Professional Documents
Culture Documents
Elective ICT Book - New
Elective ICT Book - New
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ICT (Elective) for SHS - by Frederick Arhin
Magnetic Disk.........................................................................................................................................................................................................12
Optical Disc .............................................................................................................................................................................................................13
Solid-State Drives (SSD) ....................................................................................................................................................................................13
DIFFERENCES BETWEEN PRIMARY AND SECONDARY STORAGE MEDIA .....................................................................................13
THE DISK FILING SYSTEM AND HIERARCHICAL DIRECTORY STRUCTURE ..................................................................................13
Disk filing system .................................................................................................................................................................................................13
Directory Structure .............................................................................................................................................................................................13
UNIT 5 ..................................................................................................................................................................................................................................14
DATA REPRESENTATION ...........................................................................................................................................................................................14
OBJECTIVES .................................................................................................................................................................................................................14
DATA TYPES AND REPRESENTATION ............................................................................................................................................................14
Integers .....................................................................................................................................................................................................................14
Real Numbers ........................................................................................................................................................................................................15
Strings .......................................................................................................................................................................................................................15
Boolean .....................................................................................................................................................................................................................15
Character..................................................................................................................................................................................................................15
UNITS OF DATA STORAGE ....................................................................................................................................................................................15
CHARACTERS REPRESENTATION .....................................................................................................................................................................15
EBCDIC ......................................................................................................................................................................................................................15
Unicode .....................................................................................................................................................................................................................15
ASCII...........................................................................................................................................................................................................................15
UNIT 6 ..................................................................................................................................................................................................................................17
INTRODUCTION TO COMPUTER SOFTWARE ....................................................................................................................................................17
OBJECTIVES .................................................................................................................................................................................................................17
TYPES OF COMPUTER SOFTWARE ...................................................................................................................................................................17
System Software ...................................................................................................................................................................................................17
Device Drivers .......................................................................................................................................................................................................18
Utility Program ......................................................................................................................................................................................................18
Application Software ..........................................................................................................................................................................................18
UNIT 7 ..................................................................................................................................................................................................................................19
PERSONAL COMPUTERS (PC) HARDWARE MAINTENANCE AND SOFTWARE INSTALLATION................................................19
OBJECTIVES .................................................................................................................................................................................................................19
WHAT IS PC? ................................................................................................................................................................................................................19
COMMON PROBLEMS ASSOCIATED WITH PCs ...........................................................................................................................................19
ROUTINE PC MAINTENANCES ............................................................................................................................................................................21
Routine PC Maintenance Practices ...............................................................................................................................................................21
COMPUTER SYSTEM TROUBLESHOOTING ...................................................................................................................................................22
System Troubleshooting Skills .......................................................................................................................................................................22
SETTING UP A COMPUTER ...................................................................................................................................................................................22
INSTALLATION OF COMPUTER SOFTWARE ................................................................................................................................................24
UNIT 8 ..................................................................................................................................................................................................................................24
USING ICT TO LEARN ....................................................................................................................................................................................................24
OBJECTIVES .................................................................................................................................................................................................................24
CONCEPTS AND TERMINOLOGIES USED IN INTEGRATING ICT IN EDUCATION ........................................................................24
Multimedia ..............................................................................................................................................................................................................24
Linear Multimedia ...............................................................................................................................................................................................25
Non-Linear Multimedia .....................................................................................................................................................................................25
Instructional Design ............................................................................................................................................................................................25
Educational Technology ....................................................................................................................................................................................25
REQUIREMENTS FOR DESIGNING, CREATING AND USING MULTIMEDIA IN EDUCATION ....................................................25
ADVANTAGES OF USING MULTIMEDIA IN EDUCATION .........................................................................................................................26
Deeper Understanding .......................................................................................................................................................................................26
Improved Problem Solving Skills ..................................................................................................................................................................26
Access to Vast Variety of Information .........................................................................................................................................................26
Assists Students in Self-paced Learning ....................................................................................................................................................26
World Exploration ...............................................................................................................................................................................................26
Makes Teaching of Complex Concepts possible and easy ..................................................................................................................26
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ICT (Elective) for SHS - by Frederick Arhin
UNIT 9 ..................................................................................................................................................................................................................................27
SPREADSHEET APPLICATION ..................................................................................................................................................................................27
OBJECTIVES .................................................................................................................................................................................................................27
WHAT IS SPREADSHEET?......................................................................................................................................................................................27
CONCEPTS AND TERMINOLOGIES ....................................................................................................................................................................27
FEATURES OF MICROSOFT OFFICE EXCEL ...................................................................................................................................................27
EDITING WORKSHEET ............................................................................................................................................................................................28
Creating Workbook and Worksheet ............................................................................................................................................................28
Saving Workbook and Worksheet ................................................................................................................................................................28
Adding and Renaming Worksheet ................................................................................................................................................................28
Adding Columns and Rows ..............................................................................................................................................................................29
DATA PROTECTION..................................................................................................................................................................................................29
FORMATTING WORKSHEET ................................................................................................................................................................................29
Formatting Numbers, Decimal Points, Dates & Times ........................................................................................................................29
DATA HANDLING.......................................................................................................................................................................................................31
Creating Graphs and Charts to Represent Data in a Worksheet .....................................................................................................31
Editing and Formatting Charts .......................................................................................................................................................................31
USING FORMULAS & FUNCTIONS ......................................................................................................................................................................32
Using Formulas .....................................................................................................................................................................................................32
Using Functions ....................................................................................................................................................................................................32
Formula Errors ......................................................................................................................................................................................................32
RELATIVE AND ABSOLUTE REFERENCES .....................................................................................................................................................33
Relative References .............................................................................................................................................................................................33
Absolute References ...........................................................................................................................................................................................33
HELP FACILITY ...........................................................................................................................................................................................................33
BASIC ANALYSIS USING PIVOT TABLE ............................................................................................................................................................33
Creating Pivot Table............................................................................................................................................................................................33
Refreshing Pivot Table .......................................................................................................................................................................................34
UNIT 10 ...............................................................................................................................................................................................................................34
INTRODUCTION TO DATA PROCESSING SYSTEMS .........................................................................................................................................34
OBJECTIVES .................................................................................................................................................................................................................34
CONCEPTS AND TERMINOLOGIES ....................................................................................................................................................................34
CREATING A DATABASE ........................................................................................................................................................................................35
Data Types in Microsoft Access .....................................................................................................................................................................35
Creating Database ................................................................................................................................................................................................36
Creating Tables .....................................................................................................................................................................................................36
Populating Tables in Access ............................................................................................................................................................................36
MANAGING DATA IN A DATABASE ...................................................................................................................................................................37
WORKING WITH QUERIES, FORMS AND REPORTS ...................................................................................................................................38
Creating Queries ...................................................................................................................................................................................................38
Creating Forms ......................................................................................................................................................................................................39
Designing and Managing Reports .................................................................................................................................................................39
UNIT 11 ...............................................................................................................................................................................................................................41
INTRODUCTION TO PROGRAMMING ....................................................................................................................................................................41
OBJECTIVES .................................................................................................................................................................................................................41
INTRODUCTION TO PROGRAMMING LANGUAGES ...................................................................................................................................41
What is Programming? ......................................................................................................................................................................................41
What is Programming Language? .................................................................................................................................................................41
The Development of Programming Language .........................................................................................................................................41
Categories of Programming Language ........................................................................................................................................................43
FEATURES OF PROGRAMMING LANGUAGES ...............................................................................................................................................45
Data Type .................................................................................................................................................................................................................45
Variables ..................................................................................................................................................................................................................45
Constant ...................................................................................................................................................................................................................45
Expression ...............................................................................................................................................................................................................45
Assignment .............................................................................................................................................................................................................45
Operators .................................................................................................................................................................................................................46
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ICT (Elective) for SHS - by Frederick Arhin
Precedence ..............................................................................................................................................................................................................46
Input/Output Statements .................................................................................................................................................................................46
Built-in Functions ................................................................................................................................................................................................46
Sequential Execution ..........................................................................................................................................................................................46
Conditional Execution ........................................................................................................................................................................................46
Looping Constructs .............................................................................................................................................................................................46
TERMINOLOGIES ASSOCIATED WITH PROGRAMMING ..........................................................................................................................47
PROGRAM DEVELOPMENT LIFE CYCLE .........................................................................................................................................................48
Phases of Program Development Life Cycle .............................................................................................................................................48
ALGORITHMS ..............................................................................................................................................................................................................49
Algorithm Building Blocks ...............................................................................................................................................................................50
FLOWCHARTS .............................................................................................................................................................................................................52
Factors to Consider in Constructing Flowcharts ....................................................................................................................................52
Flowchart Symbols ..............................................................................................................................................................................................53
Constructing Flowchart .....................................................................................................................................................................................53
UNIT 12 ...............................................................................................................................................................................................................................55
INTRODUCTION TO DESKTOP PUBLISHING APPLICATION .......................................................................................................................55
OBJECTIVES .................................................................................................................................................................................................................55
DESKTOP PUBLISHING APPLICATION WINDOW .......................................................................................................................................55
Desktop Publishing Application Packages ................................................................................................................................................55
UNIT 13 ...............................................................................................................................................................................................................................56
NETWORKING ..................................................................................................................................................................................................................56
OBJECTIVES .................................................................................................................................................................................................................56
NETWORK CONCEPTS ............................................................................................................................................................................................56
TYPES OF NETWORKS ............................................................................................................................................................................................57
NETWORK TOPOLOGY ............................................................................................................................................................................................57
Types of Network Topology ............................................................................................................................................................................57
UNIT 14 ...............................................................................................................................................................................................................................58
INTRODUCTION TO WEBSITE DESIGNING .........................................................................................................................................................58
OBJECTIVES .................................................................................................................................................................................................................58
INTRODUCTION TO HTML ....................................................................................................................................................................................58
BASIC STRUCTURE OF HTML CODING ............................................................................................................................................................59
HTML Section .........................................................................................................................................................................................................59
Header Section ......................................................................................................................................................................................................59
Body Section ...........................................................................................................................................................................................................59
BASIC HTML TAGS ....................................................................................................................................................................................................59
DESIGNING A WEBSITE USING HTML .............................................................................................................................................................62
CREATING TABLES USING HTML ......................................................................................................................................................................62
FORMATTING TEXT USING HTML CODE........................................................................................................................................................65
DESIGNING HTML FORMS .....................................................................................................................................................................................66
CREATING LISTS ........................................................................................................................................................................................................69
INSERTING IMAGES .................................................................................................................................................................................................72
INSERTING HYPERLINKS ......................................................................................................................................................................................72
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ICT (Elective) for SHS - by Frederick Arhin
UNIT 1
INTRODUCTION TO INFORMATION SYSTEMS
SPECIFIC OBJECTIVES
The student will be able to:
A manual information system is considered to be cheaper, however it may contribute to lower levels of staff
productivity. In addition, having data stored manually in files or boxes is not environmentally friendly and could also
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ICT (Elective) for SHS - by Frederick Arhin
lead company documentation at risk. A computer-based information system may be considered to be more cost effective
and efficient than manual system. It speeds up operations and can back up important information. It is however very
expensive to set up and may need to be maintained by technical support advisors on regular basis.
MIS produces reports that are predetermined. That is, they follow a predetermined format and always show the same
kinds of content.
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ICT (Elective) for SHS - by Frederick Arhin
graphics. Executive information systems support top managers with conveniently displayed summarized information,
customized for them. They make a variety of internal and external information readily available in a highly summarized
and convenient form. EIS are used to:
• Timely: Information must be delivered at the right time and the right place to the right person. Premature
information can become obsolete or be forgotten by the time it is actually needed. Similarly, some crucial decisions
can be delayed because proper and necessary information is not available in time, resulting in missed opportunities.
• Complete: Information should contain all the facts that are necessary for the decision maker to satisfactorily solve
the problem at hand using such information. Nothing important should be left out. Although information cannot
always be complete, every reasonable effort should be made to obtain it.
• Cost-effective: The information is not desirable if the solution is more costly than the problem. The cost of
gathering data and processing it into information must be weighed against the benefits derived from using such
information.
• Clarity and Concise: Any given information must be brief but comprehensive. It must be clear and in a few words.
Too much information is a big burden on management and cannot be processed in time and accurately
• Trustworthy: Information must be objective, impartial, and credible. It must be free from exaggerations pertaining
to a specific outcome.
TYPES OF INFORMATION
By Framework within which data is used
1. International 4. Departmental
2. National 5. Individual
3. Corporate
By Business Categorization
1. Strategic Information: The strategic information refers to what an organization wants to achieve in the short or
long term. An organization’s strategic information can be formulated from external inputs such as change in
government policies, macroeconomic environment, what competitors are doing, etc. Strategic information can also
be formulated from internal input such as company vision and mission, top management input, audits and feedback,
learning from the past, future challenges, etc.
2. Tactical Information: A tactic is a concept-based approach to achieving a short-term goal. Tactical information is
used by organizations to achieve short-term goals. This includes planning one or more specific tasks and working
on them to improve the available opportunities or schemes.
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ICT (Elective) for SHS - by Frederick Arhin
Differences between Strategic Information and Tactical Information
• Strategy refers to the “what” and “why” a company plans to do in the future, and tactical refers to “how” it plans
to implement it.
• Strategy formulation involves consideration of all types of external and internal input while tactics is actually
the actions to implement the strategy.
• Strategic information is needed for long-term planning and directions. Tactical information is required to
achieve short-term goals to achieve performance and profitability.
• Strategic information involves a period generally up to five years while tactical information involves a period
of up to a year.
3. Operational Information: Operational information is information about ongoing, daily operations and what needs
to be done to meet short-term goals and immediate requests. This information is required by the operational and
the lower levels of the management. The main purpose of this information is fact finding and taking such actions or
decisions which will affect the operations at a micro level. The decisions may be to stay on overtime, draw additional
material, change the job from one machine to the other, and send a reminder to the supplier for the supply of
material.
By Time
1. Past information: Past information refers to information about events, activities and transactions which happened
in the past. They are also called historical information. Examples are date of birth, place of birth, etc.
2. Present information: Present information refers to information on current issues and day-to-day activities or
transactions.
3. Future information: Future information refers to predictions and projections about activities and events likely to
take place in the future. It is usually deduced from present and past information. Example is weather forecasting.
By Quantifiable
1. Quantitative: Quantitative information is the information that can be counted or measured in numerical values.
Examples of quantitative information are height in feet, age in years, time in days or weeks, weight in pounds, etc.
2. Qualitative: Quantitative information is descriptive information that is not expressed numerically. It is expressed
in words or visuals. Examples include gender, religion, marital status, qualification, native language, etc.
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ICT (Elective) for SHS - by Frederick Arhin
UNIT 2
INTRODUCTION TO DIGITAL TECHNOLOGY AND CULTURE
OBJECTIVES
The student will be able to:
Digital Culture
Culture is the way of life of a group of people. Digital culture is a concept that describes the idea that technology and the
internet significantly shape the way we interact, behave, think, and communicate as human beings in a society.
The Internet
The Internet is the world’s largest interconnected group of computer networks. It is simply a network of various
networks of computers that are able to communicate and share information with one another.
Computer Crime
Computer crime is the crimes that use computer networks or devices to advance through other means to defraud and
steal other people’s valuables. It is also called Cybercrime. Examples of computer crimes are malware, hacking and
phishing.
• Malware is software which is specially designed to disrupt, damage or gain unauthorized access to a computer or
network.
• Hacking refers to the practice of modifying or altering computer software and hardware to accomplish a goal that
is considered to be outside of the creator’s original objective. Those individuals who engage in computer hacking
activities are called Hackers.
• Phishing is the attempt to obtain sensitive information such as usernames, passwords and credit card details often
for malicious reasons, by disguising as a trustworthy entity in an electronic communication.
E-Business
E-Business means Electronic Business. It is the conduct of business processes on the Internet. It is the use of the Web,
Internet, intranets, extranets or some other combinations thereof to conduct business. It comprises e-commerce, which
is the buying and selling of products and services online. It also includes a much wider range of business processes, such
as supply chain management, electronic order processing and customer relationship management. E-business
processes, therefore, help companies to operate more effectively and efficiently.
E-Learning
E-learning, also referred to as online learning or electronic learning, is the acquisition of knowledge which takes place
through electronic technologies and media. Typically, e-learning is conducted on the Internet, where students can
access their learning materials online at any place and time. It most often takes place in the form of online courses,
online degrees, or online programs.
E-Governance
E-Governance, that is Electronic Governance is the use of Information Technology for delivering government services
to citizens. The basic purpose of e-governance is to simplify processes for all, i.e. government, citizens, businesses, etc.
The government of Ghana has implemented several e-governance processes some of which are paperless port, mobile
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ICT (Elective) for SHS - by Frederick Arhin
money interoperability, digital passport application and acquisition, etc. Among the benefits of e-governance are
reduced corruption, high transparency, increased convenience, growth in GDP, expanded reach of government, etc.
E-Health
E-Health stands for Electronic Health. It refers to healthcare practices supported by electronic processes. ICT has
impacted the health sector in diverse ways as enumerated below:
Patient Diagnosis
Diagnosis is the identification of the nature of an illness or other problem by examination of the symptoms. In the past,
doctors and nurses have had the trouble of making a diagnosis based on the mere symptoms you tell them, and on basic
readings such as temperature, blood pressure and blood samples. However, with the introduction of computers into
our health system, doctors can now diagnose patients with the aid of telemedical equipment such as Computer Aided
Tomography (CAT) scans, Magnetic Resonance Imaging (MRI) scanners, which allow doctors to investigate what is
happening inside a patient’s body without intrusive surgery.
Patient Treatment
Once a diagnosis has been made, the correct method of treatment can be chosen. Technology is used to treat many
medical and surgical conditions. Examples include the Intravenous (IV) drip and ventilators. Intravenous drip is a way
of delivering fluids and medicine into patient over a period of time. It can be automated so that the medicine is delivered
at specific time of day and at a program level. Ventilators on the other hand are used for patients considered too ill to
breathe for themselves, perhaps after major surgery or a fatal accident.
E-Mail
E-Mail stands for Electronic Mail. It is a system for sending and receiving messages electronically over a computer
network. E-mail is asynchronous and does not require the receiver of the message to be online at the time the message
is sent or received. E-mail also allows a user to distribute messages to large numbers of recipients instantaneously.
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ICT (Elective) for SHS - by Frederick Arhin
UNIT 3
HARDWARE COMPONENTS
SPECIFIC OBJECTIVES
The student will be able to:
1. describe functions of hardware components of a computer system
2. identify the types of input and output devices.
3. identify the main parts of the CPU.
4. describe the processes involved in the machine cycle.
HARDWARE COMPONENTS
The components of the computer hardware are:
Figure 1: Keyboard
Pointing devices: They are input devices used to control the movement of a cursor on a computer screen. They are used
to point at and manipulate objects or text on the screen. They are also used to select an icon from a list of icons. Examples
are mouse, touch screen, joystick, stylus/light pen, trackball, touchpad, pointing stick, etc.
Figure 2: Joystick
Figure 5: Touchpad
Figure 7: Trackball
Figure 8: Mouse
Source Data Entry Devices: Source data entry devices are used for audio input, video input and to enter the source
document directly to the computer. Source data entry devices do not require data to be typed-in, keyed-in or pointed to
a particular location using mouse or keyboard. Examples are microphone, digital camera, scanner, Optical Character
Recognition (OCR), Optical Mark Recognition (OMR), Magnetic Ink Character Recognition (MICR), Barcode Reader, etc.
• Speech Recognition Input Device: The speech recognition systems use microphone as medium of input. To operate
it we require using a microphone to talk to the computer. Also, we need to add a sound card to the computer. A
sound card translates analog audio signals from microphone into digital codes that the computer can store and
process. Sound card also translates back the digital sound into analog signals that can be sent to the speakers.
Figure 9: Microphones
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ICT (ELECTIVE) FOR SHS – BY FREDERICK ARHIN
• Digital Camera: Pictures taken using a digital camera are stored inside its memory and can be transferred to a
computer by connecting the camera to it.
• Optical Character Recognition (OCR) device: OCR is the ability of machine to recognize characters. OCR is a type
of optical scanner, which can detect alphanumeric characters printed on paper. The OCR uses special light, or optic
to read text from a piece of paper. A special font standard is needed to recognize character. OCR is used for large
volume processing application such as reading of passenger tickets, processing motor vehicles registration etc.
• Optical Mark Recognition (OMR) Device: OMR is used to detect marks on a paper. The marks are recognized by
their darkness. OMR uses an optical mark reader to read the marks. The OMR reader scans the forms, detects the
mark that is positioned correctly on the paper and is darker than the surrounding paper, and passes this
information to the computer for processing by application software. OMR is widely used to read answers of
objective type tests, where the student marks an answer by darkening a particular circle using a pencil. OMR is also
used to read forms, questionnaires, order forms, etc.
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ICT (ELECTIVE) FOR SHS – BY FREDERICK ARHIN
cheque. The readers are generally used in banks to process the cheques. The numbers in the bottom of the cheque
include the bank number, branch number and cheque number. The reading speed of MICR is faster than OCR.
Output Devices
An output device is any hardware used to communicate the result of data processing carried out by the CPU. There are
two kinds of output: Soft copy output and Hard copy output.
Soft copy output is a temporary output that refers to information displayed on a screen or in audio form through
speakers. This output disappears when the computer is switched off. Some of the softcopy output devices are monitor,
projector and speaker. Hard copy output is a permanent output that refers to any output printed onto paper or film.
Examples of hard copy output devices are printers and plotters.
Monitors
A monitor is the visual display unit of the computer. It displays the data processed on a screen. Some of the types of
monitors are CRT, LCD, and LED. CRT (Cathode Ray Tube) is a vacuum tube used as a display screen in a computer
monitor or TV. The viewing end of the tube is coated with phosphors, which emit light when struck by electrons.
UNIT 4
PRIMARY AND SECONDARY STORAGE MEDIA AND THEIR DEVICES
OBJECTIVES
The student will be able to:
1. Identify the main and backup storage media and their devices.
2. Discuss the functions of the primary and secondary storage media and their devices.
3. Distinguish between the primary and secondary storage media.
4. Describe the disk filing system and hierarchical directory structure.
Magnetic Disk
A magnetic disk is a storage device that uses a magnetization process to write, rewrite and access data. It is covered
with a magnetic coating and stores data in the form of tracks, spots and sectors. Hard disks, zip disks and floppy disks
are common examples of magnetic disks.
Hard Disk
Hard disk is a secondary storage device coated with magnetic material for storing computer programs and data. It is
the main storage device in the computer. It is divided into tracks and sectors where data is positioned into these tracks
and sectors. It is non-volatile.
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ICT (ELECTIVE) FOR SHS – BY FREDERICK ARHIN
Zip Disk
Zip disk is a computer disk, similar to a floppy disk but capable of storing greater amounts of data. It was an advanced
version of the floppy disk. Zip disks were available in 100 and 250 MB capacities and were used to store, share and back
up large amounts of data, which was not possible with ordinary floppy disks.
It is volatile It is non-volatile
It is faster. It is slower.
It stores data that the computer is currently using. It stores data in various formats that can be accessed at any
time.
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ICT (ELECTIVE) FOR SHS – BY FREDERICK ARHIN
structure in a graphical form. It is named a tree structure because the graphical representation resembles a tree, with
the root directory at the top and the leaves beneath. E.g.
D:
BISECO Pictures
• D:/BISECO/Class List/2019-20
• D:/Pictures/2021/Wedding
• D:/Pictures/2020
• D:/Pictures/2021
• D:/BISECO/Assessment, etc.
UNIT 5
DATA REPRESENTATION
OBJECTIVES
The student will be able to:
1. Identify data types
2. Explain units of storage
3. Explain how characters are represented
4. Perform binary arithmetic
5. Convert from decimals to binary coded decimal and vice versa
6. Convert octal and hexadecimal numbers to binary and vice versa.
DATA TYPES AND REPRESENTATION
A data type is a set of possible values and a set of mathematical, relational or logical operations that may be applied to
the values. A data type tells the compiler or interpreter how the programmer intends to use the data.
The data types are:
1. Integers
2. Real numbers
3. Strings
4. Boolean
5. Character
Integers
An integer is a positive or negative whole number. Examples of positive integers are 1, 2, 3, 4 and examples of negative
integers are -1, -2, -3, -4. The number 0 is also considered an integer. In most programming languages, you can convert
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ICT (ELECTIVE) FOR SHS – BY FREDERICK ARHIN
a number into an integer using the int function. Integer data types often represent whole numbers in programming. An
integer's value moves from one integer to another without acknowledging fractional numbers in between.
Real Numbers
A Real data type is numerical data which contains decimal numbers. It usually stores numbers with decimal places. It is
sometimes called Floating-pointing data type. It comes under different names in different languages such as double or
float. Double data types have 8 bytes (64 bits) of memory, while float data types have 4 bytes (32 bits) of memory.
Strings
Strings are a sequence of characters used to store words or plain text. They are used for alphanumeric characters.
Characters may be letters of the alphabet, a digit, a blank space, a punctuation mark, etc. It is a sequence of characters
and the most commonly used data type to store text.
Boolean
Boolean is used for representing logical values: TRUE or FALSE intended to clarify conditional statements. Sometimes
a boolean value is also represented as 0 (for false) and 1 (for true).
Character
The character data type represents individual or single characters. It is used to store a single letter (both upper and
lower case), digit (0 to 9), punctuation mark, symbol, or blank space. It is sometimes abbreviated as char.
UNITS OF DATA STORAGE
The memories of all digital computers are two-state devices. These two states are represented by a zero (0) or one (1),
and are called Bits. Bits mean Binary Digits. Bits are the smallest/basic unit of storage in a computer. A bit holds one
of two possible values: 0 (OFF) and 1 (ON). A bit which is OFF is considered to be FALSE or NOT SET, while a bit which
is ON is considered to be TRUE or SET.
The amount of data and instructions that can be stored in the memory of computer is measured in bytes. A byte is a
group of 8 bits. One byte can represent a number from 0 (00000000) to 255 (11111111), thus 256 (2 8) distinct states.
A nibble is a group of 4 bits. A word is equal to 16 bits. A double word is 32 bits.
• 1024 bytes = 1 Kilobyte (KB) • 10245 bytes = 1 Petabyte (PB)
• 10242 bytes = 1 Megabyte (MB) • 10246 bytes = 1 Exabyte (EB)
• 10243 bytes = 1 Gigabyte (GB) • 10247 bytes = 1 Zettabyte (ZB)
• 10244 bytes = 1 Terabyte (TB) • 10248 bytes = 1 Yottabyte (YB)
CHARACTERS REPRESENTATION
The computer uses a byte to represent each character. It uses a particular set of bits to represent specific characters.
Since we need to communicate with the computer and with each other, it is appropriate that we use a common scheme
for data representation. That is, there must be agreement on which groups of bits represent which characters. The three
common coding schemes are EBCDIC, Unicode and ASCII.
EBCDIC
EBCDIC stands for Extended Binary Coded Decimal Interchange Code. It uses 8 bits to represent a character (4 bits for
zone and 4 bits for the character). It is used to represent 256 unique symbols or characters. It represents decimal
numbers (0-9), lowercase letters (a-z), uppercase letters (A-Z), special characters, etc. It is mainly used in mainframe
computers.
Unicode
Unicode is a universal character encoding standard for the representation of text which includes letters, numbers and
symbols in multi−lingual environments. It uses 32 bits to represent a character. It allows 4,294,967,296 (4 billion +)
combinations/characters. It can uniquely represent any character or symbol present in any language like Chinese,
Japanese, etc. An advantage of Unicode is that it is compatible with the ASCII−8 codes. The first 256 codes in Unicode
are identical to the ASCII-8 codes.
ASCII
ASCII stands for American Standard Code for Information Interchange. It is the most widely used binary coding scheme.
ASCII codes are of two types: ASCII−7 and ASCII−8.
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ICT (ELECTIVE) FOR SHS – BY FREDERICK ARHIN
ASCII-7 is a 7-bit code (1st 3 bits for zone and last 4 bits for the character). It allows 128 combinations; thus 128 unique
symbols/characters are represented using ASCII-7. ASCII-7 has been modified by IBM to ASCII-8.
ASCII-8 is an extended version of ASCII-7. It is an 8-bit code (4 bits for zone and 4 bits for character). It represents 256
unique symbols/characters.
❖ 48 to 57 are used to represent numbers (0−9).
❖ 65 to 90 stand for uppercase letters (A−Z).
❖ 97 to 122 stand for lowercase letters (a−z).
❖ 128 to 255 are the extended ASCII codes.
2 00110010 50
3 00110011 51
A 01000001 65
B 01000010 66
C 01000011 67
D 01000100 68
…… …….. ………
Z 01011010 90
c 01100011 99
d 01100100 100
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ICT (ELECTIVE) FOR SHS – BY FREDERICK ARHIN
UNIT 6
INTRODUCTION TO COMPUTER SOFTWARE
OBJECTIVES
The student will be able to:
1. System software
2. Application software
System Software
System software is the type of software that enables the computer hardware to communicate and operate with the other
software. It is responsible for the management of various activities of the computer and the sharing of computer
resources. Examples of system software are:
1. Operating System
2. Utility Programs
3. Device Drivers
Operating System
The operating system is system software that controls the application software and manages how the hardware devices
work together. It is the basic software of the computer system. Examples of operating system are Windows, Linux, Unix,
and Macintosh.
Windows operating system is developed by Microsoft Corporation. Some of the versions are Windows 1.0, Windows 98,
Windows XP, Windows Vista, Windows 7, Windows 8, Windows 10, etc.
Linux OS is developed by Linus Torvalds. Some of the versions are Debian, Ubuntu, Red Hat, Mandrake, etc.
Unix OS is developed by Unix Open Group. Some of the versions are Solaris, Unixware, IRIX, etc.
Macintosh OS is developed by Apple Inc. Some of the versions are Puma, Jaguar, Tiger, Leopard, Lion, Catalina, Monterey,
etc.
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Single-user multi-tasking operating systems are developed for one user, but this single user can perform two or more
tasks running at the same time. The user can be creating document, while surfing the internet and listening to music at
the same time. Examples of single-user multi-tasking operating systems are Windows 95, Windows NT, Windows 2000,
etc.
Device Drivers
A device driver is a piece of software that interfaces a particular piece of hardware. It helps hardware peripherals to
communicate with the rest of the computer system. Examples of hardware peripherals that require device drivers are
printer, sound card, scanner, modem, video card, etc.
Utility Program
Utility Program is system software designed to help manage, maintain and control computer resources. Operating
systems typically contain the necessary tools for this, but separate utility programs can provide improved functionality.
Application Software
Application software is a program that is used to perform specific task on the computer. It is the instructions for
handling and transforming data. It is designed to help users to perform single or multiple related tasks.
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2. Spreadsheet application: Used for Mathematical, Accounting and Scientific operations. Examples are Microsoft
Excel, Lotus 123, Calc, etc
3. Database Management software: Used for creating and managing data in databases. Examples are Microsoft
Access, MySql, Base, etc.
4. Presentation software: Used to display information in the form of slide show. Examples are PowerPoint,
EasyWorship, Impress, etc.
5. Educational software: Used to facilitate learning. Examples are Microsoft Encarta, Microsoft Student, Mavis
Beacon, Schoology, Google Classroom, etc.
6. Games: Used for playing games. Examples are Pro Evolution Soccer, Mortal Kombat, Need for Speed, Zuma,
Solitaire, Pinball, etc
7. Web Browsers: Used for accessing resources on the internet. Examples are Internet Explorer, Mozilla Firefox,
Opera Mini, Google Chrome, etc
8. Authoring Software: Used to create multimedia applications for manipulating multimedia objects. Some are
specifically used to create websites. Examples are Adobe Dream Weaver, Microsoft FrontPage, WordPress, etc.
9. Graphics software: Used to manipulate images. Examples are Adobe Photoshop, Adobe Illustrator, Corel Draw,
Adobe Fireworks, Microsoft Paint, etc.
10. Desktop Publishing software: Used for creating visual communications such as brochures, books, etc. Examples
are Page Maker, Microsoft Publisher, Adobe InDesign, etc.
11. Movie Maker Software: Used to create, edit and produce movies and animations. Examples are Adobe Premiere,
Windows Movie Maker, Camtasia Studio, Filmora, etc.
UNIT 7
PERSONAL COMPUTERS (PC) HARDWARE MAINTENANCE AND SOFTWARE INSTALLATION
OBJECTIVES
The student will be able to:
1. Identify common problems associated with PCs and their suggested solutions.
2. Perform routine PC maintenance.
3. Perform basic computer system troubleshooting.
4. Mount and set up a computer.
5. Install and/upgrade software on a computer.
WHAT IS PC?
PC stands for Personal Computer. It is the computer designed to be used by one person at a time. Examples are desktop
computer, laptop, tablet, smart phone, etc.
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If it’s a laptop, it could be that the power has completely run out, so connect the power adaptor and leave it to charge
for some minutes. If not resolved, power off your computer by holding the power button down for 3 to 5 seconds.
After the power is completely off, turn on your PC and test to see if it will boot normally.
3. Computer is Slow: This could be as a result of too much pressure on the RAM or the presence of malware. You can
fix it by closing some open programs or files that are not needed. If closing them is being difficult, you can run the
Task Manager by right clicking the task bar and selecting Task Manager or press Ctrl+Shift+Escape and end those
tasks that are not needed. If it’s malware, update and scan your device using Windows Defender or install 3 rd party
antivirus software and use regularly.
4. The Screen is Frozen: This is when the computer refuses to respond to any instructions given. It is termed
Hanging. It is resolved by restarting the computer. If not possible, press Ctrl+Alt+Del and restart the computer.
5. Windows does not Boot: This might be as a result of external devices connected, corrupted hard drive, RAM or
operating system. It can be resolved by removing all external devices connected and booting the computer again.
You can also change the RAM and see if it works. If not resolved, reinstall the operating system.
6. PC Overheating: This is the situation where your PC’s temperature rises beyond the normal. A heating PC slows
down the whole system and leads to frequent crashes. Additionally, PC components may also get permanently
damaged due to constant exposure to heat. There are two main reasons your PC heats up, i.e. either the cooling
system isn’t working properly or the PC is heating to the point your cooling system can’t handle it anymore.
Check if the fan is working or not by opening up the PC or using a flashlight to see inside the PC’s ventilation holes
for running fan.
Avoid blocking the vents: You should never place your PC on your bed, blanket or any other soft surface while
working. Such soft and uneven surfaces block the airflow from the vents, warming up the PC. Instead, always place
the PC on a hard surface, preferably a wooden table or laptop tray/stand, so that the ventilation area never gets
blocked.
7. Noisy PC: If you hear a lot of extra noise while using the PC, it is most probably caused by dust. Get it cleaned or use
a dust blower to clean it up. There is also a chance that a disc inside the DVD ROM is making the extra sound, so
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check and remove it. Hard drives often make noise just before they fail, so you will have to back up your information
just in case it is the hard drive.
8. Blue Screen of Death: A Blue Screen of Death (BSoD) also referred to as “blue screen,” happens after a critical error
that the system is unable to process and repair automatically. It is usually encountered when upgrading to a new
version of Windows, during startup, or suddenly while actively using the computer. It is usually encountered due
to corrupted drivers, too much pressure on the RAM, faulty hard disk drive, and overheating.
Check that there is enough space for updates: BSoD is usually a problem occurring due to corrupted files, file
system failures and system spaces. Sometimes, your system space may get filled during the update, causing some
of the files to be missing, hence resulted in a corrupted file.
Scan your system for viruses: Some viruses can cause a Blue Screen of Death, especially ones that infect the boot
sector.
Update your hardware drivers: Most Blue Screens of Death are hardware or driver related, so updated drivers
could fix the cause of the STOP error.
9. System automatically restarts: This can be as a result of various issues, including corrupted drivers, faulty
hardware, and malware infection, among others. It can be difficult to pinpoint exactly what keeps your computer
in a reboot loop. This can be fixed by:
Updating drivers: When your drivers are outdated, it is possible for your computer to get stuck in a reboot loop.
This is because your devices are not able to properly communicate with your system. As such, it is important to
check if your drivers are up to date.
Checking hardware issues: Check if external devices connected are all working correctly.
Scanning for viruses: It is possible that your computer has been infected by a virus. You can run a complete virus
scan by using Windows Defender or with an installed antivirus.
10. Printer isn’t printing: There are many reasons why your printer won’t print, so start with the basics such as
checking to see whether there is an error message or warning light on the printer. Make sure there is paper in the
tray(s), check the ink or toner cartridges aren’t empty, the USB cable is plugged in or the printer is connected to Wi-
Fi.
Restart the printer: Simply cancel all the active printing work and restart the printer. This is because the printer
might be overloaded.
Check for issues on the computer: Every printer has its own driver so make sure you have selected the appropriate
driver for that particular printer.
ROUTINE PC MAINTENANCES
Routine maintenance for a computer involves taking regular steps that make your computer faster, more secure and
less cluttered. If your computer seems slow, displays an error message about low disk space or takes a long time to boot
up, doing routine maintenance can fix the issue and help your computer last longer. While some routine computer
maintenance tasks prevent future problems like viruses or data loss, others free up space and even fix software bugs.
Routine PC Maintenance Practices
1. Blowing dust from computer
• First, completely turn off the PC and unplug it.
• Open the cover and dust will be visible inside.
• Use PC air blower to blow the main components with air.
• You can also use cotton buds to clean up the narrow spaces.
2. Scan for virus: Computers use antivirus software such as Windows Defender or 3rd party antivirus that can
perform real-time scans on files you download and those you copy from external drives. These viruses can slow
your computer, destroy important system files or lead to theft of passwords and other personal information. When
your antivirus program detects a threat, it will alert you to delete the file or move it to a self-contained location
where it can't cause harm to your computer. For the strongest protection, set your antivirus software to download
automatic updates to protect you from the latest viruses.
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3. Clean up hard disk: As you use your computer, temporary internet files, downloaded files and cache files build up
and leave you with less hard-drive space. Running utilities such as the built-in Disk Cleanup for Windows can locate
and clear these files for you. Since visiting many websites collects files that can make your web browser sluggish, it
also helps to check your browser's preferences or settings to find its option to clear the cache or temporary internet
files. In addition to removing junk files, occasionally checking your hard drive for unused programs and files you
no longer use and removing them can restore space. If you're a Windows user, you can also try the built-in
defragmentation utility, which reorganizes the data on your drive so your computer can boot up and access files
faster.
4. Defragment hard disk: Defragmentation is the process of reorganizing the data stored on the hard drive so that
related pieces of data are put back together, all lined up in a continuous fashion. It picks up all of the pieces of data
that are spread across your hard drive and puts them back together again. Defragmentation increases computer
performance. For Windows you can launch Defragment and Optimize Drives and be aided to defragment all your
drives.
5. Operating System and Applications Updates: Installing operating system updates and keeping all your programs
updated are important PC maintenance tasks that improve your computer's security and stability. Both Windows
and Macintosh systems have the option to automatically download and install operating system updates, but you
can manually check for updates at any time using Windows Update option for Windows. Application programs also
need regular updates to fix bugs, improve performance and add new features. These programs might download
updates automatically and prompt you to install them, or you may need to check the software's help menu or
website to determine if an update is available.
6. File Backup: Backup is a copy of computer data taken and stored elsewhere so that it may be used to restore the
original after the loss of the data through deletion, corruption, hard drive crash or to recover data from an earlier
time. Backup and Restore for Windows is a utility for backups that can create a full system image, back up selected
files and let you set a frequency and time for future backups. You can use an external hard drive, flash drive or DVDs
to save your backups and then use the utility to easily restore individual files or return your computer to a previous
state. If you prefer storing important files online, you can use OneDrive, Dropbox or another cloud storage service
to have more flexible access to your data on any device that can access the service's website.
a. Connect the DVI (Digital Visual Interface), VGA (Video Graphics Array) or HDMI (High Definition Multimedia
Interface) cable to the corresponding port on both system unit and the monitor.
UNIT 8
USING ICT TO LEARN
OBJECTIVES
The student will be able to:
1. Explain concepts associated with ICT in education.
2. State the requirements for designing, creating and using multimedia in education.
3. List the advantages of using multimedia in education.
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Animation
Computer animation is the art of creating moving images via the use of computers. It simulates moving objects on-
screen.
Linear Multimedia
Linear multimedia is multimedia that is designed to be presented in a sequential manner.
Information is read or viewed in a continuous sequence without any sort of navigational abilities. They usually begin at
a predetermined starting point and end at a predetermined end point. They are usually intended for display purposes
with not much interaction or distraction from the audience or the user. They are usually referred to as Passive
Multimedia. Examples are PowerPoint presentation, slideshow of pictures, movie, TV show, etc.
Non-Linear Multimedia
Non-linear multimedia is a nonsequential type of multimedia where the person’s participation is crucial. With the
presence of an interface, the user and the media interact with each other. From a starting point, the user is given a range
of options that, according to his own preferences, will lead him to a new information. The user has the option to choose
what to watch at what time making him in control of the experience. It is usually called Interactive Multimedia.
Examples include websites, games, hypermedia, etc.
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ICT (ELECTIVE) FOR SHS – BY FREDERICK ARHIN
There must be enough exercises
Having gone through the worked examples, the multimedia must present series of exercises to train the learners.
Add cues that highlight the organization of the essential material
Humans learn best when they are shown exactly what to pay attention to on the screen.
This is achieved by thoughtfully using features such as highlighting important words and using animated arrows to
point out significant information.
With an audio narration voiceover, use only graphics on screen
Humans learn best with narration and graphics, as opposed to narration, graphics, and text.
If you design multimedia that has narrated audio, try to use only graphics or text but not both. Try to limit the amount
of text you use, rely more on visuals. Text should be used only for key definitions, lists and directions.
Produce multimedia in segments
Humans learn best when information is presented in segments, rather than one long continuous stream. This principle
suggests that learning is broken up into smaller chunks.
Make sure that no one lesson, slide, or video has too much information packed in it.
Create an introductory guide that teaches the basic definitions, terms and concepts
People learn better from a multimedia lesson when they know the names and characteristics of the main concepts.
Instead of having learners begin the learning experience right away, provide a bit of pre-training to introduce them to
the basic definitions, terms, or concepts.
ADVANTAGES OF USING MULTIMEDIA IN EDUCATION
Deeper Understanding
Multimedia learning takes advantage of the brain's ability to make connections between verbal and visual
representations of content, leading to a deeper understanding and retention of the learning experience.
Improved Problem Solving Skills
With increased students’ attention, understanding and retention, they are better able to transfer the learning experience
into identifying and solving problems.
Access to Vast Variety of Information
Computer Aided Learning (CAL) is an educational environment where a computer program is used to assist the user in
learning a particular subject. It is the use of computer technologies to enhance the learning experience. With multimedia
made available on computers, tablets, smartphones and the internet, students are today better equipped to search and
find the information they need.
Assists Students in Self-paced Learning
Multimedia in education allows students to use materials and resources to customize the way they learn which
increases their motivation. It allows students to design their own learning experience, at their own pace, according to
their own interests and learning preferences. They can pause and replay any media content, and in the case of
interactive multimedia, choses to watch any component of interest at any time and gets prompt feedback.
World Exploration
With the help of multimedia learners can explore and learn about places they have never been to. In a geography class
for example, students can explore different cities of the world, the tallest mountains and the most dangerous jungles. In
a Science class, space and planets exploration is now possible. In a biology class, the dissection of rare animals and
different habitats exploration are made simple for students benefiting of a multimedia learning environment.
Makes Teaching of Complex Concepts possible and easy
Virtual Reality (VR) is used by instructors to deliver practical contents that are difficult to implement using real life.
Virtual Reality is the use of computer modeling and simulation that enables a person to interact with an artificial three-
dimensional visual or other sensory environment. Virtual Reality applications immerse the user in a computer-
generated environment that simulates reality through the use of interactive devices, which send and receive
information and are worn as goggles, headsets, gloves, or body suits. They are usually used in areas such as military
training, training of pilots and doctors, etc.
Computer-Aided Design (CAD) is used by engineers, architects, and construction managers for creating their designs
in either 2D or 3D so that they can visualize the construction.
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UNIT 9
SPREADSHEET APPLICATION
OBJECTIVES
The student will
By the end of the lesson, you should be able to:
1. Explain spreadsheet application and give examples.
2. Describe at least two concepts and terminologies used in spreadsheets.
3. Identify at least three (3) features of Microsoft Office Excel interface
4. Enter and save data.
5. Edit data.
6. Apply protection techniques to data.
7. Format numbers, decimal points, dates and times.
8. Highlight values that meet specified conditions.
9. Merge cells.
10. Create graphs and charts to represent data.
11. Edit and format charts.
12. Work with formulas and functions in spreadsheet application.
13. State the importance of the Help Facility in spreadsheet application.
WHAT IS SPREADSHEET?
A spreadsheet is a computer application for organization, analysis, and storage of numeric data in tabular form.
It consists of a table made up of rows and columns.
Examples of spreadsheet application are:
• Microsoft Office Excel • EasySpreadsheet
• Lotus 1-2-3 • Mariner Calc
• Quatro Pro • Kingsoft Office Spreadsheet, etc
CONCEPTS AND TERMINOLOGIES
Column: Column is the vertical arrangement of cells. Columns are labelled using letters of the alphabets. The first
column is labelled A.
Row: Row is the horizontal arrangement of cells. Rows are labelled using numbers. The first row is labelled 1.
Cell: A cell is the intersection of a row and a column. Cells are named using column and row labels, e.g. A1, B4, C10 etc.
Workbook: A workbook is a spreadsheet file containing one or more sheets. Workbook starts with three worksheets
by default.
Worksheet: A worksheet is a ‘page’ in the workbook on which you enter and work with data.
FEATURES OF MICROSOFT OFFICE EXCEL
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To create more worksheets:
• Click on the last sheet tab in the row.
• Click on Insert Worksheet button on the right side of the last sheet tab.
To Rename Worksheet:
• Right-click on the sheet tab of the sheet you want to rename.
• Click on Rename from the menu that appears.
• Type the name you want to give the sheet.
• Press Enter on the keyboard.
To Delete Worksheet:
• Right-click on the sheet tab of the sheet you want to delete.
• Click on Delete from the menu that appears.
To Hide Worksheet:
• Right-click on the sheet tab you want to hide.
• From the menu, click on Hide.
To display a hidden worksheet:
• Right-click on any sheet tab.
• Click on Unhide.
• Select the name of the sheet you want to display from the dialog box.
• Click on OK.
Adding Columns and Rows
To add column or row:
• Choose where you want to add the row or the column by selecting row or column at the location.
• Click on Home tab and select Insert in the Cells group.
• Then click on Insert Sheet Columns if you are adding a column or Insert Sheet Rows if you are adding a row.
To delete column or row:
• Select the column or row you want to delete.
• Click on Home tab and select Delete in Cells group.
• Click on Delete Sheet Columns or Delete Sheet Rows depending on either row or column being deleted.
DATA PROTECTION
Data protection refers to the legal control over access to and use of data stored in computers. It is the process of
safeguarding important information from corruption, compromise or loss. One basic way of protecting data is the use
of passwords.
To set password on workbook:
• Click on Office button.
• Click on Prepare.
• Click on Encrypt Document.
• Type the password and click on OK.
• Retype password to confirm.
• Click on OK.
To remove password on workbook:
• Click on Office button.
• Click on Prepare.
• Click on Encrypt Document.
• Remove password in textbox.
• Click on OK.
FORMATTING WORKSHEET
Formatting Numbers, Decimal Points, Dates & Times
To format the content of a cell, row or column as number, decimal, date or time:
• Select the cell, row or column
• Click on Home tab
• In the Number group, click on arrow on Number Format.
• Select the format from the menu.
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To format decimal points:
• Select the cell, row or column
• Click on Home tab
• In the Number group, click on Increase Decimal or Decrease Decimal.
Thousands Separator: The thousands separator is used to insert a comma after every three digits of a number.
To insert the thousands separator:
• Select the cell, row or column
• Click on Home tab
• In the Number group, click on Comma Style icon.
Changing Font: A font is a set of characters all of one style and one size. Examples of font are Calibri, Ariel, Times New
Roman, Algerian, Cambria, Bernard MT, Broadway, etc.
To change font:
• Select the text.
• Click on Home tab.
• In the Font group, click on arrow on Font command.
• Select from the list of fonts.
Changing Font Size:
• Select the text.
• Click on Home tab.
• In the Font group, click on arrow on Font Size command.
• Select the preferred size from the list.
Increasing Font Size:
• Select the text.
• Click on Home tab.
• In the Font group, click on Increase Font Size command until the required size is selected
Decreasing Font Size:
• Select the text.
• Click on Home tab.
• In the Font group, click on Decrease Font Size command until the required size is selected.
Bold, Italics and Underline
• Select the text.
• Click on Home tab.
• In the Font group, click on Bold (Ctrl+B), Italics (Ctrl+I) or Underline (Ctrl+U) depending on the one you want
to apply.
Changing Font Colour
• Select the text.
• Click on Home tab.
• In the Font group, click on arrow on Font Color command.
• Choose from the available colours.
Changing Fill Color: Fill Color is used to change the background of cells to make them stand out. To change Fill Color:
• Select the cell.
• Click on Home tab.
• In the Font group, click on arrow on Fill Color icon.
• Choose from the list of colours.
Changing Borders: A border is a line around a cell or a block of cells in Excel. Generally, cell borders are used to make
a specific section of a spreadsheet stand out. For example, you can insert a border to draw attention of viewers to totals
or other important data on the sheet. To change borders:
• Select the cell.
• Click on Home tab.
• In the Font group, click on arrow on Borders command.
• Choose the preferred border style from the list.
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Sorting: Sorting is used in spreadsheet to organize data in a certain order. It is used to sort a text column in alphabetical
order, or numerical column from largest to smallest or smallest to largest. It is also used to sort a date and time column
from oldest to newest or newest to oldest. To sort data:
• Select the data or column.
• Click on Home tab.
• In the Editing group, click on Sort & Filter.
• Select Sort A to Z (for alphabetical or ascending order) or Sort Z to A (for descending order).
Wrap Text: Wrap Text is a feature that shows all information in a cell, even if it overflows the cell boundary. It displays
the cell contents on multiple lines, rather than one long line by forcing the text to move to the next line if full words
wouldn't be readable. To wrap text:
• Select the cell or cells.
• Click on Home tab.
• Click on Wrap Text command in the alignment group.
Conditional Formatting: Conditional formatting is a feature of spreadsheet applications that allows you to apply
special formatting to cells that meet certain specified criteria. It is most often used to highlight, emphasize, or
differentiate among data. To apply conditional formatting:
• Select the data within which the conditional formatting is to be applied.
• Click on Home tab.
• In the Styles group, click on Conditional Formatting.
• Select the category of criteria from the menu.
• Specify the criteria in the dialog box that appears and click on OK.
Merging Cells: Merging is the process of combining two or more cells to become one. To merge cells:
• Select the cells to merge
• Click on Home tab
• In the alignment group, click on Merge & Centre.
DATA HANDLING
Creating Graphs and Charts to Represent Data in a Worksheet
A graph or chart is a visual element that represents data in a worksheet to bring more understanding to the data than
just looking at the numbers. Examples are column chart, bar chart, pie chart, doughnut chart, line chart, area chart, etc.
To insert a chart:
• Enter the data for the chart.
• Select the data.
• Click on Insert tab.
• In the Charts group, click on the type of chart you want to use and select the subtype.
Editing and Formatting Charts
Moving chart to new sheet:
• Click any part of the chart.
• Click on Design tab.
• Click on Move Chart in Location group.
• Select New sheet from the dialog box and click on OK.
Giving Chart a Title
• Click any part of the chart.
• Click on Layout tab.
• In Labels group, click on Chart Title and select from the options.
• Type the title you want to give the chart.
Giving chart a Legend
Legend is a small visual representation of the chart's data series to understand each without confusion. If the data
includes many colored visuals, legends show what each visual label means. To create a Legend:
• Click any part of the chart.
• Click on Layout tab.
• In Labels group, click on Legend and select from the options.
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Creating Axis Titles:
• Click any part of the chart.
• Click on Layout tab.
• In Labels group, click on Axis Titles.
• Click on Primary Horizontal Axis Titles (for the horizontal axis) or Primary Vertical Axis Title (for the vertical
axis)
• Select from the options.
• Type the title you want to give to the axis.
USING FORMULAS & FUNCTIONS
Using Formulas
A formula is an expression that operates on values in a range of cells. Formulas enable you to perform calculations such
as addition, subtraction, multiplication, and division. Excel formulas are typed beginning with the equal sign. Examples
are “=A1+D1”, “=C6-C5”, etc.
Adding the content of two cells (e.g. A1 and D1) using a formula:
• Click in the cell which will display the result.
• Type equal to (=) and click on the 1st cell (A1).
• Type the operator (+) and click on the 2nd cell (D1).
• Press Enter on the keyboard.
Editing a formula:
• Double-click on the cell containing the formula and edit, or
• Click on the cell containing the formula, press F2 and edit, or
• Click on the cell containing the formula and edit it in the formula bar.
Using Functions
A Function is a predefined formula that performs calculations by using specific values, called arguments, in a particular
order, or structure. You can find all of Excel's functions on the Formulas tab on the Ribbon or click a cell and
press SHIFT+F3, which will launch the Insert Function dialog.
Examples of functions are:
1. Financial functions: e.g. FV, NPV, PV, RATE, RECEIVED, PRICE, DURATION, etc.
2. Logical functions: e.g. IF, AND, OR, NOT, TRUE, FALSE, etc,
3. Text functions: e.g. CONCATENATE, UPPER, LOWER, FIND, REPLACE, SEARCH, etc.
4. Date and Time functions: e.g. DAY, MONTH, YEAR, DATE, NOW, TODAY, SECOND, MINUTE, WEEKDAY, etc.
5. Lookup and Reference functions: e.g. LOOKUP, VLOOKUP, HLOOKUP, ADDRESS, COLUMN, ROW, etc.
6. Math and Trig functions: e.g. SUM, PRODUCT, QUOTIENT, COS, TAN, LCM, LOG, RAND, ROUND, etc.
7. Statistical function: e.g. COUNT, AVERAGE, FREQUENCY, MAX, MIN, MEDIAN, etc.
Structure: The structure of a function begins with an equal sign (=), followed by the function name, an opening
parenthesis, the arguments for the function separated by commas, and a closing parenthesis. E.g. =AVERAGE(F5:F8)
Arguments: Arguments can be numbers, text, cell references, constants, formulas, other functions, etc.
Argument tooltip: A tooltip with the syntax and arguments appears as you type the function. For example,
type =ROUND( and the tooltip appears.
Nesting Excel functions: In certain cases, you may need to use a function as one of the arguments of another function.
E.g. =IF(SUM(A1:D1)>50, “Pass”, “Fail”). In the example above, the SUM function is nested within the IF function.
Nesting level limits: A formula can contain up to seven levels of nested functions. When one function (we'll call this
Function B) is used as an argument in another function (we'll call this Function A), Function B acts as a second-level
function. For example, in the formula above, the SUM is a second-level function used as argument of the IF function. A
function nested within the nested SUM function is then a third-level function, and so on.
Formula Errors
Formula errors are messages that tell you clearly that something is wrong. If Excel cannot properly evaluate a
worksheet formula or function, it displays an error value. Some of the error codes are:
#NULL!
The #NULL! error occurs when a space character is used instead of a comma (,), colon (:) or mathematical operator
between two or more cell references. For example =A1 C5 or =SUM(A1 D1)
#REF!
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The #REF! occurs when a reference becomes invalid. In many cases, this is because sheets, rows, columns or cells have
been removed, or because a formula with relative references has been copied to a new location where references are
invalid.
#DIV/O!
Divide by zero (0) error occurs when a formula attempts to divide by zero. The divisor or denominator in a division
operation is equal to zero, such as =A5/0, or the divisor references a cell that is blank.
#NAME?
The #NAME? error indicates that Excel does not recognize something. This could be a function name misspelt, a named
range that doesn't exist, or a cell reference entered incorrectly. For example, If you misspell a function name, like
=SUME(A1:A10) instead of =SUM(A1:A10), then Excel will return a #NAME? error.
#NUM!
The #NUM! error occurs when a number is too large or small, or when a calculation is impossible. For example, if you
try to calculate the square root of a negative number, you'll see the a #NUM error.
#N/A error
The #N/A error appears when something can't be found. It tells you something is missing or misspelled. This could be
a product code not yet available, an employee name misspelled, a color that doesn't exist, etc. The functions most
commonly affected by the #N/A error are classic lookup functions, including VLOOKUP, HLOOKUP, LOOKUP, and
MATCH.
#VALUE!
The #VALUE! error appears when a value is not an expected or valid type (i.e. date, time, number, text, etc.). This can
happen when a cell is left blank, when a text value is given to a function that expects a numeric value, or when dates are
evaluated as text by Excel.
Absolute References
Absolute references do not change when copied. They are used to keep a row and/or column constant no matter where
they are copied. An absolute reference is designated in a formula by the addition of a dollar sign ($) before the column
and row. For example =A2+$B$2. If the dollar sign precedes the column or row (but not both), it's known as Mixed
Reference. Mixed references are used to keep either a row or column constant when copied.
$A$2 The column and the row do not change when copied.
HELP FACILITY
The help facility is a feature used in Spreadsheet application to offer assistance to users in executing tasks with the
application. The icon is located at the right side of the title bar beside the control buttons. It can also be launched by
pressing F1 on the keyboard.
UNIT 10
INTRODUCTION TO DATA PROCESSING SYSTEMS
OBJECTIVES
The student will be able to:
1. Explain concepts and terminologies associated with databases.
2. Design and create a database using a variety of ways.
3. Administer a database.
4. Create and use a query.
5. Create and use forms.
6. Design and manage reports.
Data: Data refers to known facts that can be recorded and have an implicit meaning.
Database Management System (DBMS): Database management system is a software package or system that
facilitates the creation and maintenance of a computerized database. It is an application that is used to manage a
database. Examples are MS Access, MySQL, DB2, Oracle, Apache, etc.
Table: A table is a collection of data about a specific topic that is stored in rows and columns.
Relationship: Relationship is a situation that exists between two relational database tables when one table has a
foreign key that references the primary key of the other table. It allows relational databases to split and store data in
different tables, while linking different data items.
Relational Database: A relational database is a database structured to recognize relations between stored items of
information. It is a type of database that stores and provides access to data points that are related to one another. It
organizes data into tables.
Primary Key: A primary key is a special relational database table column (or combination of columns) designated to
uniquely identify all table records. The primary key must contain a unique value for each row of data. It cannot contain
null values.
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Foreign Key: A foreign key is a column or group of columns in a relational database table that provides a link between
data in two tables. It acts as a cross-reference between tables because it references the primary key of another table,
thereby establishing a link between them.
Fields: A field is a column in a table. It represents a defined attribute that is stored for all the records in a table.
Records: A record is a row in a table. It contains organized details about a person, location or some other real-world
entity.
Report: A database report is the formatted result of database queries and contains useful data for decision-making and
analysis.
Forms: A form is a database object that you can use to create a user interface for a database application. It is a window
or screen that contains numerous fields, or spaces to enter data. It is usually used to insert data in a table, to modify the
existing data in a table or to delete data from a table.
Queries: A query is a request for data or information from a database table or combination of tables.
CREATING A DATABASE
In creating a database, one must go through two design exercises: Conceptual design and Physical design
Conceptual Design
Conceptual design of a database is an abstract model of the database from a business perspective. It is a set of concepts
to describe the structure of and operations on a database. It consists of the activities requirements gathering and
analysis. It requires a detailed description of the information needs of actual end users of the database.
Physical Design
Physical database design is the process of transforming a data model into the physical data structure of a particular
database management. It shows how the database is actually arranged on direct access storage devices. Physical
database design represents the materialization of a database into an actual system.
Text/Short Text: Short Text (formerly Text) is an alphanumeric data, used for letters of alphabets and numbers that
are not used for mathematical calculations. It is used for names, addresses, and other relatively short pieces of text. It
can store up to 255 characters.
Memo/Long Text: Memo, now called Long text in newer versions of Microsoft Access is used for long pieces of text,
such as notes and long descriptions. It can store up to 64,000 characters.
Number: Number is a numeric data used for numbers that are needed to be used in mathematical calculations.
AutoNumber: AutoNumber is unique sequential numbers or random numbers automatically inserted when you create
a record. It is used to create a primary key.
Yes/No: This is a logical data used when only one of two values is valid. E.g. Yes/No, True/False, Male/Female.
OLE Object: OLE stands for Object Linking and Embedding. It is used to attach an object such as Word document, Excel
Spreadsheet, PowerPoint presentation, etc.
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Creating Database
To create a database:
• Launch MS Access.
• Click on Blank database.
• Type name of database.
• Choose a location for the database.
• Click on Create.
• Once the database is created, a default Table1 will be created with it.
There are two views of a table in Access:
• Datasheet View: This is used to populate the table.
• Design View: This is used to define the table structure.
To switch views:
• Click on Home tab, or Fields tab of Table Tools contextual tab.
• In views group, click on View command to switch between the views or click on arrow on View command and
select the preferred view.
Creating Tables
• Click on Create tab.
• Click on Table, or Table Design in tables group.
• Switch to Design View which will require you to save the table giving it a name.
• Define table structure by typing names for the fields and selecting data types.
• You can always modify table structure by switching to Design View and making the necessary changes.
Printing Tables
Printing is the process of transferring documents from the computer onto paper. The documents are transferred to a
printer which then converts them to a physical form where the information can be read on paper.
Print Preview
Print Preview displays how the table, query or report will look when printed. It allows you to check features of the table
and the overall layout before printing.
To preview:
• Select the table you want to print.
• With the table displayed in Datasheet View, click on File.
• Click on Print from the Office menu.
• From the submenu, click on Print Preview.
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To print a table:
• Select the table you want to print.
• With the table displayed in Datasheet View, click on File.
• Click on Print from the Office menu.
• From the submenu, click on Print.
• Select the type of printer, pages you want to print and specify copies to be printed from the Print dialog box.
• Click on OK.
Deleting Record
• Select the record you want to delete.
• Right-click and select Delete Record, or press Delete on the keyboard.
• A dialog box appears telling you the action can’t be undone and asking if you are sure you want to delete.
• Click Yes if you want to go ahead and delete, or No to cancel.
Sorting Data
Sorting is used to rearrange the record according to selected criteria. It can be done in ascending or descending order.
To sort data:
• Highlight the field you want to sort.
• In the Home tab, and in Sort & Filter group, click on Ascending or Descending.
To remove sort, click on Home tab, and click on Remove Sort in the Sort & Filter group.
Filtering Data
Filtering is a useful way to see only the data that you want displayed in Access database. It is used to display specific
records in a form, report, query, or datasheet, or to print only certain records from a report, table, or query. It helps to
limit the data in a view without altering the design of the underlying object. To Filter Data:
• Highlight the field you want to filter.
• In the Home tab, and in Sort & Filter group, click on Filter.
• From the dialog box displayed, choose the criteria for the filter and click on OK.
Indexing a Table
An index is used in Access to find and sort records faster. It stores the location of records based on the field or fields
that you choose to index. After Access obtains the location from the index, it can then retrieve the data by moving
directly to the correct location. The primary key of a table is automatically indexed. You cannot index a field whose data
type is OLE Object, Calculated, or Attachment.
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To Create an Index:
• In the Navigation Pane, right-click the name of the table that you want to create the index in, and then
click Design View on the shortcut menu. Or double click the name of the table, and change the view to Design
View by clicking on View from the Home tab or Fields tab.
• Click the Field Name for the field that you want to index.
• Under Field Properties, click the General tab.
• In the Indexed property, click Yes (Duplicates OK) if you want to allow duplicates, or Yes (No Duplicates) to
create a unique index.
• To save your changes, click Save on the Quick Access Toolbar, or press CTRL+S.
To View and Edit an Index:
• In the Navigation Pane, right-click the name of the table that you want to delete the index in, and then
click Design View on the shortcut menu. Or double click the name of the table, and change the view to Design
View by clicking on View from the Home tab or Fields tab.
• On the Design tab, in the Show/Hide group, click Indexes.
• The Indexes window appears. Resize the window so that some blank rows appear and the index properties are
shown.
• All indexes will show, select the row or rows that contain the index that you want to edit, and edit the index
properties to suit your needs.
• To save your changes, click Save on the Quick Access Toolbar or press CTRL + S.
• Close the Indexes window.
To Delete an Index:
An index may be deleted when it becomes unnecessary or is having too great an impact on performance. When you
delete an index, you remove only the index and not the field or fields on which it is built.
• In the Navigation Pane, right-click the name of the table that you want to delete the index in, and then click Design
View on the shortcut menu. Or double click the name of the table, and change the view to Design View by clicking
on View from the Home tab or Fields tab.
• On the Design tab, in the Show/Hide group, click Indexes.
• The Indexes window appears. Resize the window so that some blank rows appear and the index properties are
shown.
• In the Indexes window, select the row or rows that contain the index that you want to delete, and then press
DELETE.
• To save your changes, click Save on the Quick Access Toolbar or press CTRL + S.
• Close the Indexes window.
Finding and Deleting Duplicate Records
• On the Create tab, in the Queries group, click Query Wizard.
• In the New Query dialog box, click Find Duplicates Query Wizard, and click OK.
• In the list of tables, select the table you want to use and click Next.
• Select the fields that you want to match and click Next.
• In the list of available fields, select the field or fields that contain the data that you want to update and click Next.
• Accept the suggested query name or enter a name, and click Finish to run the query.
• After you locate duplicate records, you can either edit or delete duplicate records with a query.
Renaming a Table
• In the Navigation Pane, right-click the table that you want to rename, and then click Rename on the shortcut
menu. You must close all open objects that reference the table before you can rename it.
• Type the new name and then press ENTER.
• To save your changes, click Save on the Quick Access Toolbar.
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Creating a Query
• Click Create tab.
• Select Query Wizard.
• Select Simple Query Wizard, and click OK.
• Select the table that contains the field
• Add the Available Fields you want displayed to the ‘Selected Fields’, and select Next.
• Accept the suggested query name or enter a name for the query.
• Choose whether you want to ‘Open the query to view information’ or ‘Modify the query design.
• Select Finish.
Creating Forms
A form is a window or screen that contains numerous fields, or spaces to enter data. It is usually used to insert data in
a table, to modify the existing data in a table or to delete data from a table. While making an entry into fields of a form,
it is important to be careful about field’s data types, which are generally, set when the form is created.
Forms can be created in many different ways in MS Access:
• Creating a default form based on all of the fields available in a table or query.
• Creating a form based on a number of different wizards that walk the user through the forms creation process.
• Creating the form by hand using a Design view.
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UNIT 11
INTRODUCTION TO PROGRAMMING
OBJECTIVES
By the end of the lesson, you should be able to:
1. Explain programming language.
2. Trace the development of programming languages from 1954 to date.
3. Identify the categories of programming languages.
4. State the differences between the categories of programming languages.
5. Describe the features of particular Programming Languages.
6. Explain common terminologies associated with programming.
7. State the basic steps involved in the development of a computer program.
8. Explain the concept of Algorithms.
9. Explain the techniques used for representing Algorithms.
10. State the Algorithm building blocks.
11. Explain the concept of flow chart.
12. Explain the factors to consider in constructing flowcharts.
13. Construct a flow chart.
14. Identify flow chart symbols.
15. Identify types of flow chart.
Syntax
Syntax refers to the rules that define the structure of a language. It is the rules that control the structure of the symbols,
punctuation, and words of a programming language. It tells us what arrangements of characters create a valid
statement in a language. It determines how we organize the elements in our code to make it legible to the computer.
Semantics
Semantics is the meaning that the elements in a code convey. The semantic value of a line of code is its content or
meaning.
The Development of Programming Language
The first programming language was developed in 1883 when Ada Lovelace and Charles Babbage worked together on
the Analytical Engine, which was a mechanical computer. Lovelace wrote an Algorithm for the Analytical Engine to
compute Bernoulli numbers. This algorithm is considered to be the 1st programming language.
In 1949, Assembly language was first used as a type of computer programming language that was able to simplify
machine code language, which is necessary for telling a computer what to do.
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In 1952, Autocode was developed by Alick Glennie for the Mark 1 computer at the University of Manchester in the U.K.
Autocode is considered to be the first compiled computer programming language, meaning that it can be translated
directly into machine code using a program called a compiler.
In 1957, John Backus created FORTRAN which is used for scientific, mathematical, and statistical work. FORTRAN
stands for Formula Translation. It is one of the oldest computer programming languages still in use today.
In 1958, a committee created Algol for scientific use. Algol stands for Algorithmic Language. Algol served as a starting
point in the development of languages such as Pascal, C, C++, and Java.
In 1959, COBOL was created by Dr. Grace Murray Hopper as a computer programming language that could run on all
brands and types of computers. COBOL stands for Common Business Oriented Language. It is used in ATMs, credit
card processing, telephone systems, hospital and government computers, automotive systems, and traffic signals.
Again, in 1959, John McCarthy created LISP which is still in use. LISP stands for List Processing language. It was
originally created for artificial intelligence research but today can be used in situations where Ruby or Python are used.
In 1964, BASIC was developed by John G. Kemeny and Thomas E. Kurtz at Dartmouth College so that students who did
not have a strong technical or mathematical understanding could still use computers. BASIC stands for Beginner’s All-
purpose Symbolic Instruction Code.
Pascal was developed by Niklaus Wirth in 1970. It was named in honor of the French mathematician, physicist, and
philosopher Blaise Pascal. It is easy to learn and was originally created for teaching computer programming. It was the
main language used for software development in Apple’s early years.
In 1972, Smalltalk was developed by Alan Kay, Adele Goldberg, and Dan Ingalls at Xerox Palo Alto Research Center.
Smalltalk allowed computer programmers to modify code.
C was developed by Dennis Ritchie at Bell Labs in 1972. C is considered by many to be the first high-level language. A
high-level computer programming language is closer to human language and less to machine code. C was created so
that an operating system called Unix could be used on many different types of computers. It has influenced many other
languages, including Ruby, C#, Go, Java, JavaScript, Perl, PHP, and Python.
In 1972, SQL was developed by Donald D. Chamberlin and Raymond F. Boyce at IBM. SQL stands
for Structured Query Language. It is used for viewing and changing information that is stored in databases. SQL uses
command sentences called queries to add, remove, or view data.
In 1978, MATLAB developed by Cleve Moler. MATLAB stands for Matrix Laboratory. It is one of the best computer
programming languages for writing mathematical programs and is mainly used in mathematics, research, and
education. It can also be used to create two- and three-dimensional graphics.
In 1983, Objective-C was created by Brad Cox and Tom Love. Objective-C is the main computer programming language
used when writing software for macOS and iOS, Apple’s operating systems.
In 1983, C++ which is an extension of the C language was developed by Bjarne Stroustrup. It is one of the most widely
used languages in the world. C++ is used in game engines and high-performance software like Adobe Photoshop. Most
packaged software is still written in C++.
In 1987, Perl was originally developed by Larry Wall as a scripting language designed for text editing. Its purpose was
to make report processing easier. It is now widely used for many purposes, including Linux system administration, Web
development, and network programming.
Haskell was developed in 1990. it was named after Haskell Brooks Curry, an American logician and mathematician.
Haskell is called a purely functional computer programming language, which basically means that it is mostly
mathematical. It is used by many industries, especially those that deal with complicated calculations, records, and
number-crunching.
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In 1991, Python was designed by Guido Van Rossum. Python is easier to read and requires fewer lines of code than
many other computer programming languages. It was named after the British comedy group Monty Python. Popular
sites like Instagram use frameworks that are written in Python.
In 1991, Visual Basic was developed by Microsoft. It allows programmers to choose and change pre-selected chunks of
code in a drag-and-drop fashion through a graphical user interface (GUI).
In 1993, R was developed by Ross Ihaka and Robert Gentleman at the University of Auckland, New Zealand. R is named
after the first names of the first two authors. It is mostly used by statisticians and those performing different types of
data analysis.
In 1995, Java was developed by Sun Microsystems. It was originally called Oak It was intended for cable boxes and
hand-held devices but was later enhanced so it could be used to deliver information on the World Wide Web. Java is
everywhere, from computers to smartphones and the rest.
In 1995, PHP was created by Rasmus Lerdorf. PHP is used mostly for Web development and is usually run on Web
servers. It originally stood for Personal Home Page, as it was used by Lerdorf to manage his own online information.
PHP, now being referred to as Hypertext Preprocessor is widely used to build websites and blogs.
In 1995, Ruby was created by Yukihiro “Matz” Matsumoto, who combined parts of his favorite languages to form a new
general-purpose computer programming language that can perform many programming tasks. It is popular in Web
application development. Ruby code executes more slowly, but it allows for computer programmers to quickly put
together and run a program.
In 1995, JavaScript was created in just 10 days by Brendan Eich. It is mostly used to enhance many Web browser
interactions. Almost every major website uses Javascript.
In 2000, C# was developed by Microsoft with the goal of combining the computing ability of C++ with the simplicity of
Visual Basic, C# is based on C++ and is similar to Java in many aspects. It is used in almost all Microsoft products and is
primarily used for developing desktop applications.
In 2003, Scala was created by Martin Odersky. Scala is a computer programming language that combines functional
programming, which is mathematical, with object-oriented programming, which is organized around data that controls
access to code. Its compatibility with Java makes it helpful in Android development.
In 2003, Groovy was developed by James Strachan and Bob McWhirter, Groovy is derived from Java and improves the
productivity of developers because it is easy to learn and concise.
In 2009, Go was developed by Google to address problems that can occur in large software systems. It was intended to
improve the working environment for programmers so they could write, read, and maintain large software systems
more efficiently.
In 2014, Swift was developed by Apple as a replacement for C, C++, and Objective-C, Swift is supposed to be easier to
use and allows less room for mistakes. It is versatile and can be used for desktop and mobile apps and cloud services.
Today, computer programming languages in use were built on the concepts designed in older languages. Meanwhile,
many older languages are still in use or are being used as a foundation for new languages. The newer computer
programming languages often aim to simplify the work of programmers.
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Advantages of High-Level Language
• High-level languages are easier to learn than assembly language.
• Less time is required to write programs.
• They provide better documentation.
• They are easier to maintain.
• They have an extensive vocabulary.
• They are portable – not designed to run on just one type of machine
Low-Level Language
Low-level languages are programming languages that use only primitive operations of the computer. They contain basic
instructions recognized by a computer. They are used to write programs that relate to the specific architecture and
hardware of a particular type of computer. Since the architecture of computer differs from one machine to another, each
type of computer has a separate low-level language. In other words, programs written in one low-level language for one
architecture cannot be ported to any other machine. Programs written in a low-level language are directly executable
on the computing hardware without any interpretation or translation. They are closer to the native language of a
computer, making them harder for programmers to understand. Examples are Machine Language and Assembly
Language.
Machine Language
Machine language is a collection of binary digits or bits that the computer reads and interprets. All the instructions
including operations, registers, data and memory locations are given in the binary equivalent making them directly
executable on the computer without any translations. It is also known as 1st Generation Programming Language or
Machine Code or Object Code. Example of machine language for the text, “Hello” is
01001000 01100101 01101100 01101100 01101111
Assembly Language
An assembly language is a type of low-level programming language that is intended to communicate directly with a
computer’s hardware. Unlike machine language, which consists of binary and hexadecimal characters, assembly
languages are designed to be readable by humans. It substitutes alphabetic or numeric symbols for the binary codes of
machine language. Assembly language requires a translator known as Assembler for translating the codes into machine
language. It is referred to as 2nd Generation Programming Language. The most commonly used assembly languages
include ARM, MIPS, and x86.
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Differences between High-Level and Low-Level Languages
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Operators
Operators are various symbols used to perform arithmetic and logical operations in programming language. E.g. 18 +
56, in this expression, + is the operator and 18 and 56 are operand. In A – B > C, - and > are the operators, while A, B and
C are operand. Operators can be classified into 4 types:
❖ Arithmetic operators
❖ Relational operators
❖ Logical operators
❖ String operators
Arithmetic Operators
Arithmetic operators are used to perform basic mathematical calculations such as addition (+), subtraction (-),
multiplication (*), division (/) and exponentiation (^).
Relational operators
Relational or comparison operators are used to compare two values. The relational operators used in QBASIC are equal
to (=), not equal to (<>), greater than (>), less than (<), greater than or equal to (>=), and less than or equal to (<=)
Logical operators
Logical operators are used to combine two or more relational expressions. It gives two logical values "True" or "False".
The logical operators used in QBASIC are AND, OR, NOT.
String operator
String operator joins two or more strings. This process is called concatenation. The '+' sign is used as the String operator.
Precedence
Precedence determines the order in which operations are evaluated. Operators with higher precedence are evaluated
first. Its order follows the acronym BEDMAS (Bracket, Exponent (^), Division, Multiplication, Addition, Subtraction). E.g.
3+5*2=13
Input/Output Statements
Input/output statement is a portion of program that instructs a computer how to read and process information. It puts
together information from an input device or sends information to an output device. In QBasic, INPUT is a keyword used
to request input from the user before the program would continue to run. E.g. INPUT “What is your name? ”
Built-in Functions
A built-in function is a function that is already available in a programming language, and can be accessed by end
users. They are reserved words used in a particular programming language. They are pre-defined by the library of the
language. In QBasic, we have examples like PRINT, INPUT, END, CLS, DIM, IF, etc.
❖ CLS stands for Clear Screen. It is used to clear the output screen.
❖ REM is used to add comments anywhere in the program. It helps to make the source code simpler for humans to
understand and is ignored while running the program.
❖ PRINT is used to display the output on the screen. We can also use question mark (?) to mean PRINT.
❖ INPUT is used to accept keyboard input when the program is running. This statement allows a user to input data
into the computer’s memory. The corresponding variables store the input value.
❖ END is used to terminate the execution of the program. It is usually used at the end of the program to stop further
execution.
❖ LET is used to assign value to a variable. The LET statement allows us to assign any value to a variable. Eg. LET A$
= “SCIENCE 3”
❖ LINE INPUT is used to input a line of data at a time and after entering it acts as a string. It is commonly used to read
a line from a sequential file into a String or Variant variable.
❖ SWAP is used to exchange the value of two variables having the same data types. E.g. SWAP A, B
Sequential Execution
This is when your instructions are executed in the same order that they appear in the program, without repeating or
skipping any instructions from the sequence.
Conditional Execution
Conditional execution is a feature of programming which performs different computations or actions depending on
whether a specified Boolean condition evaluates to true or false. Examples are seen in IF statements.
Looping Constructs
A loop is a sequence of instructions that is continually repeated until a certain condition is reached.
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Nested Loop
Nested loop is a loop within another loop.
Single Dimensional Array
An Array is a variable which stores different values of the same data type. It is used to organize multiple variables. Single
dimensional array can be thought of as a single column of a specified number of rows used to hold related data. It is a
single list of elements. To declare an array DIM (dimension) statement is used. E.g. DIM A(2), 2 inside the parenthesis
means this array can hold 3 elements, thus 0 to 2. If you want to create a string array variable then you need to add
dollar ($) at the end of the name of array variable. E.g. DIM A$(2)
TERMINOLOGIES ASSOCIATED WITH PROGRAMMING
Source Code
A source code is any collection of computer instructions, written using a human-readable programming language,
usually as plain text. It is the set of instructions and statements written by a programmer using a computer
programming language. It is later translated into machine language by a compiler. It contains declarations, instructions,
functions, loops and other statements, which act as instructions for the program on how to function.
Boolean Expression
Boolean expression is a logical statement which is evaluated to be True of False. E.g. A > B
Class
A class is a blueprint that defines the variables and the methods common to all objects of a certain kind.
Comment
Comment is a programmer-readable explanation in the source code of a computer program. It is added with the purpose
of making the source code easier for humans to understand and generally ignored by compilers and interpreters.
Compiler
A compiler is a special program that translates a programming language's source code into machine
code. The Assembler is used to translate the program written in Assembly language into machine code.
Interpreter
An interpreter is a special program that translates a single statement of a source program into machine code and
executes them immediately before moving on to the next line. If there is an error in the statement, the interpreter
terminates its translation process at that statement and displays an error message. The interpreter moves on to the
next line for execution only after the removal of the error. An Interpreter directly executes instructions written in a
programming or scripting language without previously converting them to an object code or machine code. Example:
Perl, Python and Matlab. etc.
Differences between Compiler and Interpreter
Compiler Interpreter
Converts the entire source code of a programming Interpreter takes a source program and runs it line by
language into executable machine code for a CPU line, translating each line as it comes to it
Takes a large amount of time to analyze the entire source Takes less amount of time to analyze the source code but
code but the overall execution time of the program is the overall execution time of the program is slower.
comparatively faster.
Generates the error message only after scanning the Its Debugging is easier as it continues translating the
whole program, so debugging is comparatively hard as the program until the error is met.
error can be present anywhere in the program
Requires a lot of memory for generating object codes. Requires less memory than a compiler because no object
code is generated.
Bug
A bug is an error, flaw, failure or fault in a computer program or system that causes it to produce an incorrect or
unexpected result, or to behave in unintended ways.
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Debugging
Debugging is the routine process of locating and removing computer program bugs, error or abnormalities, which is
methodically handled by software programmers via debugging tools.
Syntax Error
A syntax error is an error in the source code of a program, such as spelling and punctuation errors which causes an
error message to be generated by the compiler.
Compile-Time Error
Compile-time is the time at which the source code is converted into an executable code.
Compile-time error occurs when we write the wrong syntax or semantics. If we write the wrong syntax or semantics of
any programming language, then the compile-time errors will be thrown by the compiler. The compiler will not allow
to run the program until all the errors are removed from the program.
Runtime Error
Runtime is the time at which the executable code is started running. Runtime errors are errors that occur during
program execution after successful compilation. Some of the common run-time errors are division by zero also known
as Division error, determining the square root of a negative number.
Differences between Compile-Time Error & Runtime Error
Occurs at a time when the source code is converted Occurs at a time when the executable code is started
into an executable code. running.
The compiler prevents the code from execution if it The compiler does not detect the error, so it cannot
detects an error in the program. prevent the code from execution and therefore
produce wrong results.
It contains the syntax and semantic errors such as It contains the errors such as division by zero,
missing semicolon at the end of the statement. determining the square root of a negative number.
Coding
A Code refers to the set of instructions, or a system of rules, written in a particular programming language. Coding is
the process of transforming ideas, solutions, and instructions into the language that the computer can understand. It is
the process of creating instructions for computers using programming languages.
Object-Oriented Programming (OOP)
Object-oriented programming (OOP) is a computer programming model that organizes software design around data, or
objects, rather than functions and logic. It relies on classes and objects. It is used to structure a software program into
simple, reusable pieces of code blueprints, usually called classes, which are used to create individual instances of
objects. Examples of object-oriented programming languages, including JavaScript, C++, Java, Python, etc.
PROGRAM DEVELOPMENT LIFE CYCLE
Program development is the process of creating application programs. The program development life cycle (PDLC) is a
set of steps or phases which are used to create a program in any programming language. It is a systematic way of
developing quality software. It provides an organized plan for breaking down the task of program development into
manageable chunks, each of which must be successfully completed before moving on to the next phase.
Phases of Program Development Life Cycle
Program Development Life Cycle has six (6) phases:
1. Problem definition
2. Problem analysis
3. Algorithm design and representation
4. Actual coding
5. Testing and debugging
6. Complete documentation and operator procedures ready for implementation
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Problem Definition
Problem definition is the stage where we define the problem statement and decide the boundaries of the problem. We
seek to understand the problem statement, the requirements, and the output of the problem solution.
Problem Analysis
The analysis stage includes gathering all the specific details required for a new system. This includes all the
specifications for software, hardware, and network requirements for the system they plan to build. We collect precise
requirements from the customer to present a solution fine-tuned to their needs.
Algorithm Design and Representation
During this phase, we develop a step by step procedure to solve the problem using the specification given in the analysis
phase. We write the solution in step by step statements using pseudo code or flowchart.
Actual Coding
This phase, also called development stage is the part where developers actually write code and build the application
according to the earlier design documents and outlined specifications. The developer writes the program to solve the
given problem using a programming language.
Testing and Debugging
Software testing is the process of assessing the functionality of a software. It is the process of verifying a system with
the purpose of identifying any errors, gaps or missing requirement. In this phase, we check whether the written code in
the previous step is solving the specified problem or not. It is used by developers to identify bugs or defects that need
to be tracked and fixed. It is done to determine if it is providing the desired output or not.
Complete documentation and operator procedures ready for implementation
Software documentation is written text or illustration that accompanies computer software or is embedded in the
source code. This stage involves user training, installation of hardware, installation of software onto production
computers, and integration of the system into daily work processes. The users are trained on, or aided with the
documentation on how to operate the software and how to keep the software operational. The software is maintained
timely by updating the code according to the changes taking place in user end environment or technology
ALGORITHMS
Algorithm is a set of instructions followed to produce a solution to a given problem. It is a step by step instructions for
solving a recurrent problem. Algorithms are usually in five (5) states:
1. START
2. INPUT
3. PROCESS
4. OUTPUT
5. STOP
Techniques for Representing Algorithms
1. Pseudo Code
2. Flowcharts
3. Actual Code
Pseudo Code
Pseudo code is a readable description of what a computer program or algorithm must do. It is a plain language
description of the steps in an algorithm. It is expressed in a formally-styled natural language rather than in a
programming language. It resembles and models a real programming code. For example:
1. Finding sum of two numbers
START
Accept first number
Accept second number
Compute sum of the two numbers
Display sum of the two numbers
END
2. Converting temperature in Celsius to Fahrenheit.
START
Accept value of temperature in Celcius
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ICT (ELECTIVE) FOR SHS – BY FREDERICK ARHIN
Compute value of Fahrenheit using the accepted Celcius value
Display the value of Fahrenheit
END
Algorithm Building Blocks
Algorithm building blocks are the three (3) forms problems can be solved using an algorithm. All problems can be solved
by employing any one or combinations of the following:
❖ Sequences
❖ Conditionals
❖ Loops
Sequences
Sequences are step by step instructions that are executed in the precise order they are written in. All instructions are
executed one after another. They are usually written in:
statement block 1
statement block 2
statement block 3
E.g. Algorithm for adding two numbers
START
Get two numbers as input and store them into A and B
Add the numbers A and B and store into C.
Display the value of C
STOP
Exercise
Write pseudo code for:
1. Finding average of four numbers when sum is given
2. Finding product of three numbers
3. Adding 5,15, 25, 35, 40
4. Displaying name, index number and examination score of a student.
Conditionals
The program selects between alternative courses of action depending upon the evaluation of a condition. It allows the
program to choose only one action among several alternative conditions. It causes the program control to be transferred
to a specific part of the program based upon the condition. If the conditional test is true, one part of the program will be
executed, otherwise it will execute the other part of the program. It is also called Selection. It is usually written as:
If condition = true
statement block 1
Else
statement block 2
End if
OR
If condition = true
statement block 1
Elseif condition = false
statement block 2
Else
statement block 3
End if
1. Finding biggest among two numbers
START
Get two numbers as input and store into D and E
If D is greater than E then
Print D is bigger
Else
Print E is bigger
End if
END
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2. Determining whether an age is greater than, less than or equal to 18
START
Accept the age and store into f
If f is greater than 18 then
Display You are greater than 18
Else if f is less than 18 then
Display You are less than 18
Else
Display You are equal to 18
End if
END
3. Write a pseudo code to determine grade of student’s exam score using:
80-100 – A1
60-79 – B2
40-59 – B3
<40 – F9
Loops
A loop is a set of statements that is repeatedly executed as long as a condition is true. It is used to execute a part of a
program more than once. It is also called Iteration. Looping in qBasic is done using:
❖ FOR…..NEXT
❖ DO…….LOOP
❖ WHILE……..WEND
FOR……..NEXT
FOR…..NEXT allows you to execute a part of a program a certain number of times.
FOR counter = start TO end [STEP increment]
[statement block]
NEXT counter
1. Algorithm to display “I love Programming” five times
START
FOR a = 1 to 5
Display I Love Programming
NEXT a
END
2. Algorithm to display 1,3,5,7,9
START
FOR b = 1 to 10 STEP 2
Display b
NEXT b
END
3. Algorithm to display 7,4,1,-2,-5
START
FOR c = 7 to -6 STEP -3
Display c
NEXT c
DO…..LOOP
Do…….LOOP is used to repeat a block of statements while a condition is true or until a condition becomes true.
DO [{WHILE : UNTIL} condition
[statement block]
LOOP
or
DO
[statement block]
LOOP [{WHILE : UNTIL} condition]
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1. Loop to sum numbers up to 100
START
initialize sum to zero
DO WHILE sum < 100
Compute sum of the numbers
LOOP
Display the value of sum
END
Or
START
initialize sum to zero
DO
Compute sum of the numbers
LOOP WHILE sum < 100
Display the value of sum
END
WHILE…..WEND
WHILE……WEND is used to execute a series of statements as long as a specified condition is true. If the condition is
True, all statements are executed until WEND keyword is encountered. If the condition is false, the loop is exited and
the control jumps to very next statement after WEND keyword.
WHILE condition
statements
WEND
1. Algorithm to display natural numbers from 1 to 10
START
Initialize counter to 1
WHILE n <= 10
Display n
Increase n by 1
WEND
STOP
2. Algorithm to display even numbers up to 20
START
Initialize counter to 2
WHILE c <= 20
Display c
Increase c by 2
WEND
STOP
FLOWCHARTS
Flowcharting is a method of pictorially representing a step-by-step solution to a problem before you actually start to
write the computer instructions required to produce the desired results. It combines symbols and flow lines to
graphically show the operation of an algorithm. A Flowchart is a diagram made up of shapes connected by arrows. Each
shape represents a step in the process and the arrows show the order in which they occur.
Factors to Consider in Constructing Flowcharts
1. Think through the problem solution step-by-step.
2. Analyse the specifications in terms of:
a. The required inputs
b. The output desired
c. The operations and procedures required to produce the output
3. Clarify the problem by having a narrative definition of the problem definition.
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4. Develop a flowchart showing the logic, steps, and sequence of steps you want the computer to execute in order to
solve the problem.
Flowchart Symbols
❖ The basic symbols usually used in flowcharting include:
a. Terminal
b. Process
c. Input/output
d. Decision
e. Connector
f. Predefined process, etc
Constructing Flowchart
Flowchart for finding average of 6 numbers, where the sum of the numbers is given.
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Flowchart to accept 2 numbers, calculate sum and product and display answer on screen
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Program repeatedly asks for entry of a number in the range 1 to 100 until a valid number is entered.
UNIT 12
INTRODUCTION TO DESKTOP PUBLISHING APPLICATION
OBJECTIVES
After going through this lesson, you should be able to:
• Identify the types of desktop publishing application package
• Identify the features of the desktop publishing application
• Explain the terminologies in desktop publishing application
• Explain the principles of designing publications
• Plan a publication for designing
• Design publication
• Edit publication
• Format background of publication
• Format text in a publication
• Print publication
DESKTOP PUBLISHING APPLICATION WINDOW
Desktop publishing is the design and production of publications using personal computers with graphics capability. It
allows individuals, businesses and other organizations to self-publish a wide range of printed matters. It allows you to
use different typefaces, specify various margins and justifications and embed illustrations and graphs directly into the
text. It is used for printing magazines, newsletters, brochures, greeting cards, invitation cards, posters, business cards,
letterheads, certificates, banners, books, etc.
Desktop Publishing Application Packages
Desktop publishing application package is a software on personal computers that have graphics capabilities for the
design and production of publications. Examples are Adobe InDesign, PageMaker, QuakXpress, Publisher, PagePlus,
etc.
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ICT (ELECTIVE) FOR SHS – BY FREDERICK ARHIN
Adobe InDesign
Adobe InDesign is the most common program from the list of desktop publishing software examples, introduced by
Adobe Systems/Inc. in 1999. This program is used by marketers, designers, publishers, and many other specialists all
over the world to create high-quality documentation. It is known for its unrivaled features used for creating
professional publications, interactive documents, and multimedia proposals, adding audio or video elements, etc.
UNIT 13
NETWORKING
OBJECTIVES
After going through this lesson, you should be able to:
NETWORK CONCEPTS
Networking is the process of connecting two or more computers to share resources.
Server: Server is a computer that provides resources to other computers on a network.
Client: Client is a personal computer in networking that connects to the server and uses the network services to
perform user’s tasks.
Protocol: Network protocols are a set of rules outlining how connected devices communicate across a network to
exchange information easily and safely. They serve as a common language for devices to enable communication
irrespective of differences in software, hardware, or internal processes. It determines how data is transmitted
between different devices in the same network.
Modem: Modem stands for Modulator-Demodulator. It is a computer hardware device that converts data from a
digital format into analog format suitable for transmission through medium such as telephone or radio.
Router: A router is a networking device that forwards data packets between computer networks. It is designed to
receive, analyze, and forward data packets between computer networks. They are sometimes confused with network
hubs, modems, or network switches. However, routers can combine the functions of these components, and connect
with these devices, to improve Internet access or help create business networks.
Network Switch: A network switch is a device that connects devices in a network to each other, enabling them to
exchange data packets.
Network Hub: A hub is a device which is used to connect multiple devices in a network. It is simple and less
sophisticated than a switch. It is also used to broadcast data to every computer or other devices connected to the hub.
Network hubs are best suited for small, simple Local Area Network (LAN) environments.
Network Interface Card (NIC): A Network Interface Card (NIC) is a hardware component, typically a circuit board or
chip, which is installed on a computer so it can connect to a network.
Gateway: A gateway is a device that connects two networks and translates information from one to the other. It
allows data to be transmitted between two dissimilar networks.
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Node: A node is a connection point in a network. A network node is a type of endpoint that receives, transmits,
exchanges and stores digital information within a network. E.g. router, switch, client, printer, etc
TYPES OF NETWORKS
1. Local Area Network (LAN)
2. Metropolitan Area Network (MAN)
3. Wide Area Network (WAN)
Local Area Network (LAN): LAN is a computer network that links devices in one physical location, such as a building,
office, or home.
Metropolitan Area Network (MAN): A metropolitan area network (MAN) is the interconnection of computers that
spans an entire city or campus, or some other municipal or organizational territory. MANs are formed by connecting
multiple LANs.
Wide Area Network (WAN): A wide area network or WAN is a network that extends over a large geographic area,
connecting multiple LANs. It is used by businesses, education and government entities to relay data and information
at different geographical locations.
NETWORK TOPOLOGY
Network topology is the arrangement of the elements of a network.
Types of Network Topology
❖ Bus or linear topology
❖ Ring topology
❖ Star topology
❖ Tree topology
Bus Topology
Bus topology is the type of topology in which all the nodes are connected to a single cable which has exactly two ends.
It is easy to connect computers and requires less cable length. One disadvantage of bus topology is that the entire
network shuts down if there is a break in the main cable.
Ring Topology
A ring topology is a network topology where device connections create a circular data path. Each networked device is
connected to two others. When a device sends data, it must travel through each device on the ring until it reaches the
destination. One disadvantage is that the breakdown of any computer on the ring can disable the entire system.
Star Topology
Star topology is a network topology in which each network component is physically connected to a central node such
as hub or switch. The central hub acts like a server and the connecting nodes act like clients. When the central node
receives a packet from a connecting node, it can pass it on to other nodes. The network does not necessarily have to
resemble a star but all of the nodes must be connected to a central device. The star topology is considered the easiest
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topology to design and set up. It is simple to add nodes. The breakdown of any node does not affect the network.
However, when the central node breaks down, the whole network cannot function.
Tree Topology
Tree topology combines the characteristics of star and bus topologies. It is a type of topology in which a number of
star networks is connected using bus.
UNIT 14
INTRODUCTION TO WEBSITE DESIGNING
OBJECTIVES
By the end of the lesson, you should be able to:
1. Explain the term HTML.
2. State the basic structure for HTML coding
3. Use basic HTML tags
4. Explain some best practices in website designing
5. Create tables using HTML code
6. Format tables (width, height, cellpadding, border)
7. Insert text into table
8. Format text using HTML code
9. Create an ordered and unordered list
10. Insert images
11. Insert hyperlinks
12. Create HTML forms
INTRODUCTION TO HTML
HTML stands for Hypertext Markup Language. It was created by Tim Berners-Lee at CERN, which is a European
Laboratory for Particle Physics in Geneva. Hypertext is any text which serves as a link to another resource. Markup
refers to the symbols or sequence of characters added to the ordinary text to define the structure of the text. HTML is a
method where ordinary text can be converted into hypertext using a special set of symbols to control the layout and
appearance of text. It is a platform independent language that can be used on any platform such as Windows, Linux,
Macintosh, etc.
To display a document in web, it is essential to markup the different elements such as headings, paragraphs, tables, etc.
of the document with HTML tags. To view a markup document, user has to open the document in a browser. A browser
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understands and interprets the HTML tags, identifies the structure of the document and makes decisions about
presentation of the document. HTML document is created using a text editor such as Notepad or WordPad. It is saved
with the file extension .htm or .html.
BASIC STRUCTURE OF HTML CODING
HTML tags are written within the less than (<) and greater than (>) signs, also known as angle brackets. They signify
the opening and closing of the commands. The closing of the command has a forward slash sign (/) attached to it.
HTML document has 3 basic sections:
1. HTML section
2. Header section, and
3. Body section
HTML Section
Every HTML document begins with an opening HTML tag and end with a closing HTML tag (<HTML> … … </HTML>).
The HTML tag tells the browser that the content between these two tags is an HTML document.
Header Section
The header section begins with a <HEAD> tag and ends with a closing head tag </HEAD>. It contains the title that is
displayed in the navigation bar of the webpage. The title itself is enclosed within a TITLE tag, which begins with <TITLE>
tag and is closed with </TITLE> tag. The browser uses the Title to store bookmarks. The title also serves as keyword
when users are searching for information.
Body Section
The body section comes after the head section. It contains the text, images and links that you want to display in your
webpage. It begins with a <Body> tag and ends with a </Body>. E.g.
<html>
<head>
<title> TRIAL </title>
</head>
<body>
MY 1ST HTML
</body>
</html>
Horizontal Line/Rule
<hr>…</hr> tag is used to rule horizontal line across the page above the text carrying the tag. E.g.
<html>
<head>
<title> HORIZONTAL LINE </title>
</head>
<body>
<p><i> MY 1ST HTML. </i> <hr>
Things are moving on well.</hr></p>
</body>
</html>
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Alignment
The align attribute is used to align HTML elements such as text, images, paragraphs, divisions, etc. on the webpage. E.g.
<html>
<head>
<title> ALIGNMENT </title>
</head>
<body>
<p align = center><b> ALIGNMENT</b>
<p align = left> This text is left aligned
<p align = right> This text is right aligned
<p align = justify> This text is justified
</body>
</html>
Headings
The heading element is used to provide a heading for the content displayed on the webpage. The headings are displayed
bigger and bolder than the regular text. There are 6 heading sizes available in html, H1 to H6.
<html>
<head>
<title> HEADINGS STYLES </title>
</head>
<body>
<H1> HEADING 1 </H1>
<H2> HEADING 2 </H2>
<H3> HEADING 3 </H3>
<H4> HEADING 4 </H4>
<H5> HEADING 5 </H5>
<H6> HEADING 6 </H6>
</body>
</html>
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DESIGNING A WEBSITE USING HTML
Best Practices in Website Designing
Thorough planning on paper: Developing a website begins by thoroughly planning on paper about the content and
the design of the webpages. You must determine what must go into the website on paper before implementation.
Use images: Images are vital elements of webpages. The quality of images you use will make your website appealing to
users. Quality images convey a sense of quality in your website. You must use high quality images that can also load
easily on all web applications since it is frustrating when webpages take a long time to load images.
Choice of Colours: A website that has too many different colours not only makes it difficult to digest information but
also makes your work look unprofessional. Try to use 3 to 6 colours at most throughout the website.
Use of Fonts: Choose not more than two different font families and not more than three different sizes of the font.
Make Text Legible: When overlaying text on top of images, always make sure the text is readable.
Be efficient with space: Do not overcrowd too much information in a small area of your webpage. Communicate
information well without overpopulating your pages text, links and graphics.
CREATING TABLES USING HTML
We use tables to display data in tabular form with rows and columns. A table gives us a certain amount of control over
the placement of text and images on the webpage.
Tags for Creating Table
The <table> tag is used to create table in the HTML document. Each row of the table is defined using <tr> tag. Cells
within the table are created using <td> tag. The <th> tag is used to specify the header cells which usually renders text
centered and bold. For Example
<html>
<head>
<title> TABLES </title>
</head>
<body>
<table border = 1>
<tr>
<th> NAME OF STUDENT </td>
<th> INDEX NUMBER </td>
<th> CLASS </td>
</tr>
<tr>
<td> Christabel </td>
<td> 31 </td>
<td> Sc.3 </td>
</tr>
<tr>
<td> Jennifer </td>
<td> 32 </td>
<td> Sc.3 </td>
</tr>
</table>
</body>
</html>
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Formatting Table Height, Width, Border & Cell Padding
You can always specify the width, height, border, header and cell padding of your table in the <table> tag.
Cellpadding: Cellpadding is used to specify the amount of space between the border of a table cell and its contents. E.g.
<table cellpadding = 10>
Border: Border is used to set lines at the edges of cells and the table. E.g. <table border = 3>
For Example: Width, Height, Border & Cell Padding of Table
<html>
<head>
<title> FORMATTING TABLES </title>
</head>
<body>
<h2> NAMES OF STUDENTS IN SC.3 </H2>
<table border = 3 width = 600 height = 200 cellpadding = 10>
<tr>
<th> NAME OF STUDENT </th>
<th> INDEX NUMBER </th>
<th> CLASS </th>
</tr>
<tr>
<td> Christabel </td>
<td> 31 </td>
<td> Sc.3 </td>
</tr>
<tr>
<td> Jennifer </td>
<td> 32 </td>
<td> Sc.3 </td>
</tr>
</table>
</body>
</html>
Example: Rowspan
<html>
<head>
<title> ROWSPAN </title>
</head>
<body>
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<table border = 1>
<tr>
<th> NAME OF STUDENT </td>
<th> INDEX NUMBER </td>
<th> CLASS </td>
</tr>
<tr>
<td> Christabel </td>
<td> 31 </td>
<td rowspan = 2> Sc.3 </td>
</tr>
<tr>
<td> Jennifer </td>
<td> 32 </td>
</tr>
</table>
</body>
</html>
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Background Colour
In addition to the text and other elements, you can add colour to the background of the page. You can use the colour
names or specify the hexadecimal value. Hexadecimal colour code is derived from combination of Red, Green and Blue,
which is also called RGB color code. It is a 6-digit colour code (#RRGGBB), e.g.
• #FF0000 – Red • #00FF00 – Green • #0000FF – Blue
• #000000 – Black • #FFFFFF – White
Background colour is set using bgcolor attribute in the <body> tag.
<html>
<head>
<title> BACKGROUND COLOUR </title>
</head>
<body bgcolor = #FFEA22>
<font size = 6 color = blue face = cambria>
<p align = center><b> BACKGROUND
COLOUR </b></font>
</body>
</html>
Password Input Control: We use the type value as ‘password’ to take the password as input. The password entered by
the user will not be visible in password field control. E.g.
<html>
<head>
<title> FORM - PASSWORD </TITLE>
</head>
<body>
<form>
<label> Username: <input type = "text"></label><p>
<label> Password: <input type = "password"></label>
</form>
</Body>
</html>
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Radio Button Control: Radio button lets users select one option out of many options. We create radio button control
using <input> tag and the type attribute will be radio. E.g.
<html>
<head>
<title> RADIO BUTTON </TITLE>
</head>
<body>
<form>
<input type = "radio" name = "Gender" value = "Male">
Male <p>
<input type = "radio" name = "Gender" value = "Female">
Female
</form>
</Body>
</html>
Checkbox Control: The checkbox is used when more than one option is to be selected from the given options. It is
created using the <input> tag and setting the type attribute to checkbox. E.g.
<html>
<head>
<title> CHECKBOX </TITLE>
</head>
<body>
<form>
<b> Subjects Offered </b><br>
<input type = "checkbox"> English <br>
<input type = "checkbox"> Maths <br>
<input type = "checkbox"> E.ICT <br>
<input type = "checkbox"> E.Maths
</form>
</Body>
</html>
Submit Button: We can create clickable buttons in HTML using the <input> tag and setting its type attribute to submit.
On clicking on submit button, users can submit the details provided in the form for processing. E.g.
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<html>
<head>
<title> SUBMIT BUTTON </TITLE>
</head>
<body>
<form>
Username: <input type = "text"><p>
Password: <input type = "password"><p>
<input type = "submit“ value = "Submit">
</form>
</Body>
</html>
Fieldset and Legend: <fieldset> tag is used to group related elements in a web form. It ends with </fieldset>. <legend>
tag defines a caption for the fieldset element. E.g.
<html>
<head>
<title> FIELDSET & LEGEND </TITLE>
</head>
<body>
<form>
<fieldset>
<legend> Gender </legend>
<input type = "radio" name = "Gender" value = "Male"> Male <p>
<input type = "radio" name = "Gender" value = "Female"> Female
</fieldset>
</form>
</Body>
</html>
CREATING LISTS
Lists are used for summarizing information to make it easier to understand and digest. They can be added to html
documents to group related information together. The types of list that can be inserted in html documents are:
❖ Ordered list
❖ Unordered list
❖ Definition list
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Ordered Lists
An ordered list is a numbered list that is preceded by sequentially increasing numbers, alphabets or Roman numerals.
It is used when a sequence of information is important. They are enclosed within <OL> … </OL> tags. Each item in the
list is marked with <LI> tag, where LI stands for List Item. You can add attribute in order to define the numbering system
that is generated for the list items. By default, it chooses numbers for the list items.
Attribute Tag
Upper Roman Numerals <OL type = I>
<html>
<head>
<title> ORDERED LIST </TITLE>
</head>
<body>
<ol>
<li> Headmaster </li>
<li> Assistant Headmaster (Administration) </li>
<li> Assistant Headmaster (Academic) </li>
<li> Assistant Headmaster (Domestic) </li>
<li> Senior House Master </li>
</ol>
</Body>
</html>
<html>
<head>
<title> ORDERED LIST </TITLE>
</head>
<body>
<ol type = a>
<li> Headmaster </li>
<li> Assistant Headmaster (Administration) </li>
<li> Assistant Headmaster (Academic) </li>
<li> Assistant Headmaster (Domestic) </li>
<li> Senior House Master </li>
</ol>
</Body>
</html>
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Unordered Lists: Unordered list is a bulleted list that is prefixed with bullets. It is enclosed within <UL> … </UL> tags.
Each item in the list is marked with <LI> tag. E.g.
<html>
<head>
<title> UNORDERED LIST </TITLE>
</head>
<body>
<ul>
<li> Mouse </li>
<li> Keyboard </li>
<li> Microphone </li>
<li> Stylus </li>
<li> Touch screen </li>
</ul>
</Body>
</html>
Definition Lists: Definition lists are used to generate a list of items and their definitions. They are enclosed within <DL>
… </DL> tags. <DT> tag is used to specify the definition term, while <DD> tag is used to specify the definition itself.
<html>
<head>
<title> DEFINITION LIST </TITLE>
</head>
<body>
<dl>
<dt> COBOL
<dd> Common Business Oriented Language
<dt> BASIC
<dd> Beginners All-purpose Symbolic Instruction Code
<dt> CD
<dd> Compact Disk
</dl>
</Body>
</html>
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INSERTING IMAGES
Images that are inserted into a web page are called in-line images. They can be icons, bullets, photographs, charts,
company logo, etc. The common graphics formats that can be displayed in most browsers are:
❖ PNG (Portable Network Graphics - .png)
❖ JPEG (Joint Photographic Expert Group - .jpeg)
❖ GIF (Graphics Interchange Format - .gif)
The <img> tag is used to insert images into HTML documents. The <img> tag has no content but displays the contents
specified in the SRC attribute. The syntax is <img src = url>, where SRC (source) is the attribute and the value is a URL
which specifies the exact location of the image. If the image to be inserted is located in the same folder as the html file,
just specify the name of the image and the extension as the URL.
<html>
<head>
<title> INSERTING IMAGES </TITLE>
</head>
<body>
<H3> INSERTING IMAGES </H3>
<img src = "B.jpg"/>
<img src = "D:\biseco\ict\elective\lesson slides\introduction to website
designing\materials\images\D.jpg"/>
</Body>
</html>
INSERTING HYPERLINKS
A hyperlink is an element in an electronic document that links to another place in the same document or to entirely
different document. Hyperlinks can either be internal or external:
❖ Internal links are links to sections within the same document or the same website.
❖ External links are links to pages on other websites or servers.
The anchor <A> tag is used to identify the text or image that will serve as the hyperlink in the HTML document. The
HREF (hypertext reference) parameter is used to specify the address or URL of the document or file that is to be linked.
E.g. <a href = “D:\elective ict book.docx ”> ICT Book </a>.
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If the document to be linked to is located in the same folder as the html file, just specify the name of the document and
the extension as the URL. E.g. <a href = “ordered list.html”> Click Here for Ordered List </a>
<html>
<head>
<title> HYPERLINKS </TITLE>
</head>
<body>
<H3> INSERTING HYPERLINKS </H3>
<a href = "D:\elective ict Book.docx"> ICT Book </a> <p>
<a href = "ordered list.html"> Click Here for Ordered List </a>
</Body>
</html>
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