date on which you accessed the website

Example:

Arti cial intelligence (Al) | De nition, Examples, Types, Applications, Companies, & Facts
(2023). Available at: https://www.britannica.com/technology/arti cial-intelligence
(Accessed: 11 April 2023)

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2.4 MODULE
ELECTRONIC COMMUNIC ATION
INTRODUCTION

• De nition of E-communication: E-communication is the exchange of messages and


digital data using electronic devices and the internet.
• Devices Used in E-communication: Computers, laptops, tablets, smartphones, and
smartwatches.
• Advantages of E-communication: E-communication allows for instant communication
across the globe, overcoming limitations of time, location, and content type.

EMAIL

Email is sending and receiving messages electronically over a network.

Email works as follows:

• You use email software to type in the recipient's email address and the email message.

• When you send the message it rst goes to the email server at your ISP. From there it goes
to the email server at the other person's ISP.

• The message is held at this email server until the recipient downloads it.

An email server is used to process, store, send and receive emails.

EMAIL ADDRESSES

An email address is made up as follows:

Examples of email addresses:

[email protected]
[email protected]

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PRACTICAL USE OF EMAIL

• When you want to send an email message to someone, you need the recipient's email
address.

- The same message can be sent to more than one person. The email addresses are
separated with a semicolon or a comma.

- Other addresses to which a copy of the message must be sent can be typed in the
Cc (Carbon copy or Courtesy copy) eld. Addresses entered in this eld, and in
the To eld, are visible to other recipients.

- You can also type addresses in the Bcc (Blind carbon copy) eld. A copy of the
message will be sent to these people as well, but their addresses will NOT be
visible to any other recipients.

• Once you have read a message, you may wish to send a reply.

- The To eld is automatically lled in with the email address of the person you are
replying to.

- Using the Reply All option will send a reply to all the addresses which were
included in the To and the Cc elds in the original message.

• Once you have read a message, you may wish to forward it to others.

- Click on the Forward button and type in the relevant addresses.

- Also delete any unnecessary addresses from the message, before you forward it.

• Attachments

- Email applications allow you to attach all sorts of les to the email message.
Program les with extension exe are often not allowed because they may contain
viruses.

- Most email systems and organisations place an upper limit on the size of an
attachment (for example, the maximum size for an attachment in Gmail is 25
MB).

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OTHER MODES OF E-COMMUNIC ATION

Email is not the only or most popular form of e-communication; people use various apps
and platforms for immediate and versatile communication.

SOCIAL MEDIA

• De nition: Social media platforms are interactive websites or apps for sharing
information and keeping in touch.
• Purpose: To allow individuals and organisations to connect and share information, even
when physically separated.
• Examples: Instagram, TikTok, Facebook, X (previously Twitter), YouTube and LinkedIn.

INSTANT MESSAGING AND C HAT APPLIC ATIONS

• Instant Messaging De nition: Real-time communication applications, often used on


smartphones, for text, photo, and video sharing.
• Instant Messaging Features: Voice notes, voice calls, video calls, and group calls.
• Instant Messaging Usage: Popular for personal and business communication due to
speed and conciseness.

ONLINE MEETINGS

• Meeting App Features: Video calls, screen sharing, video recording, chat, emoji
reactions, and audience participation.
• Guest Access: Guests can join without an account using a link or code.
• App Accessibility: Most are web applications, but some o er local apps.

GOOD MANNERS AND SAFET Y ONLINE

• Digital Footprint Impact: Your online activities create a permanent record that can
in uence important life decisions.
• Consequences of Online Actions: Employers, universities, and potential partners may
judge you based on your digital footprint.
• Importance of Online Behaviour: Be mindful of your online actions and posts, as they
can have lasting repercussions.

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NETIQUETTE

• De nition of Netiquette: Showing good manners and respect in a digital world,


including all forms of e-communication.
• Basic Rule of Netiquette: Treat others as you would like to be treated.
• Importance of Netiquette: Remember that there is a real person on the other side of
the screen who deserves respect.

NETIQUETTE AND SOCIAL MEDIA PL ATFORMS

By its very nature every social media platform is a public space. Before you post or share
anything, bear the following in mind:

• There are big di erences in approach between the di erent social media platforms.
• Keep your tone in line with other posts.
• Be respectful to others on social media platforms, even if you di er from them.
• Keep your posts short and to the point.
• Do not type everything in capital letters - it is interpreted as shouting.
• Ask for permission before sharing other people’s posts and personal information, or
tagging images with their names.

NETIQUETTE AND EMAIL

All the etiquette rules for posting to a social media platform also apply to emails.

In addition, keep the following in mind:

• Generally start a new message unless you are replying to a message.


• Do not be lazy and just reply to any existing email from the sender.
• Type a short description of the subject of the message in the Subject line.
• Ensure that your email messages are clear and contain no errors.
• In formal correspondence, address the recipient formally.
• End your email with ‘Thank you’, ‘Kind regards’ or ‘Yours sincerely’.
• Use emoticons and emojis only in informal correspondence.
• Attachments must not be too large.
• Large attachments use a lot of data to download, which can be a problem for someone
using mobile data.

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G U I D E L I N E S F O R U S I N G T H E I N T E R N E T S A F E LY

The internet o ers communication and research tools, but dangers exist. These dangers can
a ect your possessions, like money and data, and yourself.

BASIC GUIDELINES

Online safety requires awareness of potential threats and protective measures.

• Protect your data with strong passwords that you do not share with others.
• Follow the guidelines suggested by the company or bank.
• Keep your operating system up to date.
• Most operating systems can be set to receive updates automatically when you are
connected to the internet.
• Keep your anti-virus software up to date.
• This prevents infections by new types of malware.
• Do not click on links in pop-ups or in emails of unknown origin.

M A K I N G S U R E O T H E R S P RO T E C T YO U R I N F O R M AT I O N

PROTECTION OF PERSONAL INFORMATION (POPI) ACT OF 2013

• Data Protection Scope: Covers both paper and digital information that can uniquely
identify a person.
• Data Protection Responsibility: Individuals gathering data must protect it, use it only
for the intended purpose, and not disclose it to others.
• Data Protection Purpose: To protect the privacy of individuals and give them control
over their personal information.

BEST PRACTICES WHEN ONLINE

Instant messaging and social media use is common, but be cautious of who you
communicate with online.

• Never give out personal details such as name, address, or telephone number to people
you meet online.
• Do not make arrangements to meet in person with someone you have met online.
• If someone makes you feel uncomfortable, discontinue the conversation immediately.
• Remember that no posting on social media is private.
• Use privacy and security settings to specify who can access your information.
• It is acceptable to ignore friend requests from strangers.

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• Be suspicious of someone who seems too ‘perfect’.
• Consider turning o geotagging to keep your location secret.

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6 .1 M O D U L E
A S T R AT E GY F O R S O LV I N G
PROBLEMS
INTRODUCTION

Problem solving is a daily activity, from simple choices to complex decisions. It is a skill that
is developed and used throughout life.

The following basic steps can be followed to solve problems:

1. Analyse the problem to understand all its aspects.

2. Collect data and information, and process it.

3. Solve the problem and present the solution/information.

Even complex problems can be solved by asking questions.

THE ROLE OF QUESTIONS

Understanding the problem or task is crucial before taking action. This understanding
comes from asking questions.

Start with questions like:

• What needs to be done or solved?


• What elements or aspects of the problem should I take into account?
• What is given? What do I already know?
• What is missing? What information do I need to nd or work out?

Super cial answers result from super cial questions. Include “why,” “how,” and “what if ”
questions for deeper insights.There are essentially two main types of questions:

• Question Type: Closed questions.


• Answer Type: Single word or short phrase.
• Question Starter Words: What, When, Who, How many, Where.

• Open-Ended Questions De nition: Questions requiring a full answer based on the


person’s knowledge or feelings.

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• Open-Ended Questions Examples: Questions starting with “How?” or “What if?”.

The answers to your questions will help you understand the problem better.

DATA AND INFORMATION

• Data De nition: Raw facts that need processing to become useful.


• Information De nition: Processed data that makes sense and can be used for decision-
making.
• Data vs. Information: Data is raw, while information is processed and meaningful.

INFORMATION SOURCES

Information can be found in various sources, including the internet. The internet is a
popular source of information, often accessed through search engines like Google.

ELECTRONIC MEDIA

• Information Source: The web is the preferred source of information due to its ease and
speed.
• Electronic Source Advantages: Easy to access, store, and manipulate; more up-to-date
and frequently revised.
• Electronic Source Disadvantages: Information can be easily faked and factually
incorrect; can cause health issues like screen fatigue and headaches.

A wiki is a website where users can collaborate on content. Wikipedia is an example of a


wiki, created by volunteers.

PRINTED MEDIA

• Value of Printed Material: Books and other printed materials o er in-depth


information and are easier to work with for note-taking.
• Limitations of Printed Material: Printed material is not always up-to-date and can be
di cult to search.
• Accessing Printed Material: Libraries are a good source of printed material, including
reference books, encyclopaedias, journals, and magazines.

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SURVEYS: QUESTIONNAIRES AND INTERVIEWS

• Data Collection Methods: Questionnaires and interviews are used to gather


information about people’s ideas, opinions, habits, and preferences.
• Questionnaire Bene ts: E cient for collecting data from a large group, allows for
anonymity, and can be distributed electronically.
• Interview Bene ts: Provides detailed information, allows for clari cation, and can be
conducted with experts.

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6.2 MODULE
FINDING INFORMATION
INTRODUCTION

Questions are crucial for determining information needs and sources. This module explores
the role of questions in information retrieval and storage.

D E T E R M I N E W H AT I N F O R M AT I O N YO U N E E D

Understand the task or problem before determining information needs.

F I N D T H E I N F O R M AT I O N A N D S AV E I T

Systematically search for information to answer questions and save it.

DECIDE ABOUT RESOURCES

• Information Sources: Besides the internet, printed media like books, magazines, and
newspapers, as well as people, can be sources of information.
• Questionnaires and Interviews: These are used to gather information about a group of
people, such as their opinions, feelings, habits, or behavioural patterns.
• Survey Example: A survey could be conducted to understand how Grade 10 students
use social media, involving questionnaires and potentially interviews.

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S AV E T H E DATA , FAC T S A N D I N F O R M AT I O N T H AT YO U
FIND

• Information Storage Methods: Save research information in Word documents, save


web pages in a folder structure, take notes during interviews, and store physical copies
of books or clippings in a le.
• Source Reliability: Evaluate the author, publisher, institution, and publication date to
determine the trustworthiness of the information.
• Information Organisation: Create a summary table to organise and evaluate the value
of the information as you gather it.

S TA R T S I F T I N G YO U R I N F O R M AT I O N

• Information Processing: Transforms information into knowledge, leading to problem-


solving insights.
• Data Analysis: Sifting, grouping, and extracting core information from data.
• Knowledge Acquisition: Gained through processing information and data analysis.

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6.3 MODULE
PROCESSING AND PRESENTING
INTRODUCTION

• Problem Solving Steps: Understand the problem, break it down, gather data and
information, and decide on information sources.
• Knowledge Acquisition: Using and processing data, facts, and information leads to
knowledge.
• Knowledge Application: Knowledge provides insight for decision-making, problem-
solving, and presenting ndings.

USING AND PROCESSING INFORMATION

• Data and Information: Data and information are both important for problem-solving,
but they need to be interpreted and understood in context.
• Understanding the Problem: Before solving a problem, it’s important to understand
the subject matter thoroughly.
• Computer’s Role: Computers can assist in processing and analysing data and
information.

STEP 1: SIFT THE DATA AND INFORMATION

• Data Analysis: Simply collecting data is insu cient; it must be analysed to identify
relevant information and answer research questions.
• Question-Driven Research: Research questions should be used to guide data analysis,
helping to identify relevant information and track progress.
• Iterative Process: Research is an iterative process; new questions and information may
emerge as data is analysed, requiring further research and re nement.

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STEP 2: PROCESS THE DATA AND INFORMATION

• Purpose: To transform data and information into knowledge.


• Outcome: Enables deduction and conclusion drawing.

ORGANISE THE DATA AND INFORMATION

• Data Organisation: Group data and information by question and then by importance.
• Subtopic Identi cation: Identify further subtopics within the data.
• Data Representation: Use the existing table or create a new one to organise the topics.

WORK SMART - START BUILDING A FRAMEWORK FOR


YO U R R E P O R T

• Report Structure: Start with a broad outline in Word, using headings and subheadings.
• Content Organisation: Place questions under headings and replace them with
summarised answers in your own words.
• Report Development: Begin with a draft, lling in information and improving ow as
you progress.

FINDING A SOLUTION AND PRESENTING IT

• Shift Focus to Answers: Move from questions to answers in the table or framework.
• Organise and Present Answers: Group related answers logically and present them
meaningfully.
• Re ne Framework and Conclusions: Rethink the framework, rephrase questions as
answers, and present logical solutions with conclusions.

PL ANNING THE PRESENTATION

• Presentation Structure: Decide on the introduction and conclusion, rearrange sections


and subsections for ow, and add subheadings.
• Content Development: Add details to each section and decide on key elements for the
conclusion.

COMPLETING THE PRESENTATION IN WORD

• Presentation Structure: Use the provided framework as a guide for the presentation.
• Content Creation: Use own words to present the information and data collected.
• Logical Flow: Arrange paragraphs with a logical ow from one to the next.

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• Bibliography: Include a bibliography.

PRESENTING THE SOLUTION AS A SLIDE SHOW

• Presentation Structure: Similar to a report, include an introduction, body, and


conclusion.
• Slide Content: Use concise bullet points and consider graphics and animation to
enhance understanding.
• Bibliography: Include a separate slide with your bibliography.

AC KNOWLEDGING SOURCES

• Plagiarism De nition: Presenting someone else’s ideas or information as your own


without acknowledging the source.
• Importance of Acknowledgement: Clearly indicate the source of information when
using someone else’s ideas, words, etc.

COPYRIGHT INFRINGEMENT VERSUS PL AGIARISM

• Copyright De nition: Legal right to control the use and distribution of original work.
• Copyright Infringement: Copying and distributing someone else’s original work
without permission.
• Plagiarism: Presenting others’ ideas as one’s own without acknowledging the source.

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7. 1 M O D U L E
WORKING SMARTER

Computer knowledge and skills increase with use. The goal is to use applications correctly
and e ectively to accomplish tasks and solve problems.

INTEGRATING APPLIC ATIONS

• Application Integration: Word, Excel, and PowerPoint share common functions and
allow data transfer between them.
• Data Transfer: Tables from Word can be copied to Excel, charts from Excel to Word,
and content from either to PowerPoint.
• Data Linking: Linking data between applications ensures updates are re ected across
all linked documents.

Do the following when you paste a chart into a Word document:

1. Click on the small arrow under the Paste


command in the Clipboard group, and choose
the Paste Special... option.

2. The Paste Special dialog box will appear.

3. Select Paste link and make sure that the chart


is pasted as a Microsoft Excel Chart Object.

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Changes to Excel charts can be re ected in Word and PowerPoint documents. If updates
don’t happen automatically, right-click on the chart, select Links…, then Update Now and
OK.

FINDING HELP

• F1 Function Key: Accesses help in most applications, often with automatic task-
relevant assistance or a searchable help menu.
• Help Menu Navigation: Typically allows searching for help topics or presents a list of
hyperlinked topics.
• FAQs: Frequently asked questions often provided in tutorials and online help sources to
address common user inquiries and highlight application features.

P R O B L E M S O LV I N G

• Application Programs’ Bene ts: Make tasks easier and increase productivity.
• Document Correction Process: Analyse the document to identify and understand the
problem, then decide on the correction method.

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ACTION VERBS USED IN
EXAMINATION PAPERS

Words such as de ne, describe, discuss, explain, name and state are used for a reason;
di erent cognitive levels are tested. A much higher cognitive level is tested when you must
discuss something than when you merely must name or make a list of items.

Action verbs in an examination paper may guide learners in exactly what to include in their
answer. Knowing the meaning of the action verbs in the questions will guide learners to
know what is required from the questions. The list below is comprehensive, but not
exhaustive and gives a general guideline as to what is expected when these action words are
used.

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KEYBOARD SHORTCUTS
MAC OS SHORTCUTS

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WINDOWS SHORTCUTS

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