school course
Grade 01: Computing
4 units across the school year. Each has a worked example, an activity and a standard to meet.
about this course
What you will be able to do
- Remember Name the screen, keyboard, mouse and their jobs.
- Apply Click, drag and type letters and my name.
- Create Make a simple picture with a drawing tool.
- Apply Follow simple rules for screen time and sharing.
Task, condition and standard
Task
Meet the outcome of every unit in Grade 01 Computing, and keep one piece of evidence for each.
Condition
A 36-week school year, 4 units, a teacher or guide, a learning book or device, and local examples in the local language first with English support.
Standard
Each unit: at least 4 of 5 attempts correct, said or written, with one real example from home or school. Course pass: no unit at 'Not yet' after one retry, and a pass in SA1 and SA2.
Assessment plan
Formative checks FA1 to FA4 around weeks 6, 12, 24 and 30; summative checks SA1 in week 18 and SA2 in week 36.
unit by unit
4 units with worked examples
Unit 1 Parts of a computer Weeks 1 to 12Remember
In this unit, 'Parts of a computer', you learn to name the screen, keyboard, mouse and their jobs. Lessons are short and playful, with objects, pictures and talk. You see it, say it, then do it alone.
- See it: watch or try the skill in 'Parts of a computer' on a teacher screen or a safe device.
- Name the parts: write the key words and what each part does.
- Use it: name the screen, keyboard, mouse and their jobs. Save your work in a named file or folder.
- Test and fix: run it, find one fault, correct it, and note what you changed.
Step by step.
- Step 1, Look at the screen. The screen is the part that shows pictures, words and games. It works like a window into the computer. Point to it. Keep your fingers off the glass, because fingerprints make it hard to see, and keep drinks far away from it.
- Step 2, Meet the keyboard. The keyboard has keys for letters, numbers and a long space bar. There are 26 letter keys, one for each letter of the alphabet. We use the keyboard to type. Find the keys c, a and t and press them one at a time, gently, to make the word cat.
- Step 3, Hold the mouse. The mouse sits on the table and slides to move the little arrow, called the pointer, on the screen. A mouse has two buttons. Press the left button once, called a click, to choose something. Slide slowly, and stop on a picture before you click.
- Step 4, Match each part to its job. Screen: we see. Keyboard: we type letters and numbers. Mouse: we point and click. Say the pairs aloud: the screen shows, the keyboard types, the mouse clicks. Point to each part on a real computer or a picture as you say it.
- Step 5, Use the parts together. Sit with feet on the floor and clean hands. Look at the screen, slide the mouse so the pointer lands on a star picture, click once, then use the keyboard to type your first name. Each part did its own job, one after another.
- Step 6, Your turn: which part do you use to type your name, which to see a picture, and which to click a button? Answer: the keyboard to type your name, the screen to see a picture, and the mouse to click a button.
Activity. About 20 to 30 minutes of class work, then one short practice task for home. Keep evidence: one page in your learning book.
Standard to meet. Name the screen, keyboard, mouse and their jobs: at least 4 of 5 attempts correct, said or written, with one real example from home or school.
Unit 2 Mouse and keyboard skills Weeks 13 to 24Apply
In this unit, 'Mouse and keyboard skills', you learn to click, drag and type letters and my name. Lessons are short and playful, with objects, pictures and talk. You see it, say it, then do it alone.
- See it: watch or try the skill in 'Mouse and keyboard skills' on a teacher screen or a safe device.
- Name the parts: write the key words and what each part does.
- Use it: click, drag and type letters and my name. Save your work in a named file or folder.
- Test and fix: run it, find one fault, correct it, and note what you changed.
Step by step.
- Step 1, Sit and set up: Amina sits with both feet on the floor, the screen at eye level, and one hand on the mouse. She finds the pointer arrow on the screen and moves the mouse slowly until the arrow touches the big green square.
- Step 2, Click: With the arrow on the green square, Amina presses the left button once and lets go. The square turns yellow. One quick press is a click. She says 'click' aloud each time to remember the single press.
- Step 3, Drag: Amina puts the arrow on a red ball, holds the left button down, slides the mouse to the basket on the right, then lets go. The ball drops into the basket. Hold, move, release is called dragging.
- Step 4, Find letters: Her teacher shows a box and the letters A, M, I, N. Amina looks at the keyboard, finds the A key on the left side of the middle row, and presses it once. An 'a' appears in the box.
- Step 5, Type the name: She holds the Shift key with her little finger while pressing A to make a capital, so the first letter is right. Next come m, i, n, a. The screen shows Amina, five letters.
- Step 6, Check and fix: She reads the screen letter by letter, touching each one with the pointer: A-m-i-n-a. All five match. If a letter were wrong she would press Backspace once to remove the last letter and type again.
- Your turn: Your name is Omar. Click the blue button, drag a star into a box, then type your name with a capital O. Model answer: O comes from Shift plus the O key, then m, a, r. The screen shows Omar, four letters, and the star sits inside the box.
Activity. About 20 to 30 minutes of class work, then one short practice task for home. Keep evidence: one page in your learning book.
Standard to meet. Click, drag and type letters and my name: at least 4 of 5 attempts correct, said or written, with one real example from home or school.
Unit 3 Drawing on a computer Weeks 25 to 30Create
In this unit, 'Drawing on a computer', you learn to make a simple picture with a drawing tool. Lessons are short and playful, with objects, pictures and talk. You see it, say it, then do it alone.
- See it: watch or try the skill in 'Drawing on a computer' on a teacher screen or a safe device.
- Name the parts: write the key words and what each part does.
- Use it: make a simple picture with a drawing tool. Save your work in a named file or folder.
- Test and fix: run it, find one fault, correct it, and note what you changed.
Step by step.
- Step 1, Open the tool: The learner clicks the drawing tool icon, a paintbrush on the desktop. A white page opens with a row of colour squares at the top and a pencil, a brush and an eraser on the left side.
- Step 2, Pick a colour and tool: She clicks the yellow square, then the brush. The pointer changes to a small dot. Yellow is now the colour she will draw with, so everything she paints from here will be yellow.
- Step 3, Draw the sun: Holding the left button down, the learner moves the mouse in a slow circle in the top corner. When the circle joins up she lets go. A yellow round sun appears. She adds five short lines around it for rays.
- Step 4, Change colour for the house: She clicks the red square and draws a square box in the middle of the page for the house wall. Then she clicks brown and draws a triangle on top for the roof, making a simple house.
- Step 5, Fix a mistake: One ray crossed the roof. The learner clicks the eraser tool, rubs over only that crossing line, and the white page shows again. She switches back to the yellow brush and draws the ray shorter.
- Step 6, Save: The learner clicks the save button, types the name 'my house' and presses Enter. The tool shows 'my house' at the top. She now has a picture with a sun, a house and a roof that she can open tomorrow.
- Your turn: Draw a tree with a brown trunk and a green top, then erase one mistake and save it as 'tree'. Model answer: pick brown and draw a thin tall rectangle, pick green and draw a round top, use the eraser on any stray mark, then save with the name tree.
Activity. About 20 to 30 minutes of class work, then one short practice task for home. Keep evidence: one page in your learning book.
Standard to meet. Build a simple picture with a drawing tool: at least 4 of 5 attempts correct, said or written, with one real example from home or school.
Unit 4 Staying safe with screens Weeks 31 to 36Apply
In this unit, 'Staying safe with screens', you learn to follow simple rules for screen time and sharing. Lessons are short and playful, with objects, pictures and talk. You see it, say it, then do it alone.
- See it: watch or try the skill in 'Staying safe with screens' on a teacher screen or a safe device.
- Name the parts: write the key words and what each part does.
- Use it: follow simple rules for screen time and sharing. Save your work in a named file or folder.
- Test and fix: run it, find one fault, correct it, and note what you changed.
Step by step.
- Step 1, Ask first. Screens are fun, but eyes and bodies need a rest. Before you use a tablet or computer, ask a grown-up. Your family decides how long, for example one hour after school. A kitchen timer helps you stop when it rings, with no arguing.
- Step 2, Take screen breaks. After a short time, look away from the screen at something far away, like a tree outside, for 20 seconds. Sit with your back straight and the screen about an arm's length away. Stand up, stretch your arms up high and drink some water.
- Step 3, Know what stays private. Never type or say your full name, home address, phone number, school name or passwords to anyone online. Photos of your house or school uniform tell people where you are. Before you share anything, show a grown-up first and ask if it is safe.
- Step 4, Use the Stop, Ask, Tell rule. If a picture is scary or a message is unkind, stop looking and close the screen or turn it off. Ask a grown-up what to do. Tell a trusted grown-up, such as a parent or teacher, straight away. You will never be in trouble for telling.
- Step 5, Balance the day. Plan 1 hour of screen time, then play outside, read a book, help at home and sleep. In one week one hour a day is 7 hours of screen time. Draw a picture of your day with the screen as only one small part of it.
- Step 6, Your turn: a game asks, What is your home address? What do you do? Answer: do not type it, stop and ask a grown-up, because your address is private. Tell the grown-up about the question.
Activity. About 20 to 30 minutes of class work, then one short practice task for home. Keep evidence: one page in your learning book.
Standard to meet. Follow simple rules for screen time and sharing: at least 4 of 5 attempts correct, said or written, with one real example from home or school.
assessment
How you are checked
Evidence for each unit is marked with this rubric by a teacher, and by a peer where the unit allows. Pass: no criterion at 'Not yet' after one retry.
| Criterion | Not yet | Meets | Exceeds |
|---|---|---|---|
| It works | Does not run | Runs with help | Runs and handles odd input |
| Understanding of the parts | Cannot name | Names most | Names and explains |
| Planning | None | A list | A clear ordered plan |
| Safety and care | Needs reminding | Follows rules | Follows rules and helps others |
| Practice habit | Rarely | Weekly | Most days |
Ten-question check, with model answers
Q1. Unit 1 (Parts of a computer): Which part do you use to type your name, which to see a picture, and which to click a button?
Model answer: the keyboard to type your name, the screen to see a picture, and the mouse to click a button. (Covered in unit 1: Parts of a computer.)
Q2. Unit 2 (Mouse and keyboard skills): Your name is Omar. Click the blue button, drag a star into a box, then type your name with a capital O.
Model answer: O comes from Shift plus the O key, then m, a, r. The screen shows Omar, four letters, and the star sits inside the box. (Covered in unit 2: Mouse and keyboard skills.)
Q3. Unit 3 (Drawing on a computer): Draw a tree with a brown trunk and a green top, then erase one mistake and save it as 'tree'.
Model answer: pick brown and draw a thin tall rectangle, pick green and draw a round top, use the eraser on any stray mark, then save with the name tree. (Covered in unit 3: Drawing on a computer.)
Q4. Unit 4 (Staying safe with screens): A game asks, What is your home address? What do you do?
Model answer: do not type it, stop and ask a grown-up, because your address is private. Tell the grown-up about the question. (Covered in unit 4: Staying safe with screens.)
Q5. Unit 1 (Parts of a computer): Meet the keyboard. Show how you do it and say what the result is.
Model answer: The keyboard has keys for letters, numbers and a long space bar. There are 26 letter keys, one for each letter of the alphabet. We use the keyboard to type. Find the keys c, a and t and press them one at a time, gently, to make the word cat. (Covered in unit 1: Parts of a computer.)
Q6. Unit 2 (Mouse and keyboard skills): Click: With the arrow on the green square, Amina presses the left button once and lets go. Show how you do it and say what the result is.
Model answer: The square turns yellow. One quick press is a click. She says 'click' aloud each time to remember the single press. (Covered in unit 2: Mouse and keyboard skills.)
Q7. Unit 3 (Drawing on a computer): Pick a colour and tool. Show how you do it and say what the result is.
Model answer: She clicks the yellow square, then the brush. The pointer changes to a small dot. Yellow is now the colour she will draw with, so everything she paints from here will be yellow. (Covered in unit 3: Drawing on a computer.)
Q8. Unit 4 (Staying safe with screens): Take screen breaks. Show how you do it and say what the result is.
Model answer: After a short time, look away from the screen at something far away, like a tree outside, for 20 seconds. Sit with your back straight and the screen about an arm's length away. Stand up, stretch your arms up high and drink some water. (Covered in unit 4: Staying safe with screens.)
Q9. Unit 1 (Parts of a computer): Hold the mouse. Show how you do it and say what the result is.
Model answer: The mouse sits on the table and slides to move the little arrow, called the pointer, on the screen. A mouse has two buttons. Press the left button once, called a click, to choose something. Slide slowly, and stop on a picture before you click. (Covered in unit 1: Parts of a computer.)
Q10. Unit 2 (Mouse and keyboard skills): Find letters. Show how you do it and say what the result is.
Model answer: Her teacher shows a box and the letters A, M, I, N. Amina looks at the keyboard, finds the A key on the left side of the middle row, and presses it once. An 'a' appears in the box. (Covered in unit 2: Mouse and keyboard skills.)
levels L1 to L7
Where this course sits on the ladder
Seven slides, one for each level. Step in at your level and move up; credits stack. A level is reached when you can meet its standard, not by age.
Slide 1. L1 Basic: What a computer does (this course)
On the slide: L1 Basic · What a computer does
Notes: Name the four jobs of a computer: input, process, output and storage. Notes: use a washing machine or a phone and label each job with a sticky note; no screens are needed. Learners say which part is the input and which is the output.
This course: Grade 01 Computing is at this level. Its units include Parts of a computer; Mouse and keyboard skills; Drawing on a computer; Staying safe with screens.
Slide 2. L2 Awareness: Steps and algorithms
On the slide: L2 Awareness · Steps and algorithms
Notes: Describe an algorithm as ordered steps and put a set of steps in the right order. Notes: cut up the steps for making a sandwich and mix them; learners order them and find what breaks if two swap. Work unplugged. Safe knife use is for an adult only.
Slide 3. L3 Foundation: Code loops and variables
On the slide: L3 Foundation · Code loops and variables
Notes: Write a short program that uses a variable and a loop to give a predicted output. Notes: for i in range(1,6), print the square of i. The output is 1, 4, 9, 16, 25 and their total is 55. Learners predict the output first, then run and compare. Take breaks to rest eyes.
Slide 4. L4 Practitioner: Binary and image size
On the slide: L4 Practitioner · Binary and image size
Notes: Apply binary and storage sums to convert numbers and estimate file size. Notes: 45 in binary is 101101, since 32 plus 8 plus 4 plus 1 is 45. A raw picture of 800 by 600 pixels at 24 bits needs 1,440,000 bytes. Learners check by working back from binary to decimal.
Slide 5. L5 Specialist: Network transfer and security
On the slide: L5 Specialist · Network transfer and security
Notes: Analyse how data moves over a network and compare protections against common threats. Notes: a 50 MB file is 400 megabits; at 20 megabits per second the transfer takes 20 s. Learners work out the time on a slower link and list two safe habits for passwords and updates.
Slide 6. L6 Advanced (degree level): Complexity and search
On the slide: L6 Advanced · Complexity and search
Notes: Apply Big O reasoning to compare linear and binary search. Notes: a sorted list of 1,000,000 items needs at most 20 comparisons by binary search, since 2 to the 20 is 1,048,576, instead of up to a million for linear search. Learners trace a search on 16 numbers by hand.
Slide 7. L7 Super expert (postgraduate/expert): Secure system design
On the slide: L7 Super expert · Secure system design
Notes: Evaluate a small system for security risk and design controls. Notes: a 12-character password from 62 symbols holds about 71.5 bits of entropy, since 12 times log2 of 62 is 71.45. Learners rank threats, choose controls, and test only on systems they own or have written permission to test.
Notes: a level is reached when you can meet its standard, not by age. Learners may move up or down a level by subject.
ten locations and global
Localised for your place
Teach in the local language first, with English support. Use local currency, units and examples in every worksheet. Local curriculum and ministry rules are checked before use in a school; Arabic, Islamic, Social and Moral content needs licensed educators and ministry review. Child-safety rules apply for every learner under 18.
India (Bengaluru)
Use INR in money problems; deliver in English, Hindi, Kannada; personal data rule: Digital Personal Data Protection Act 2023; guardian contact for every learner under 18.
Netherlands (Eindhoven area)
Use EUR in money problems; deliver in Dutch, English; personal data rule: EU GDPR (Dutch: AVG), supervised by the Autoriteit Persoonsgegevens; guardian contact for every learner under 18.
UAE (Dubai and Abu Dhabi)
Use AED in money problems; deliver in Arabic, English; personal data rule: Federal Decree-Law No. 45 of 2021 (personal data protection); guardian contact for every learner under 18.
Brazil (Sao Paulo)
Use BRL in money problems; deliver in Portuguese (Spanish and English support); personal data rule: LGPD (Lei Geral de Protecao de Dados); guardian contact for every learner under 18.
Canada (Toronto)
Use CAD in money problems; deliver in English, French; personal data rule: PIPEDA, with provincial rules where they apply; guardian contact for every learner under 18.
United States
Use USD in money problems; deliver in English, Spanish; personal data rule: state privacy laws (for example California), and COPPA for children under 13; guardian contact for every learner under 18.
Singapore
Use SGD in money problems; deliver in English, Mandarin, Malay, Tamil; personal data rule: Personal Data Protection Act (PDPA); guardian contact for every learner under 18.
Australia
Use AUD in money problems; deliver in English; personal data rule: the Privacy Act 1988 and the Australian Privacy Principles; guardian contact for every learner under 18.
Hong Kong (Eastern Asia)
Use HKD in money problems; deliver in Chinese (Cantonese, Mandarin), English; personal data rule: the Personal Data (Privacy) Ordinance; guardian contact for every learner under 18.
Georgia and Israel (Western Asia)
Use GEL or ILS in money problems; deliver in Georgian, Hebrew, Arabic, English; personal data rule: the personal data law of the country where the learner lives; guardian contact for every learner under 18.
Cayman Islands (Caribbean)
Use KYD in money problems; deliver in English; personal data rule: the Data Protection Act; guardian contact for every learner under 18.
Mexico
Use MXN in money problems; deliver in Spanish, English; personal data rule: the federal law on personal data held by private parties; guardian contact for every learner under 18.
where this leads
Next steps, study and work
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Draft
Draft course in our own words. Needs review by a qualified teacher before classroom use. Not live.