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L1 Lesson Plan - Computing Systems - Y8
L1 Lesson Plan - Computing Systems - Y8
L1 Lesson Plan - Computing Systems - Y8
Learning objectives
● Recall that a general-purpose computing system is a device for executing programs
● Recall that a program is a sequence of instructions that specify operations that
are to be performed on data
● Explain the difference between a general-purpose computing system and a
purpose-built device
Key vocabulary
Computer, system, device, program, software, instructions
Preparation
Subject knowledge:
● You will need a concrete understanding of how general-purpose computers
execute programs.
Assessment opportunities
Starter activity: You can assess learners’ prior knowledge and gauge how learners
think about modern computing systems.
Activity 2: You can assess whether learners can connect the abstract concept of a
program to their everyday experience.
At a glance
Starter The Antikythera mechanism
activity
Describe the Antikythera mechanism to learners and discuss the similarities
10 mins and differences compared to a modern computer.
Activity 1 The Pascaline, the stepped reckoner, and Babbage’s Analytical Engine
10 mins Guide learners to connect the abstract references to programs with the
real world, using the ‘Your software’ worksheet.
10 mins Ask learners to use the ‘Intelligent piece of paper’ handout, which contains
instructions for a ‘mechanical’ noughts and crosses player. This will provide
an initial insight into what it means to carry out instructions mechanically.
5 mins Fill in the missing verbs on a concept map, to specify the relationships
between computing systems, programs, instructions, and data.
Outline plan
Please note that the slide deck labels the activities in the top right-hand corner to help
you navigate the lesson.
This activity (along with the one that follows, in which additional
mechanisms are presented) is supposed to help learners think critically
about what makes modern computing devices what they are, through
comparisons to computing devices from the past. A historical perspective
will also convey the fact that computing devices have been around for
much longer than electronic computers: they are as old as the need to
perform calculations.
Ask learners to present their answers. Write any relevant points on the
board, divided into similarities and differences. There is no expectation for
learners to provide complete, correct answers; the aim is to encourage
them to give answers that you will synthesise whilst guiding towards the
desired direction.
Learners’ answers may not refer to that point exactly, but may revolve
around it. They may, for example, point out that it can’t play games or
surf the web. However, modern computers are not built specifically to
perform these functions; these are only some of the functions that they
can perform because they are programmable.
Learners may also point out that the device is mechanical instead of
electrical or electronic. The underlying technology is significant, but it is
not a defining difference. As learners will find out in the next activity, the
Analytical Engine was also mechanical, but “the logical structure of the
Analytical Engine was essentially the same as that which has dominated
computer design in the electronic era” (source).
Briefly summarise any relevant points that were made during the
discussion. You will be able to present a more detailed overview of
conclusions at the end of the next activity.
Next, display slide 9 and describe the Analytical Engine. Explain that the
engine was designed, but that only parts of it were ever built.
Nevertheless, it is a landmark in computing history, as it is the first
instance of a general-purpose computing machine that can be
programmed to perform different sequences of operations, i.e. to
automate different tasks.
A definition of a computer
computing device. Mention that the programs that they use on mobile
devices are often referred to as ‘apps’.
Hand out the ‘Your software’ worksheet and ask learners to carry out the
tasks. This will help them understand the role and purpose of programs,
and also address some subtle points and common misconceptions:
This activity will allow learners to gain an insight into what it means to
carry out instructions mechanically, and it will provide a point of
reference for the lessons that follow.
Pair learners and provide one handout per pair. Display slide 24 and
explain the activity. Tell learners to play a few games of noughts and
crosses, taking turns to act as the machine that plays according to the
instructions in the handout. If you like, start with a demonstration: ask for
two volunteers to come to the front of the classroom, and ask them to
Note: One of the primary goals of the original ‘Intelligent piece of paper’
activity is to spark a discussion around artificial intelligence. You will
return to this aspect of the activity in Lesson 5.
This may be the first time that learners have encountered a concept map,
so take the time to explain it to them. Trace the connections that link a
concept to another, through a verb, thereby forming simple propositions.
Essentially, this resembles a fill-in-the-gaps exercise, where the sentences
are arranged visually in a graph.
Homework There will be no homework for this lesson. However, you could encourage
learners to do further research. You could suggest the resources
referenced in the ‘Background information’ section to help them get
started.
Pedagogy
It is important to convey that the story of computing is not about machines, it’s about
people inventing machines that can improve their lives. These lessons aim to help
learners understand how the machines work, however, the people involved will feature
prominently. Encourage learners to conduct further research into these figures; they are
certainly inspiring, and there is a wealth of information available.
For example, you could mention that Pascal invented his calculating machine in order to
help his father, who was a state financial commissioner, with performing tax calculations.
Similarly, Leibniz was fully aware of his machine’s potential to help “all who are engaged
in computations”, and he explicitly named financial managers, merchants, surveyors,
Background information
● Crash Course Computer Science is a set of short videos that provide a
comprehensive overview of the field. The episodes entitled Early computing and
Electronic computing are especially relevant to this lesson.
● The ‘Revolution’ exhibition by the Computing History Museum is available online,
providing an overview of the history of computing, with a wealth of annotated
photographs and videos. For this lesson, the sections entitled Calculators,
Punched Cards, and The Art of Programming are especially relevant. Learners
may also enjoy the section entitled Computer Games.
Resources are updated regularly — the latest version is available at: ncce.io/tcc.
This resource is licensed under the Open Government Licence, version 3. For more information on this
licence, see ncce.io/ogl.