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Strand 3: Computer science in practice

Applied learning task 1: Interactive information systems

Design is one of the key practices and principles of computer science. As designers and creators of technology, students can be innovative and expressive through the creation of artefacts. Computer science is also an information-intensive discipline that involves the selection, evaluation, recording and presentation of information. In this applied learning task, students will develop an interactive website that can display information (either local or remote data) from a database to meet a set of user needs. Through planning and designing an infrastructure that can display data, students will develop their knowledge of the role computing systems can play in communicating with and providing information about the world around them.

Students learn about

Students should be able to

1. Information systems, User centred design, Web design
  1. 3.1

    understand and list user needs/requirements before defining a solution

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2. File systems and relational databases
  1. 3.2

    create a basic relational database to store and retrieve a variety of forms of data types

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3. Design process
  1. 3.3

    use appropriate programming languages to develop an interactive website that can display information from a database that meets a set of users’ needs

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Applied learning task 2: Analytics

Hypothesising, making predictions, examining evidence, recognising patterns and reaching conclusions are at the heart of computer science. In this applied learning task, students will identify an interdisciplinary topic, develop a hypothesis and utilise existing resources to highlight the salient information and inform future decisions. By identifying, analysing, and deconstructing a problem, students will deepen their understanding of practices and principles of computer science.

Students learn about

Students should be able to

1. Analytics; Abstraction
  1. 3.4

    develop algorithms that can find the frequency, mean, median and mode of a data set

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2. Data collection and analysis
  1. 3.5

    structure and transform raw data to prepare it for analysis

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3. Interpretation of data
  1. 3.6

    represent data to effectively communicate in a graphical form

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4. Algorithms
  1. 3.7

    use algorithms to analyse and interpret data in a way that informs decision-making

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Applied learning task 3: Modelling and simulation

Modelling, programming, and coding require careful analysis of patterns and relationships to solve problems. In this applied learning task, students will engage with a problem that is difficult to solve analytically, but that is amenable to a solution using simulation or modelling. Students will develop a computer system that simulates or models the problem. Engaging with a problem in this way will heighten students’ awareness and understanding of how algorithms can be used across a wide range of disciplines and subjects.

Students learn about

Students should be able to

1. Modelling/simulation; Abstraction; Algorithms
  1. 3.8

    develop a model that will allow different scenarios to be tested

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  2. 3.9

    analyse and interpret the outcome of simulations both before and after modifications have been made

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  3. 3.10

    explain the benefits of using agent-based modelling and how it can be used to demonstrate emergent behaviours

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Applied learning task 4: Embedded systems

The design and application of computer hardware and software are a central part of computer science. In this applied learning task, students will implement a microprocessor system that uses sensors and controls digital inputs and outputs as part of an embedded system. By building the component parts of a computer system, students will deepen their understanding of how computers work and how they can be embedded in our everyday environments.

Students learn about

Students should be able to

1. Embedded systems
  1. 3.11

    use and control digital inputs and outputs within an embedded system

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2. Computing inputs and outputs
  1. 3.12

    measure and store data returned from an analogue input

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3. Computer systems
  1. 3.13

    develop a program that utilises digital and analogue inputs

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4. Design process
  1. 3.14

    design automated applications using embedded systems

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