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Contents
MODULE 1: HARDWARE AND SOFTWARE SYSTEMS 1 _______________________________________ 6
CHAPTER I: DESCRIBING INTERNAL COMPONENTS OF THE COMPUTER._______________________ 6
LESSON 1: The processor __________________________________________________________ 6
LESSON 2: The processor cycle______________________________________________________ 6
LESSON 3: Primary storage_________________________________________________________ 9
LESSON 4: Secondary storage _____________________________________________________ 10
LESSON 5: Other Internal components ______________________________________________ 11
LESSON 6: Computer ports________________________________________________________ 12
LESSON 7: Integration activities______________________________________________________ 13
CHAPTER II: DESCRIBE DATA CAPTURE TECHNOLOGIES ___________________________________ 14
LESSON 8: Data capture __________________________________________________________ 14
LESSON 9: Data capture Technologies ______________________________________________ 15
LESSON 10: Integration activities___________________________________________________ 16
CHAPTER III: CHOOSING APPLICATION SOFTWARE ______________________________________ 17
Lesson 11: Common application software 1 __________________________________________ 17
Lesson 12: Common application software 2 __________________________________________ 18
Lesson 13: Common application software 3 __________________________________________ 18
Lesson 14: integration activities ___________________________________________________ 18
Remediation ___________________________________________________________________ 18
Lesson 15: Off-the shelf and Bespoke software _______________________________________ 19
Lesson 16: Common ways of distributing software ____________________________________ 20
Lesson 17: Software installation ___________________________________________________ 20
Lesson 18: Integration activities ___________________________________________________ 20
CHAPTER IV: CREATING DIGITAL CONTENT USING SOFTWARE _____________________________ 21
Lesson 19: Edit text using a word processor __________________________________________ 21
Lesson 20: Format text using a word processor _______________________________________ 22
Lesson 21: Manipulate text boxes using a word processor ______________________________ 23
Lesson 22: Notions on spreadsheets ________________________________________________ 24
Lesson 23: Basic spreadsheet functions _____________________________________________ 24
Lesson 24: Filter and chart data ____________________________________________________ 25
Lesson 25: Notions on presentation software ________________________________________ 26
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Lesson 26: Animate objects in a presentation ________________________________________ 26
Lesson 27: Using a desktop publication software ______________________________________ 27
Lesson 28: Integration activities 1 __________________________________________________ 28
Lesson 29: Integration activities 2 __________________________________________________ 28
CHAPTER V: DESCRIBING HOW COMPUTING TECHNOLOGY IS USED IN DIFFERENT AREAS OF LIFE 29
Lesson 30: Automated systems ____________________________________________________ 29
Lesson 31: Artificial Intelligence ___________________________________________________ 30
Lesson 32: Robots _______________________________________________________________ 31
Lesson 33: Applications of AI and robots ____________________________________________ 32
Lesson 34: Applications of control systems, virtual reality and augmented reality ___________ 32
Lesson 35: Integration activities ___________________________________________________ 32
MODULE 2: NETWORK SYSTEMS 1 _____________________________________________________ 33
CHAPTER VI: DESCRIBING DATA COMMUNICATION SYSTEMS AND THEIR VARIOUS MECHANISMS 33
Lesson 36: Notions of communication systems _______________________________________ 33
Lesson 37: Transmission mediums _________________________________________________ 33
Lesson 38: Transmission mechanisms _______________________________________________ 34
Lesson 38: Transmission mechanisms _______________________________________________ 35
Lesson 39: Integration activities ___________________________________________________ 35
CHAPTER VI: SETTING UP SIMPLE LANS________________________________________________ 36
Lesson 40: Introduction to networks ________________________________________________ 36
Lesson 41: Network devices and architecture_________________________________________ 38
Lesson 42: Network topologies ____________________________________________________ 39
Lesson 43: Setup an adhoc network ________________________________________________ 43
Lesson 44: Integration activities ___________________________________________________ 43
Remediation ___________________________________________________________________ 43
CHAPTER VII: SEARCHING INFORMATION. _____________________________________________ 44
Lesson 45: Internet services _______________________________________________________ 44
Lesson 46: Search engines ________________________________________________________ 45
Lesson 47: PRACTICAL: Make use of basic features of a search engine _____________________ 47
Lesson 48: Integration activities. ___________________________________________________ 47
MODULE 3: ETHICS, SOCIETY AND LEGAL ISSUES 1 _________________________________________ 48
CHAPTER VII: EXAMINING LICENSES AND COPYRIGHT PRACTICES __________________________ 48
Lesson 49: Protection of intellectual property ________________________________________ 48
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Lesson 50: Digital rights management_______________________________________________ 49
Lesson 51: Creative Common licenses. ______________________________________________ 50
Lesson 52: Integration activities ___________________________________________________ 50
Lesson 53: Computer crimes ______________________________________________________ 51
Lesson 54: Types of computer crimes _______________________________________________ 51
Lesson 55: Measures to combat computer crimes _____________________________________ 52
Lesson 57: Integration activities ___________________________________________________ 54
CHAPTER VIII: EXPLAINING THE IMPACT OF DIGITAL TECHNOLOGY TO THE ENVIRONMENT _____ 55
Lesson 58: Green computing ______________________________________________________ 55
Lesson 59: Measures for promoting green computing __________________________________ 55
Lesson 60: Integration activities ___________________________________________________ 56
MODULE 4: PROBLEM SOLVING AND CODING 1 __________________________________________ 57
CHAPTER IX: PS 1.1: EXPLORING BASIC ALGORITHMIC INSTRUCTIONS FOR COMPUTERS ________ 57
Lesson 61: Program development life cycle __________________________________________ 57
Lesson 63: Notions on algorithms __________________________________________________ 57
Lesson 64: Algorithmic instructions _________________________________________________ 58
Lesson 65: Flowcharts ___________________________________________________________ 58
Lesson 66: Integration activities ___________________________________________________ 59
Lesson 67: Types of programming language ________________________________________ 62
Lesson 68: Language translators ___________________________________________________ 65
Lesson 69: IDE __________________________________________________________________ 67
Lesson 70: Integration activities ___________________________________________________ 68
CHAPTER X: IMPLEMENTING ALGORITHMS USING A PROGRAMMING LANGUAGE _____________ 69
Lesson 71: Introduction to programming ____________________________________________ 69
Evaluation _____________________________________________________________________ 70
Lesson 72: Declarative instructions _________________________________________________ 70
Lesson 73: Operators ____________________________________________________________ 72
Lesson 74: Input, output and assignment instructions __________________________________ 73
Lesson 75: Representing an algorithm as a program ___________________________________ 73
Lesson 76: Write, compile and execute a program 1 ___________________________________ 73
Lesson 77: Write, compile and execute a program 2 ___________________________________ 73
Lesson 78: Integration activities ___________________________________________________ 73
Lesson 79: Introduction to web programming ________________________________________ 74
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Lesson 80: Common tags _________________________________________________________ 74
Lesson 80: Common tags _________________________________________________________ 75
Lesson 81: Images and linking content ______________________________________________ 76
Lesson 85: Introduction to CSS ____________________________________________________ 77
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MODULE 1: HARDWARE AND SOFTWARE SYSTEMS 1
CHAPTER I: DESCRIBING INTERNAL COMPONENTS OF THE
COMPUTER.
LESSON 1: The processor
The central processing unit, also known as processor, is the brain
of the computer system that processes data (input) and converts it into
meaningful information (output). CPU works with data in discrete form,
that is, either 1 or 0. It counts, lists, compares and rearranges the binary
digits of data in accordance with the detailed program instructions stored
within the memory. Eventually, the results of these operations are
translated into characters, numbers and symbols that can be understood
by the user. Its speed is measured in Hertz named after Heinrich Rudolf
Hertz a German physician. Hertz is the unit of frequency- that is cycles
per second (c.p.s.) with multiples such Megahertz (MHz) and the Giga
hertz (GHz).
Some of the basic functions of a CPU are as follows:
Controls the transmission of data from input devices to memory,
Processes the data held in memory, and
Controls the transmission of information from memory to output device
or storage.
LESSON 2: The processor cycle
components of the CPU
1. Control Unit: This unit checks the correctness of the sequence of
operations. It fetches the program instructions from the memory
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unit, interprets them and ensures correct execution of the program.
It also controls the input/output devices and directs the overall
functioning of the other units of the computer.
2. Arithmetic Logic Unit (ALU): This unit performs the arithmetic
(add and subtract) and logical operations (and, or) on the available
data. Whenever an arithmetic or logical operation is to be
performed, the required data are transferred from the memory unit
to ALU, the operation is performed, and the result is returned to
memory unit. Before the completion of the processing, data may
need to be transferred back and forth several times between these
two sections.
3. Registers: These are special storage locations with small memory
space within the CPU that offer an advantage of fast speed. They
work under the direction of the control unit to accept and hold data
that is being processed. Since the CPU uses registers for the
processing of data, the number of registers in a CPU and the size of
each register affect the power and speed of the CPU. Registers are
in the other of 8, 16, 32, 64 bits, and (128 bits for very powerful
computers). There are grouped into two: special purpose registers
and general-purpose registers.
Special purpose registers are dedicated to specific tasks like:
The accumulator (ACC), which collects the result of
computations,
The memory address register (MAR), which keeps track of
where a given instruction or piece of data is placed/stored in
memory,
The memory data register (MDR) which holds data values,
The programs counter (PC), which keeps the address of the
next instruction to be executed,
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The instructions register (IR) which holds the current
instruction being executed.
General purpose registers on the other hand have no specific
function; they are used according to the need of the program being
executed.
The Machine cycle or Instruction Cycle or Machine Instruction Cycle or
Fetch-Decode-Execute cycle.
The machine or instruction cycle describes how machine instructions
are repeatedly fetched, decoded and executed one at a time until an
instruction to HALT is encountered. Before an instruction can be
fetched, it must be placed into memory as well as related data, from an
input or secondary storage device. Once the necessary data and
instructions are in memory, the central processing unit performs the
following four steps for each instruction:
1. The control unit fetches (gets) data and instructions from memory.
2. The control unit decodes the instructions i.e. determines what they
mean, and directs that the necessary data be moved to the
arithmetic-logic unit.
NB: the first two steps together are called instruction time or I-time
3. The arithmetic-logic unit then executes the instruction on the data.
That is, the ALU is given control and performs the actual operation
on the data.
4. The arithmetic-logic unit stores the result of this operation in
memory or in a register.
NB: step 3 and step 4 are called the execution time or E-time.
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The combination of the I-time and the E-time is called the machine
cycle. The length of time taken to fetch-decode-execute an instruction is
measured in clock cycles.
Figure 1: The Instruction Cycle or the Fetch-Decode-Execute
cycle
LESSON 3: Primary storage
Definition: Storage refers to the ability of a computer to hold data,
programs, or both, either temporarily or permanently.
Primary Storage also known as main memory, is a type of storage that
holds data and programs temporarily while the computer is running.
Characteristics:
Volatile: Loses its contents when the computer is turned off.
Fast access times.
Limited capacity.
Examples are
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RAM (Random Access Memory): Temporarily stores data and
programs.
Registers: Small amounts of on-processor memory for temporary
storage.
Units of Measuring Storage
Bit (binary digit): 0 or 1
Byte: 8 bits
Kilobyte (KB): 1024 bytes
Megabyte (MB): 1024 kilobytes
Gigabyte (GB): 1024 megabytes
Terabyte (TB): 1024 gigabytes
Cache, RAM, and Registers
Cache: A small, fast memory that stores frequently-used data or
instructions.
RAM (Random Access Memory): A type of primary storage that
holds data and programs temporarily.
Registers: Small amounts of on-processor memory that store data
temporarily while it is being processed.
LESSON 4: Secondary storage
Definition: Secondary storage holds data and programs permanently,
even when the computer is turned off.
Characteristics:
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Non-Volatile: Retains contents even when the computer is turned
off.
Slower access times compared to primary storage.
Larger capacity.
Examples are
Hard Disk Drive (HDD): Uses physical disks and mechanical
heads.
Solid State Drive (SSD): Uses flash memory.
Flash Drive: Portable secondary storage.
HDD vs SSD
1. HDD Uses physical disks and mechanical heads while SSD Uses
flash memory
2. HDD have Slower access times while SDD has Faster access
times
3. HDD are More affordable while SSD are More expensive
LESSON 5: Other Internal components
The Motherboard
The motherboard is the main circuit board of a computer that
connects all hardware components together. It Allows communication
between hardware components.
Components:
CPU Socket
RAM Slots
Expansion Slots
Chipset
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Connectors (USB, SATA, etc.)
Functions of the Power Supply, Battery, and Fans
1. Power Supply: It Converts AC power from the wall outlet to DC
power for the computer’s components. Its main function is to
Provide power to the computer.
2. Battery: It Provides power to portable devices when not plugged
into a power source. It Allows portability.
3. Fans: It’s a Cooling system that keeps the computer’s components
at a safe temperature. Hence it Prevents overheating.
Buses
It is a communication pathway that allows data to be transmitted
between components.
Types of Buses
1. Data Bus: Transfers data between components.
2. Address Bus: Transfers memory addresses.
3. Control Bus: Transfers control signals.
LESSON 6: Computer ports
The main ports of the motherboard of a computer and mobile device
A. Motherboard of a computer
1. USB (Universal Serial Bus): Connects peripherals (keyboard,
mouse, etc.).
2. HDMI (High-Definition Multimedia Interface): Connects
displays and projectors.
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3. VGA (Video Graphics Array): Connects displays (older
standard).
4. Ethernet (RJ-45): Connects to a network.
5. Audio Jacks: Connects audio devices (headphones, speakers,
etc.).
6. Power Connectors: Connects power cables.
B. Mobile Device
1. USB-C: Connects peripherals and charges the device.
2. Headphone Jack: Connects audio devices.
3. Charging Port: Charges the device.
4. SIM Card Slot: Holds the SIM card for cellular connectivity.
LESSON 7: Integration activities
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CHAPTER II: DESCRIBE DATA CAPTURE TECHNOLOGIES
LESSON 8: Data capture
The concept of data capture
Definition: Data capture refers to the process of collecting and entering
data into a computer system. There are two method of data entry;
1. Manual entry: This involves typing or writing data into a
computer system.
2. Automated capture: This uses technology such as scanners,
sensors, cameras, RFID, and biometric devices to capture data.
Accurate data capture is crucial for reliable data processing and
decision-making.+
Data Capture Process:
1. Data collection: This involves gathering data from various
sources.
2. Data entry: This involves entering the collected data into a
computer system.
3. Data verification: This involves checking the data for accuracy
and completeness.
4. Data storage: This involves storing the data in a secure and
accessible location.
Disadvantages of Data Capture Technologies.
1. Errors in data entry: This can occur due to manual or automated
errors.
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2. Dependence on technology: Hardware or software failure can
disrupt data capture.
3. High costs: Initial investment and maintenance costs can be high.
4. Security risks: Data breaches and unauthorized access can occur.
Data Capture Technologies
1. Scanners:
Barcode scanners
QR code scanners
OCR (Optical Character Recognition) scanners
2. Sensors:
Temperature sensors
Motion sensors
Pressure sensors
3. Cameras:
Image recognition cameras
Facial recognition cameras
4. RFID (Radio-Frequency Identification):
Uses radio waves to read and write data
5. Biometric devices:
Fingerprint recognition
Facial recognition
Iris scanning
LESSON 9: Data capture Technologies
Comparison of Data Capture Technologies
Scanners: Sensors: Cameras:
Fast and accurate Real-time data Visual data
Widely used Versatile applications Image recognition
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Limited to specific Signal interference Lighting conditions
formats
May require May require May require
calibration calibration processing
LESSON 10: Integration activities
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CHAPTER III: CHOOSING APPLICATION SOFTWARE
Lesson 11: Common application software 1
Definition: Software refers to a set of instructions or programs that tell
a computer what to do. It is a collection of data, instructions, and
algorithms that are used to operate a computer and execute specific
tasks.
There are two main types of software.
System software (operating systems, utilities)
Application software (productivity, entertainment, etc.)
1. System Software
Definition: System software manages and controls computer hardware.
It acts as an intermediary between the user and the hardware, providing a
platform for running application software. Some examples of system
software are:
- Operating systems (Windows, macOS, Linux)
- Device drivers
- Utilities (disk formatting, backup, etc.)
Functions of system software
- Process management: manages processes and threads
- Memory management: manages memory allocation and
deallocation
- File management: manages file creation, deletion, and modification
- Input/Output management: manages input/output operations
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2. Application Software
Definition: Application software consists of programs designed to
enable a user to accomplish specific tasks such as writing a letter,
calculations, web design, creating slides for presentation, etc. etc. Some
examples are
- Productivity software (Microsoft Office, Google Docs)
- Entertainment software (games, media players)
- Educational software (learning management systems, tutorials)
- Functions:
- Word processing: creates and edits documents
- Spreadsheet analysis: performs calculations and data analysis
- Presentation design: creates and edits presentations
- Image editing: edits and manipulates images
Lesson 12: Common application software 2
Lesson 13: Common application software 3
Lesson 14: integration activities
Remediation
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Lesson 15: Off-the shelf and Bespoke software
Generic or Special Purpose Software
Definition: This is a type of software that is not specific to a particular
type of business. It is also known as ‘off-the-shelf software or generic
software. This type of software tries to be jack-of-all trades.
Word processor (MS Word), Spreadsheets (MS Excel), Database
(MS Access),
Desktop publishing software (DTP) they have the ability to print
data exactly as they appear on the monitor screen (What You See Is
What You Get = WYSIWYG),
Game Software: Games software refers to computer programs that
are designed for entertainment purposes. A computer game is a
game played on a PC. Some examples of popular PC games
include Mist, The Sims, and Unreal, Play Station (PS).
Expert System: An expert system is a computer application that
solves complicated problems that would otherwise require
extensive human expertise.
Graphics software: Graphic software is a piece of software used
for creating, showing and changing digital images. Specifically
used in making movies, Desktop publishing, CAD-CAM
(electronic circuits design, industrial engineering etc.),
Cartography, Technical drawing, etc. etc
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Tailor-Made Software Bespoke software: This is software that has been
written specifically to meet the needs of a particular organization. It may
be written by the staff of the organization or a company hired to do so.
Its advantage is that it does exactly what the organization wants and
cannot be seen in another organization. Its disadvantage is that it too
expensive and takes time to design. Mostly used in Jet plane, Car,
Aircrafts, Clothes, Military, and sophisticated industries.
Examples:
Bespoke business applications
Custom-built software for a specific company's operations
Lesson 16: Common ways of distributing software
Lesson 17: Software installation
Lesson 18: Integration activities
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CHAPTER IV: CREATING DIGITAL CONTENT USING
SOFTWARE
Lesson 19: Edit text using a word processor
A word processor is a software application used for creating,
editing, and printing documents. The key editing features of a word
processor include:
1. Cut, Copy, and Paste_: These features allow you to remove,
duplicate, and move text within a document.
2. Undo and Redo_: These features allow you to reverse and reapply
changes made to a document.
3. Font Styles and Sizes_: These features allow you to change the
appearance of text, including font type, size, and color.
4. Alignment and Spacing_: These features allow you to adjust the
alignment and spacing of text, including left, center, right, and
justify alignment, as well as line and paragraph spacing.
5. Find and replace_: This feature allows you to search for and
replace specific text within a document.
6. Spell Check and Grammar Check_: These features allow you to
identify and correct spelling and grammatical errors in a document.
7. Insert and delete_: These features allow you to add and remove
text, images, and other elements from a document.
8. Format Painter_: This feature allows you to copy formatting from
one section of text to another.
9. Bullets and Numbering_: These features allow you to create lists
and outlines in a document.
10. Headers and Footers_: These features allow you to add text
and images to the top and bottom of pages in a document.
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Lesson 20: Format text using a word processor
A word processor typically includes several key formatting features,
such as:
1. Font and text formatting: changing font styles, sizes, and colors,
applying bold, italic, and underline formatting
2. Paragraph formatting: aligning text, setting line spacing and
indentation, using bullet points and numbering
3. Document formatting: creating headings, paragraphs, and
sections, using templates and themes, setting page layout and
margins
PRACTICALS: Performing Document Formatting using a Word Processor
To format a document using a word processor, follow these steps:
Select text and apply font styles and sizes
Use formatting tools such as bold, italic, and underline
Change font colors and effects
Align text and set line spacing and indentation
Create headings and sections
Use templates and themes
Set page layout and margins
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Lesson 21: Manipulate text boxes using a word processor
Outlining Situations where a Text Box can be Used
A text box can be used in various situations, such as:
Creating forms and surveys
Designing brochures and flyers
Making posters and presentations
Developing web pages and applications
Creating diagrams and flowcharts
Key Formatting and Editing Actions on a Text Box
A text box typically includes several key formatting and editing actions,
such as:
Text formatting: changing font styles, sizes, and colors, applying
bold, italic, and underline formatting
Text editing: inserting, deleting, and modifying text, cutting,
copying, and pasting text
Box formatting: changing box size and shape, setting box color
and border, adding box effects
PRACTICALS Create and Manipulating a Text Box
To create and manipulate a text box, follow these steps:
Use a word processor or graphic design software
Draw a box and add text
Set box properties such as size, color, and border
Resize and reshape the box
Format text and box properties as needed
Lesson 22: Notions on spreadsheets
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Lesson 22: Notions on spreadsheets
The concepts of sheet, cell, address, formula, functions, and range
1. Sheet: Is A spreadsheet document containing multiple cells, used
to organize and analyze data.
2. Cell: Is a single box in a spreadsheet where data is entered,
consisting of a unique address.
3. Address: Is the unique identifier of a cell, consisting of a column
letter and row number (e.g., A1, B2).
4. Formula: Is an expression used to calculate a value in a cell, using
numbers, operators, and functions.
5. Functions: Are pre-built formulas for common calculations, such
as SUM, AVERAGE, and COUNT.
6. Range: Is a group of cells selected for a calculation or formatting,
defined by the address of the top-left and bottom-right cells.
PRACTICALS: Identify the address of a cell
The address consists of the column letter and row number, used to locate
and reference a cell.
Example: Cell A1 is located in column A, row 1.
Lesson 23: Basic spreadsheet functions
PRACTICALS: Perform calculations using basic spreadsheet functions
Use formulas and functions to perform calculations, such as:
Arithmetic operations (e.g., =2+2, =5*3)
Functions (e.g., =SUM(A1:A10), =AVERAGE(B1:B10))
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Lesson 24: Filter and chart data
Situations where data filtering and sorting can be necessary
Filtering:
To narrow down data to specific criteria (e.g., showing only
sales from a certain region)
To remove duplicates or irrelevant data
Sorting:
To organize data in alphabetical or numerical order
To identify trends or patterns in the data
PRACTICALS: Perform data filtering and sorting using a spreadsheet
Use filter tools to select specific data criteria, such as:
Filtering by value (e.g., showing only values greater than 10)
Filtering by condition (e.g., showing only values meeting a
specific condition)
Use sort tools to organize data in ascending or descending order,
such as:
Sorting by value (e.g., sorting by name or date)
Sorting by multiple criteria (e.g., sorting by name and then by
date)
PRACTICALS: Represent cross-sections of data as charts using a
spreadsheet
Use chart tools to create visual representations of data, such as:
Bar charts to compare values across categories
Pie charts to show proportions of a whole
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Line charts to show trends over time
Scatter plots to show relationships between variables
Customize charts by adding titles, labels, and legends
Lesson 25: Notions on presentation software
The concepts of slides, animations
1. A Slides: is an individual pages in a presentation, used to organize
content and visuals
2. Animations: is a visual effects added to slides to enhance the
presentation, such as: Transitions between slides, Effects on text,
images, or other elements, Timing and duration of animations.
PRACTICALS: Add and manipulate slides using a presentation software
Create new slides and add content, such as:
Text, images, tables, and charts
Shapes, icons, and graphics
Rearrange and delete slides as needed
Use slide layouts and templates to organize content
Lesson 26: Animate objects in a presentation
Situations where an animation can be necessary
1. To emphasize important points or draw attention to specific
content
2. To add visual interest and engagement to a presentation
3. To illustrate complex concepts or processes
4. To create a professional and polished presentation
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PRACTICALS: Create animations using a presentation software
Use animation tools to add effects to text, images, or other
elements, such as:
Fade-in, fade-out, or fly-in effects
Rotate, scale, or spin effects
Timing and duration of animations
Customize animations by adjusting speed, direction, and other
settings
Evaluation
Lesson 27: Using a desktop publication software
PRACTICALS: Produce a given publication from a template
Use a desktop publisher to create a publication from a pre-designed
template, such as:
Brochures, flyers, or posters
-Newsletters, magazines, or newspapers
Business cards, letterheads, or envelopes
Customize the template by adding content, images, and other
elements
PRACTICALS: Make use of layout features of a desktop publisher
Use layout tools to arrange text, images, and other elements, such
as:
Columns, rows, and tables
Margins, padding, and spacing
Alignment, justification, and distribution
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Use master pages and templates to maintain consistency
throughout the publication
Lesson 28: Integration activities 1
Lesson 29: Integration activities 2
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CHAPTER V: DESCRIBING HOW COMPUTING TECHNOLOGY
IS USED IN DIFFERENT AREAS OF LIFE
Lesson 30: Automated systems
Definition: An automated system is a combination of sensors,
microprocessors, and actuators that work together to perform tasks
without human intervention. Automated systems can be found in various
industries, including manufacturing, healthcare, transportation, and
more.
Some Examples are:
1. Traffic lights: Automatically control the flow of traffic
2. Security systems: Detect intruders and alert authorities
3. Industrial control systems: Monitor and control industrial
processes
4. Robotics: Perform tasks that require precision and repetition
Collaboration of Sensors, Microprocessors, and Actuators in
Automated Systems
1. Sensors:
Detect changes in the environment (temperature, light, motion,
etc.)
Send signals to the microprocessor
2. Microprocessors:
Process information from sensors
Make decisions based on programming and data
Send signals to actuators
Types of microprocessors:
3. Central Processing Units (CPUs)
Microcontrollers (Arduino, Raspberry Pi)
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Digital Signal Processors (DSPs)
4. Actuators:
Perform actions based on microprocessor signals (move, open,
close, etc.)
Advantages of Collaboration:
Increased efficiency
Improved accuracy
Enhanced safety
Reduced labor costs
Disadvantages of Collaboration:
High initial cost
Dependence on technology
Potential for system failure
Lesson 31: Artificial Intelligence
Artificial Intelligence (AI) and robots are used in many areas of
life to make tasks easier, faster, and more efficient. Here are some
examples:
1. Healthcare_: AI helps doctors diagnose diseases more accurately
and quickly. Robots assist in surgeries, patient care, and
rehabilitation.
2. Manufacturing_: Robots assemble products, check quality, and
manage supplies. AI optimizes production processes and predicts
maintenance needs.
Transportation_: Self-driving cars and trucks use AI to navigate
roads and avoid accidents. Robots optimize traffic flow and route
planning.
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3. Education_: AI-powered tools personalize learning experiences
for students. Robots tutor students and assist teachers.
4. Agriculture_: AI and robots monitor crops, automate farming, and
optimize yields. They also predict weather patterns and detect
diseases.
Lesson 32: Robots
What is a robot? A robot is a machine that can do tasks on its own or
with a little help from humans. It uses sensors, actuators, and control
systems to work. Robotics is the study and use of robots. It includes
designing, building, operating, and using robots.
Characteristics of Robots
1. Programmability_: Robots can be programmed to do specific
tasks. This means we can tell them what to do and how to do it.
2. Autonomy_: Robots can work independently. They can make
decisions based on what they sense and what they are programmed
to do.
3. Sensor-based Interaction_: Robots use sensors to interact with
their environment. Sensors help them see, hear, and feel things
around them.
4. Actuator-based Action_: Robots use actuators to do things.
Actuators are like muscles that help robots move and work.
Roles of Robots
1. Industrial Automation_: Robots work in factories doing tasks like
welding, assembly, and moving materials.
2. Healthcare_: Robots help in hospitals with surgeries, patient care,
and rehabilitation.
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3. Service Industries_: Robots work in restaurants, hotels, and other
service industries doing tasks like cleaning, cooking, and serving
customers.
4. Space Exploration_: Robots explore space and gather information
Advantages of Using Robots
1. Increased Productivity_: Robots can do tasks faster and more
accurately than humans.
2. Improved Safety_: Robots can do dangerous tasks, reducing the
risk of injury to humans.
3. Enhanced Quality_: Robots can do tasks with consistent quality,
reducing errors.
4. Reduced Labor Costs_: Robots can reduce labor costs by
automating tasks.
Disadvantages of Using Robots
1. High Initial Cost_: Robots can be expensive to buy and maintain.
2. Limited Flexibility_: Robots can be inflexible to changes in tasks
or environments.
3. Dependence on Technology_: Robots need regular maintenance
and updates.
4. Job Displacement_: Robots can replace human workers,
especially in repetitive tasks.
Lesson 33: Applications of AI and robots
Lesson 34: Applications of control systems, virtual reality and
augmented reality
Lesson 35: Integration activities
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MODULE 2: NETWORK SYSTEMS 1
CHAPTER VI: DESCRIBING DATA COMMUNICATION
SYSTEMS AND THEIR VARIOUS MECHANISMS
Lesson 36: Notions of communication systems
Definition: A communication system is a collection of devices, software,
and protocols that enable data exchange between entities.
components of a communication system
1. Sender: The device or entity that initiates the communication.
2. Receiver: The device or entity that receives the message.
3. Medium (channel): The physical or virtual path through which
the message is transmitted.
4. Message (data): The information being transmitted.
5. Protocol: The set of rules governing data transmission.
Differentiate between digital and analogue signals
Analog Communication Systems: Use continuous signals to transmit
data. Digital Communication Systems: Use discrete signals to transmit
data.
1. Digital Signals are Discrete, binary (0s and 1s) while Analog
signals are Continuous, varying amplitude and frequency
2. Digital Signals are Used in computer systems while analog signals
are used in audio and video transmission.
Lesson 37: Transmission mediums
Types of wired and wireless mediums
A. Wired Mediums:
1. Twisted Pair Cables: Used in telephone and Ethernet
connections.
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1. Coaxial Cables: Used in cable television and internet
connections.
2. Fiber Optic Cables: Used in high-speed internet and data
transmission.
B. Wireless Mediums:
1. Radio Waves: Used in radio communication and wireless
networking.
2. Microwaves: Used in satellite communication and wireless
networking.
3. Infrared (IR): Used in remote controls and short-range
communication.
4. Bluetooth: Used in device-to-device wireless communication.
The concepts of bandwidth and data throughput
1. Bandwidth:
Definition: A bandwidth is the maximum data transfer rate of a
communication [Link] is measured in Bits per second (bps).
2. Data Throughput:
Definition: It is the actual data transfer rate of a communication
channel. It is measured in Bits per second (bps).
Lesson 38: Transmission mechanisms
Serial and Parallel Transmission
Serial Transmission: Refers to data sent one bit at a time e.g. Telephone
lines, serial cables.
Parallel Transmission: Refers to data sent multiple bits at once e.g.
Parallel cables, printer connections.
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Lesson 38: Transmission mechanisms
Simplex, Half-Duplex, and Duplex Communication Systems.
1. Simplex Communication System is a One-way communication.
E.g. Radio broadcast.
2. Half-Duplex Communication System is a two-way
communication, but only one way at a time e.g. Walkie-talkie.
3. Duplex Communication System is a Two-way communication,
simultaneously e.g. Telephone call.
Lesson 39: Integration activities
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CHAPTER VI: SETTING UP SIMPLE LANS
Lesson 40: Introduction to networks
Introduction
Many years ago, communication was very difficult. In our
traditional societies, there was the use of drums, whistles, xylophones,
flutes etc. in communication. With the advent (coming) of computer a
network, communication has been facilitated through media such as
internet, phones, TV, radio etc.
The term computer network may sound very familiar because it is now
mostly used in institutions and in schools. The purpose of computer
network was to link separate computers together to aid communication.
In a broad scale, computer network is a collection of multiple computers,
printers, scanners etc. Networking has made life very easy for people in
their professions and in the society.
Definition
Computer networking is a group of inter-connected systems that
share services and interact with each other through a common
communication line.
Merits/advantages of computer network
Sharing of peripheral devices such as printers and scanners
(resources).
They provide internet services all over the entire network.
It allows users share programs and data with one another in a
network.
It permits security of information i.e. data can be back up or
duplicated on a network storage device so that in case of an
accident in a particular system it can be retrieved.
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It encourages users to communicate instantly (live) with one
another.
Demerits/disadvantages of computer network
The usage of network computers is usually very slow than a single
computer.
In a network, users follow the same rules for storing and naming
files (protocols).
Security difficulties: since there are already huge numbers of
people who are using computer networking in sharing files and
resources, your security would be always at risk.
Presence of computer viruses and other malwares.
Lack of independence: since computer networking is a process
operated through computers, people are already relying more of the
works of the computer rather than exerting an effort for their
works.
TYPES OF NETWORKS
There are several types of computer networks. Computer networks can
be characterized by their size, as well as by their purpose.
1. PAN (Personal Area Network) is a computer network organized
around an individual within a single building. This could be inside
a small office or residence. Some examples of devices that are used
in a PAN are personal computers, printers, fax machines, PDAs
(Personal Digital Assistance), telephones, scanners, and even video
game [Link] multiple individuals use the same network within
a residence, the network is sometimes called a HAN (Home Area
Network).
2. LAN (Local Area Network) connects computers and devices in a
limited geographical area such as home, school, computer
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laboratory, office building, etc. Each computer or device on the
network is called a node. Often, these nodes are connected to a
LAN via cables. Linked computers could also be called
workstations. If a LAN is entirely wireless, it is referred to as a
WLAN (Wireless Local Area Network).
3. MAN (Metropolitan Area Network) Is a backup network that
covers a physical area larger than LAN but smaller than WAN,
such as a city. It connects LANs in a WAN. It is typically owned
and operated by a single entity such as a government body or large
cooperation.
4. WAN (Wide Area Network) is a computer network that covers a
large distance for communication between computers. It connects
networks across a large geographical area such as a city, a state, or
a country. The internet is the biggest example of WAN which is
covering the entire earth. Information can be transmitted using
special high-speed telephone lines, microwave links, satellite
links, or a combination of all three. WANs are used mainly by
universities, research centers, companies and banks, so that
information can be shared in a country or across many countries.
Lesson 41: Network devices and architecture
Differentiate between client server and peer to peer architecture
Definition of Network Architecture: The design and organization of a
computer network, including the relationships between hardware,
software, and users.
Client-Server Architecture
This is a network in which one or more computers act as servers and
provide services to the other computers which are called clients. The
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server or servers have hardware, software, and/or information that the
client computers can access
Peer-to-peer network: This is a network in which small number of
computers shares hard-ware (such as printer), software, and/or
information. Each computer independently stores its own software and
information but can access the information on the other computers
without a server intermediary.
Evaluation
Lesson 42: Network topologies
A network topology is the study of the arrangement or the
mapping of the elements of a network, especially the physical and
logical interconnections between nodes. It is also the name given to
the physical layout or shape of a network.
Types of network topologies
Definition
1. Bus network topology.
In bus topologies, it is a single cable that joints all the workstations,
printer, files server, and other components together. This network
transmits data, instructions, and information in both directions. At each
end of the bus is a “terminator.” This is a piece of hardware which
prevents signals bouncing back and forth (echoes). When the sender
transmits data, the destination address must be included in the
transmission.
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Advantages Disadvantages
Easy to install If there is a problem with the central
cable, the entire network stops
working.
Easy to add extra workstations If there are a lot of workstations on the
network, data can travel slowly.
Uses less cable than a star net-work Data collisions can happen as the
network becomes busy.
Best choice for temporary net-works Low security-every workstation can see
all the data in the net-work.
Limited cable length and a maximum
number of workstations
2. Ring network topology.
In a Ring topology, all the computers are connected to one another by
a cable which forms a close loop or a ring (circle form). Data transmitted
on a ring network, travels along the entire ring from one computer to the
next in one direction until it reaches the final destination computer
Advantages Disadvantages
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Transmission of data is fairly If a single machine is switched off, the
simple since it travels only in one net-work doesn’t work.
direction.
No data collisions. If a cable breaks, the network fails.
Extra computers can be added Data must pass through every computer
easily with lit-tle effect on until it reaches its destination. Could be
performance – network had to shut slower than other network layouts.
down before it is done
Difficult to identify the cause of any problem with network
3. Star network topology.
In a star topology, each workstation or communication device is
connected to the central computer or server by means of its own unique
link. The central computer provides a common connection point for
devices in the network. This common connection point in a star network
is called a hub. The data transferred from one computer to another
passes through a hub.
Star networks are commonly used in schools and offices because they
tend to be the most reliable of the topologies
Disadvantages
Advantages Disadvantages
They are very reliable. If one connection The most expensive network layout to
fails, it does not affect other users. install be-cause of the amount of
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cables needed.
Very few data collisions exist as each Extra hardware such as hubs and
work-station has its own cable connected switches may be needed.
to the server.
Good security – no workstation can If the server stops working, no users
interact with another without going access their files or use the network.
through the first sever.
4. Tree network topology.
This is a network pattern that has both the characteristics of a bus
and star topologies. It is made up of branches that indirectly meet at a
control point and offers only one transmission path between any two
stations. In a tree topology, nodes are arranged hierarchically thus also
called hierarchical topology.
5. Mesh network topology.
This is a network that contains all the above topologies and is
usually common in very large networks such as the internet. It has a
structure with multiple message channels between nodes. Each node is
connected to an arbitrary number of neighbors in such a way that there is
at least one traversal from any node to any other.
Advantages of tree topology Disadvantages of tree topology
It allows for the expansion of an If the back-bone line fails, the entire
existing net-work network sleeps
It is supported by many hardware and It is difficult to configure and wire.
software
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Lesson 43: Setup an adhoc network
A Adhoc Network: A decentralized network where devices connect
directly to each other without a central hub or router. It is Useful in
situations where a permanent network infrastructure is not available or
feasible
Practical: Setting up a Simple Adhoc Network
Requirements:
Two or more devices with wireless capabilities (e.g., laptops,
smartphones)
Wireless network adapters (if necessary)
Steps:
Enable wireless connectivity on each device
Set the wireless network mode to "Adhoc" or "Peer-to-Peer"
Set the SSID (network name) and channel on each device
Connect the devices to each other
Test the network connection
Lesson 44: Integration activities
Remediation
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CHAPTER VII: SEARCHING INFORMATION.
Lesson 45: Internet services
Definition of Internet Services: They are software applications
and tools that provide specific functions and facilities to users over the
internet. Enable users to communicate, access information, and perform
various tasks online.
Some common internet services
1. Email: Electronic mail, a service that allows users to send and
receive messages electronically.
How it works:
Users create and send messages using email clients
Messages are transmitted over the internet using SMTP (Simple
Mail Transfer Protocol)
Messages are received and stored on email servers using POP
(Post Office Protocol) or IMAP (Internet Message Access
Protocol)
2. File Transfer Protocol (FTP) It is a service that enables users to
transfer files over the internet.
How it works:
Users upload files to FTP servers
Files are stored on FTP servers
Users download files from FTP servers
3. World Wide Web (WWW) It is a system of interlinked hypertext
documents, accessed via the internet.
How it works:
Users access web pages using web browsers
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Web pages are stored on web servers
Web servers transmit web pages to users over the internet
4. Instant Messaging They are Real-time text-based communication
over the internet.
How it works:
Users create accounts on instant messaging platforms
Users send and receive messages in real-time
5. Online Banking. They are Banking services provided over the
internet.
How it works:
Users access online banking platforms using web browsers
Users manage accounts and conduct transactions online
Lesson 46: Search engines
A search engine is a computer program that searches for specific words
on the World Wide Web and returns a list of documents in which they
were found. Examples of search engines include Google and yahoo.
Advanced Features of Search Engines
Keyword search: Allows users to search for specific words or
phrases.
Phrase search: Allows users to search for exact phrases.
Site search: Allows users to search within a specific website.
File type search: Allows users to search for specific file types
(e.g., PDF, DOCX).
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Examples of Search Engines
1. Google: A popular search engine that uses advanced algorithms to
retrieve relevant results.
2. Bing: A search engine developed by Microsoft that provides
accurate results.
3. Yahoo: A search engine that uses Bing's algorithm to retrieve
results.
4. DuckDuckGo: A search engine that prioritizes user privacy and
does not track searches.
5. StartPage: A search engine that prioritizes user privacy and does
not track searches.
Factors that Influence Search Results.
1. Keywords: The words or phrases used in the search query.
2. Algorithm: The formula used by the search engine to rank results.
3. Relevance: How well the result matches the search query.
4. Popularity: The number of links to a webpage.
5. Location: The user's location and language.
6. Device: The device used to search (e.g., desktop, mobile).
Common Parts of a Search Engine Result Page
Search bar: Where users enter their search query.
Search results: The list of webpages that match the search query.
Title: The title of each search result.
URL: The web address of each search result.
Snippet: A brief summary of each search result.
Sponsored results: Paid advertisements that match the search
query.
Organic results: Unpaid search results that match the search
query.
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Lesson 47: PRACTICAL: Make use of basic features of a search
engine
Lesson 48: Integration activities.
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MODULE 3: ETHICS, SOCIETY AND LEGAL ISSUES 1
CHAPTER VII: EXAMINING LICENSES AND COPYRIGHT
PRACTICES
Lesson 49: Protection of intellectual property
Intellectual Property (IP): Is the Creations of the mind, such as
inventions, literary and artistic works, and symbols, names, and images
used in commerce. It Encourages innovation, creativity, and economic
growth.
Copyright: Are Exclusive rights granted to the creator of an original
work to reproduce, distribute, and display the work.
Types of copyright:
Literary works (books, articles, etc.)
Musical works (songs, compositions, etc.)
Artistic works (paintings, sculptures, etc.)
Cinematographic works (movies, videos, etc.)
Unauthorized Use: Using someone else's work without
permission, violating their copyright.
Fair Use: Using someone else's work without permission, but in a way
that is considered fair and legal.
Situations of Fair Use
1. Criticism, comment, news reporting, teaching, scholarship, or
research
2. Parody or satire
3. Using a small portion of the work
4. Using the work for non-commercial purposes
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Examples of fair use are Quoting a book in a review, Using an image in
a presentation for educational purpose, Parodying a song etc.
Situations Involving Copyright Infringement
1. Copying someone else's work without permission
2. Distributing someone else's work without permission
3. Displaying someone else's work without permission
4. Creating derivative works without permission
5. Using someone else's work for commercial purposes without
permission
Some Examples of copyright infringement are; Copying a movie without
permission, Distributing someone else's software without permission,
Using someone else's logo without permission etc
Lesson 50: Digital rights management
Introduction
Definition of Digital Rights Management (DRM): A set of
technologies used to protect digital content from unauthorized use. DRM
ensures that digital content is used in accordance with the permissions
and restrictions set by the content owner. Technologies encrypt digital
content and require a license or key to access it.
Possibilities Provided by Digital Rights Management
Protection of intellectual property rights
Control over digital content usage
Flexibility in licensing and distribution
Prevention of piracy and copyright infringement
Ability to track and monitor usage
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Lesson 51: Creative Common licenses.
Lesson 52: Integration activities
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Lesson 53: Computer crimes
A computer crime is any illegal act that involves the computer either as
the target of the crime or as a tool used in committing the crime.
Lesson 54: Types of computer crimes
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Lesson 55: Measures to combat computer crimes
To effectively fight computer crimes, four essential concepts come
into play: authentication, access control, encryption, and digital
forensics.
1. Authentication
Authentication is the process of determining if someone is who they
declare to be. Three basic authentication strategies are:
something the user knows (password)
something the user has (smartcard)
something the user is (biometrics).
Types of Authentication Methods
1. Username/Password Authentication: This is the most common
method, where users provide a unique username and password
combination to access a system or network.
2. Biometric Authentication: This method uses unique physical
characteristics, such as fingerprints, facial recognition, or iris
scans, to verify identities.
3. Smart Card Authentication: Smart cards contain embedded
security features and are used in conjunction with a PIN or
password to authenticate users.
4. Token-Based Authentication: Tokens generate a one-time
password or code, providing an additional layer of security.
2. Access Control
Access control ensures that authenticated users have the appropriate
permissions to access specific resources or perform certain actions.
Types of Access Control
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1. Discretionary Access Control (DAC): Access is granted based on
user identity and permissions.
2. Mandatory Access Control (MAC): Access is granted based on
system-wide policies and classifications.
3. Role-Based Access Control (RBAC): Access is granted based on
user roles and responsibilities.
C. Encryption
Encryption is the process of transforming data or information using
an algorithm into a form unreadable by anyone except the intended
recipient. The original message is known as plaintext, the algorithm is
cipher and the encrypted text is the cipher text. To read an encrypted
data, one must have access to a secret key or password that enables you
to decrypt it. The original data is known as plain text,
Types of Encryptions
1. Symmetric Encryption: Uses the same key for encryption and
decryption.
2. Asymmetric Encryption: Uses a pair of keys for encryption and
decryption.
D. Digital Forensics
Digital forensics involves analyzing digital evidence to investigate
computer crimes and identify perpetrators.
Steps in Digital Forensics
1. Identification: Identify potential digital evidence.
2. Collection: Collect digital evidence in a forensically sound
manner.
3. Analysis: Analyze digital evidence to extract relevant information.
4. Presentation: Present digital evidence in a clear and concise
manner.
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By understanding and implementing these concepts, we can
effectively fight computer crimes and ensure the security and integrity of
digital information.
Lesson 57: Integration activities
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CHAPTER VIII: EXPLAINING THE IMPACT OF DIGITAL
TECHNOLOGY TO THE ENVIRONMENT
Lesson 58: Green computing
Green computing refers to the environmentally sustainable use of
computers and technology, aiming to reduce their environmental impact.
Green computing helps minimize e-waste, conserves energy, and reduces
carbon footprint.
Devices/Tech that Promote Green Computing:
1. Energy-Efficient Computers: Designed to consume less power while
maintaining performance.
2. LED Monitors: Use less energy than traditional CRT monitors.
3. Laptops: Generally more energy-efficient than desktops.
4. Virtualization Software: Allows multiple virtual machines to run on
one physical machine, reducing hardware needs.
5. Cloud Computing: Reduces the need for personal hardware and
minimizes energy consumption.
Lesson 59: Measures for promoting green computing
Measures Used by Manufacturers to Promote Green Computing:
1. Design for Energy Efficiency: Creating products that consume less
power.
2. Using Recyclable Materials: Reducing electronic waste by using
materials that can be recycled.
3. Minimizing Packaging: Reducing waste and conserving resources.
4. Implementing Take-Back Programs: Encouraging responsible disposal
and recycling of products.
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5. Researching Sustainable Technologies: Continuously exploring new
ways to reduce environmental impact.
Additional Tips for Students:
Turn off devices when not in use to conserve energy.
Use power-saving modes on devices.
Recycle old devices responsibly.
Choose energy-efficient devices when possible.
By embracing green computing practices, we can contribute to a more
sustainable future
Lesson 60: Integration activities
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MODULE 4: PROBLEM SOLVING AND CODING 10
CHAPTER IX: PS 1.1: EXPLORING BASIC ALGORITHMIC
INSTRUCTIONS FOR COMPUTERS
Lesson 61: Program development life cycle
Program Development
Definition: Program development is the process of designing, creating,
testing, and maintaining software programs. Program development helps
solve real-world problems and create innovative solutions.
Program Development Life Cycle (PDLC):
1. Problem Definition: Identify the problem or need.
2. Analysis: Break down the problem into smaller parts.
3. Design: Create a detailed design or algorithm.
4. Implementation: Write the code.
5. Testing: Verify the program meets requirements.
6. Maintenance: Update and modify the program as needed.
PRACTICALS. Apply the program development life cycle to a
problem.
Example: Develop a program to manage student grades.
Follow the PDLC stages to create a solution:
Lesson 63: Notions on algorithms
Definition: An algorithm is a step-by-step procedure for solving a problem or
achieving a particular goal. It’s a well-defined procedure that takes some input and
produces a corresponding output.
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Characteristics of a Good Algorithm
A good algorithm should have the following characteristics:
1. Clarity Easy to understand and interpret.
2. Conciseness: Fewer steps and less complex.
3. Efficiency: Minimizes resources and time.
4. Effectiveness: Produces the correct output.
5. Generality: Can be applied to similar problems.
6. Reliability: Produces consistent results.
7. Finite: it must have an end
Lesson 64: Algorithmic instructions
Simple Algorithmic Instructions
Algorithmic instructions are step-by-step procedures.
Examples of simple algorithmic instructions:
1. Sequence: Perform steps one after the other.
2. Selection: Choose between two or more alternatives.
3. Iteration: Repeat steps until a condition is met.
4. Repetition: Repeat steps for a specified number of times.
Lesson 65: Flowcharts
A flowchart is A graphical representation of an algorithm using symbols
and arrows.
Flowchart symbols:
1. Rectangle (Process): Represents a step or action in the algorithm,
such as a calculation or data manipulation.
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2. Diamond (Decision): Represents a choice or condition in the
algorithm, such as a yes/no question or a true/false statement.
3. Oval (Start/End): Represents the beginning or end of the
algorithm, indicating where the process starts and stops.
4. Arrow (Flow): Represents the direction of flow between steps,
showing the sequence of actions.
Flowchart rules:
Start with a clear problem statement.
Use one entrance and one exit.
Use arrows to show flow direction.
Avoid crossing arrows.
Lesson 66: Integration activities
_
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Example 1: Sequence Algorithm_
Write an algorithm to calculate the sum of the first n positive integers.
Solution:
1. Input n
2. Initialize sum = 0
3. For I = 1 to n
4. sum = sum + i
5. Output sum
Example 2: Selection Algorithm_
Write an algorithm to find the maximum of two numbers.
Solution:
1. Input a and b
2. If a > b then
3. Output a
4. Else
5. Output b
_Example 3: Iteration Algorithm_
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Write an algorithm to calculate the factorial of a given number n.
_Solution:_
1. Input n
2. Initialize factorial = 1
3. For I = 1 to n
4. factorial = factorial x i
5. Output factorial
_Example 4: Recursion Algorithm_
Write an algorithm to calculate the Fibonacci sequence up to the nth term.
_Solution:_
1. Input n
2. If n = 1 then
3. Output 0
4. Else if n = 2 then
5. Output 1
6. Else
7. Output fib(n-1) + fib(n-2)
_VI. Designing Solutions_
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- Use structured diagrams and pseudocodes to construct solutions.
- Decompose problems into smaller parts and design solutions for each.
- Example: Design a solution for the grade management system using structured diagrams and
pseudocodes
Lesson 67: Types of programming language
Differences between an Algorithm and a Program
A computer program is a set of instructions written in a
programming language that tells the computer what to do in order to
solve a problem. In other words, it is an algorithm expressed in a
programming language.
1. Abstraction: Algorithms are abstract, focusing on the logic and
steps, while programs are concrete implementations.
2. Language: Algorithms are language-independent, while programs
are language-dependent (e.g., Python, Java, C++).
3. Purpose: Algorithms solve problems or achieve goals, while
programs execute algorithms to perform specific tasks.
4. Level of detail: Algorithms provide a high-level description, while
programs include detailed instructions and syntax.
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Introduction to Programming
Programming or program development is the act of writing computer
programs.
Programming Languages
A programming language is a set of words, symbols and rules for
writing computer programs. A programming language is determined by
its syntax (rules guiding the formulations of the program statement) and
semantics (it describes the meaning of the program statement i.e. it is the
vocabulary of the language).
Two categories of programming languages exist: low-level languages
and high-level languages.
1. Low Level Languages
Low level languages are those that allow low-level access to
hardware features. There are two categories of low-level languages:
machine language and assembly language.
1. Machine Language:
It is the computer’s language. It is the language the computer
understands. Machine language instructions are written in binary (a
series of 0s and 1s), and are directly executable by the computer
(processor). Each machine language statement corresponds to one
machine action. Machine language is the first generation of programming
languages.
2. Assembly Language:
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It is a low-level language that uses words or symbolic codes called
mnemonic codes to represent machine language instructions. Assembly
language is the second generation of programming languages. ADD,
LOAD, and STORE are known as mnemonics.
Advantages of low-level languages
1. Programs are easier to write and understand when compared to
machine language.
2. It can produce small size program
3. It can produce very fast code as it allows low-level access to hardware
features.
Disadvantages of high level languages
1. Programs are not as easy to write and understand when compared to
high level languages
2. Programs are tied to specific computer hardware and can’t be reused
on another kind of computer.
2. High Level Languages
A high-level language is a language that is closer to human
[Link] allows a programmer to write programs without having to
understand the inner workings of the computer. High-level languages are
the third generation of programming languages. Examples of high-level
languages are C, BASIC (Beginners All-purpose Symbolic Instruction
Code), Pascal, Java, FORTRAN (FORmular TRANslation), C++,
COBOL (COmmon Business Oriental Language ), etc.
Advantages of high-level languages
1. Programs are easy to write and understand
2. Built-in libraries to perform routine tasks
3. Can be ported to multiple hardware setups from same.
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Disadvantages of high-level languages
1. Slower than second generation languages
2. Produce larger program files for same functionality than second
generation languages.
3. May not allow for low level hardware access.
Differences between Low level languages and high-level languages
1. High-Level Languages are easy to read and write, while Low-
Level Languages are difficult to read and write.
2. High-Level Languages are abstract and focus on logic, while Low-
Level Languages are close to machine language and focus on
memory management.
3. High-Level Languages are portable and can run on multiple
platforms, while Low-Level Languages are platform-dependent
and require specific hardware.
4. High-Level Languages have built-in support for data structures and
object-oriented programming, while Low-Level Languages require
manual memory management and do not support object-oriented
programming directly.
Lesson 68: Language translators
To run a program on a computer, the program needs to be
translated into the machine language of the computer on which it will
run.
A language translator is a computer program that translates program
instructions from one language into another without loss of original
meaning. There are three types of language translators: assembler,
compiler, and interpreter.
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Assembler
An assembler translates instructions from assembly language into
machine language. This process is called assembling.
Compiler
A compiler is a computer program that translates an entire block
([Link] once) of instructions written in a high-level language into machine
language instructions before executing it. The high-level language
program is called source code and the generated machine language
program is called object code. Types of compiled languages are Pascal,
C, C++, FORTRAN, JAVA, and Python.
Advantages of a Compiler
Fast in execution
he object/executable code produced by a compiler can be
distributed or executed without having the compiler present.
The object program can be used whenever required without the
need of recompilation.
Disadvantages of a Compiler
Debugging a program is much harder. Therefore, not so good at
finding errors
When an error is found, the whole program has to be re-compiled
though compilation process is so fast.
Interpreter
An interpreter is a computer program that translates and executes
instructions written in a high-level language into machine language
instructions one line at a time. If a program performs a section code
1000 times, then the section is translated into machine code 1000 times
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since each line is interpreted and then executed. Types of interpreters:
BASIC, Lisp, Logo, etc.
Advantages of an Interpreter
Good at locating errors in programs since interpretation is done
line by line.
Debugging is easier since the interpreter stops when it encounters
an error.
If an error is corrected, there is no need to retranslate the whole
program.
Disadvantages of an Interpreter
It is slow as interpretation is done line by line.
Translation has to be done every time the program is to be
executed since no object code is produced.
For the program to run, the interpreter must be present.
Differences between compilers and interpreters
1. Compilers translate source code into machine code before
execution, while Interpreters translate and execute source code line
by line.
2. Compilers produce an executable file, while Interpreters do not
produce an executable file.
3. Compilers are faster in execution, while Interpreters are slower in
execution.
4. Compilers detect errors at compile-time, while Interpreters detect
errors at runtime.
Lesson 69: IDE
Definition of Integrated Development Environment (IDE): An IDE is
single software that provides comprehensive facilities to computer
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programmers in which all software development is done. It normally
consists of: a source code editor, a compiler or interpreter,
automation tools, a debugger.
Practical: Make use of an IDE to create, edit, translate and run a
program
Lesson 70: Integration activities
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CHAPTER X: IMPLEMENTING ALGORITHMS USING A
PROGRAMMING LANGUAGE
Lesson 71: Introduction to programming
Program Errors and Correction
1. Syntax Error
A syntax error is a place in a program where the syntax rules of the
programming language were not followed. A syntax error will stop a
program compilation or interpretation.
2. Semantic Error
Semantics specify the meaning of an orderly well-formed program. A
semantic error is a situation where the programmer misunderstood the
meaning of something in the programming language. Compilation and
interpretation do not detect semantic errors. Semantic errors are detected
from wrong results. They are also called logical errors.
Something may be syntactically correct but semantically incorrect.
3. Run-time Error
Run-time error is an error that occurs when a program is being
executed. For example, a run-time error may occur if division by 0 is
attempted. A run-time error may cause the program to stop execution.
4. Debugging
An error in a computer program is known as a bug and debugging is
the process of finding and removing bugs. Syntax errors and semantic
errors are bugs. A debugger is the software tool (or person) used for this
purpose.
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Key Words and Operators
1. Key Words
Any high-level language has its own set of predefined words which
are used to write programs. Each of these words has a specific meaning,
and cannot be used for any other purpose within the programming
language IDE. These words are known as key words or reserved words.
Therefor A reserved word is a key word in a programming language that
has a specific meaning and cannot be used for any other purpose. E.g. If,
Else, For, To and goto.
2. Operators
Operators are used to perform various operations on data. They may
be arithmetic, relational or logical. Arithmetic operators are +, -, *, %,
++ and -- and /. Relational operators include <, >, ==, <=, >= and !=.
Logic operators are NOT (!), AND (&&) and OR (||).
Evaluation
Lesson 72: Declarative instructions
Basic data types in a programming language
1. Integers (int): they are Whole numbers, either positive, negative,
or zero. Examples are: 1, 2, 3, -4, 0. They are used for counting,
indexing, and calculations
2. Floating-point numbers (float): They are Decimal numbers,
either positive, negative, or zero. Examples are: 3.14, -0.5, 0.0.
They are used for calculations requiring decimal precision.
3. Characters (char): These are Single characters, either letters,
digits, or special characters. Examples are: 'a', 'B', '1', '@'. They are
used for text processing and input/output operations
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4. Strings (string): These are Sequences of characters, either letters,
digits, or special characters. Examples are: "hello", 'hello', "123",
"abc@def". they are used for text processing, input/output
operations, and storing text data
5. Boolean values (bool): They are True or false values. Examples:
true, false. They are used for logical operations, conditional
statements, and decision-making
Practical: Write the instructions to declare variables and constants
correctly in a given programming language
Declaring Variables and Constants
Variables:
Names given to memory locations storing data
Declared using the syntax: `type variable_name;`
Examples:
int x;` declares an integer variable named x
`float y;` declares a floating-point variable named y
Constants:
Values that cannot be changed during program execution
Declared using the syntax: `const type constant_name = value;`
Examples:
const float PI = 3.14;` declares a constant named PI with
value 3.14
`const int MAX_SIZE = 100;` declares a constant named
MAX_SIZE with value 100
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Lesson 73: Operators
A. Arithmetic Operators:
1. Addition (+): This operator adds two or more numbers together.
For example, `2 + 3` equals `5`.
2. Subtraction (-): This operator subtracts one number from another.
For example, `5 - 3` equals `2`.
3. Multiplication (*): This operator multiplies two or more numbers
together. For example, `4 * 5` equals `20`.
4. Division (/): This operator divides one number by another. For
example, `10 / 2` equals `5`.
5. Modulus (%): This operator finds the remainder of a division
operation. For example, `17 % 5` equals `2`.
B. Comparison Operators:
1. Equal to (==): This operator checks if two values are equal. For
example, `5 == 5` is true.
2. Not equal to (!=): This operator checks if two values are not equal.
For example, `5 != 3` is true.
3. Less than (<): This operator checks if one value is less than
another. For example, `3 < 5` is true.
4. Greater than (>): This operator checks if one value is greater than
another. For example, `5 > 3` is true.
5. Less than or equal to (<=): This operator checks if one value is
less than or equal to another. For example, `3 <= 5` is true.
6. Greater than or equal to (>=): This operator checks if one value
is greater than or equal to another. For example, `5 >= 3` is true.
C. Logical Operators:
1. And (&&): This operator checks if two conditions are both true.
For example, `true && true` is true.
2. Or (||): This operator checks if either of two conditions is true. For
example, `true || false` is true.
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3. Not (!): This operator reverses the truth value of a condition. For
example, `! true` is false.
Lesson 74: Input, output and assignment instructions
A. Input:
1. Reading data from the user or a file using `scanf()` or `cin` in
C++. For example, `scanf("%d", &x)` reads an integer from
the user and stores it in the variable `x`.
B. Output: Displaying data to the screen or a file using `printf()` or
`cout` in C++. For example, `printf("%d", x)` displays the value of
the variable `x` on the screen.
C. Assignment: Storing a value in a variable using the assignment
operator (=). For example, `x = 5` assigns the value `5` to the variable
`x`.
Lesson 75: Representing an algorithm as a program
Produce programs when given an algorithm
Lesson 76: Write, compile and execute a program 1
Make use of an IDE to create, edit, compile, and execute programs
Examples of IDE: Eclipse, Visual Studio, IntelliJ, NetBeans
Lesson 77: Write, compile and execute a program 2
Make use of an IDE to create, edit, compile, and execute programs
Lesson 78: Integration activities
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Lesson 79: Introduction to web programming
HTML (Hypertext Markup Language): Is A standard markup
language for structuring content on the web. It is used for creating web
pages, web applications, and mobile applications
CSS (Cascading Style Sheets): Is a styling language for controlling
layout and appearance of web pages. It is used for styling HTML
elements, layout, and visual effects
To create a web page, you need a text editor like notepad,
notepad++, blocknote, Adobe Dreamweaver, Brackets, CoffeeCup,
Edit plus, etc. Save the code with extension .html or .htm and then run
(compile) the code using any of your favourite web browsers like
Internet Explorer or Google Chrome, or Firefox etc.
HTML Page Structure
Basic structure:
- `<!DOCTYPE html>` declaration: defines the document type
- `<html>` root element: contains all HTML elements
- `<head>` section: metadata about the document
- `<title>`: sets the page title
- `<meta>`: sets metadata (charset, viewport, etc.)
- `<link>`: links to external stylesheets or scripts
- `<script>`: embeds JavaScript code
- `<body>` section: contains the page content
Lesson 80: Common tags
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Elements:
- Represented by tags (`<tag>`)
- Have attributes (`<tag attribute="value">`)
- Can have content (`<tag>content</tag>`)
Tags:
- Opening tag (`<tag>`)
- Closing tag (`</tag>`)
- Self-closing tag (`<tag />`)
Attributes:
- Provide additional information about elements
- Example: `href` attribute for links (`<a href="(link unavailable)">`)
Lesson 80: Common tags
1. Element:
A fundamental building block of an HTML document, represented by a
tag. Elements can contain content, attributes, or both.
2. Tag:
A keyword surrounded by angle brackets (<>) that defines an element.
Tags usually come in pairs, with the opening tag preceding the content
and the closing tag following the content.
3. Attribute:
Additional information about an element, specified within the opening
tag. Attributes provide more details about the element, such as its id,
class, style, or href.
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4. Content:
The text, image, or other media contained within an element.
Make use of the <p>, <h1>…<h6> tag, and the <style> tag to create a
simple web page
Lesson 81: Images and linking content
1. Use `<p>`, `<h1>...<h6>` tags for headings and paragraphs:
i. `<p>` defines a paragraph.
ii. `<h1>...<h6>` define headings, with `<h1>` being the most
important and `<h6>` being the least important.
2. Use `<style>` tag to add CSS styles:
3. The `<style>` tag is used to define internal CSS styles for the
HTML document.
i. CSS styles can be used to control layout, visual effects, and user
experience.
HTML Tags
1. `<img>`: Adds an image to the page:
- The `<img>` tag is used to embed an image in the HTML document.
- The `src` attribute specifies the image source, while the `alt` attribute
provides alternative text for accessibility.
2. `<a>`: Creates a hyperlink:
- The `<a>` tag is used to create a hyperlink to another web page or
email address.
- The `href` attribute specifies the link destination, while the `title`
attribute provides a tooltip.
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Tables
- `<table>`: Defines a table:
- The `<table>` tag is used to create a table with rows and columns.
- Tables can be used for displaying data, schedules, or other
information.
- `<tr>`: Table row:
- The `<tr>` tag is used to define a row within a table.
- Each row can contain one or more table data cells (`<td>`) or table
header cells (`<th>`).
- `<td>`: Table data:
- The `<td>` tag is used to define a data cell within a table row.
- Data cells can contain text, images, or other content.
- `<th>`: Table header:
- The `<th>` tag is used to define a header cell within a table row.
- Header cells typically contain column or row labels.
Lesson 85: Introduction to CSS
Importance of CSS:
- Separates presentation from structure, making HTML documents
more maintainable and flexible.
- Improves user experience with visually appealing designs and
layouts.
- Enhances accessibility with consistent styling and typography.
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Integrating CSS
- Advantages and disadvantages of:
- Inline styles (within HTML tags):
- Advantages: quick and easy to apply, overrides other styles.
- Disadvantages: mixes presentation with structure, difficult to
maintain.
- Internal styles (within `<style>` tag):
- Advantages: separates presentation from structure, easy to
maintain.
- Disadvantages: limited scope, can be overridden by external
styles.
- External styles (in separate CSS file):
- Advantages: separates presentation from structure, easy to
maintain, reusable.
- Disadvantages: requires additional file, can be overridden by
internal styles.
_Topic 11: Styling HTML Content_
- Use CSS rules to style HTML elements:
- Selectors (e.g., `p`, `.class`, `#id`) target specific HTML elements.
- Properties (e.g., `color`, `font-size`, `background`) define the styles.
- Values (e.g., `red`, `18px`, `#f2f2f2`) specify the property values.
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Let me know if you'd like me to expand on any of these topics or
provide more detailed explanations!
Here are the expanded explanations for the remaining topics:
_Topic 12: CSS Selectors_
- Types of selectors:
- Element selectors (e.g., `p`, `h1`, `img`)
- Class selectors (e.g., `.header`, `.footer`)
- ID selectors (e.g., `#logo`, `#nav`)
- Attribute selectors (e.g., `[hreflang]`, `[type="submit"]`)
- Pseudo-class selectors (e.g., `:hover`, `:active`, `:focus`)
- Pseudo-element selectors (e.g., `::before`, `::after`, `::first-line`)
_Topic 13: CSS Properties_
- Color properties:
- `color` (text color)
- `background-color` (element background color)
- `border-color` (element border color)
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- Typography properties:
- `font-size` (font size)
- `font-family` (font family)
- `font-style` (font style, e.g., italic, oblique)
- `font-weight` (font weight, e.g., bold, normal)
- Layout properties:
- `width` (element width)
- `height` (element height)
- `margin` (element margin)
- `padding` (element padding)
- `border` (element border)
- `display` (element display type, e.g., block, inline, inline-block)
_Topic 14: CSS Values_
- Color values:
- Hexadecimal (e.g., `#ff0000`, `#ffffff`)
- RGB (e.g., `rgb(255, 0, 0)`, `rgba(255, 0, 0, 0.5)`)
- HSL (e.g., `hsl(0, 100%, 50%)`, `hsla(0, 100%, 50%, 0.5)`)
- Length values:
- Pixels (e.g., `10px`, `20px`)
- Percentages (e.g., `10%`, `20%`)
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- Em (e.g., `1em`, `2em`)
- Rem (e.g., `1rem`, `2rem`)
- Other values:
- Keywords (e.g., `auto`, `none`, `inherit`)
- Functions (e.g., `calc()`, `url()`)
Let me know if you'd like me to expand on any of these topics or
provide more detailed explanations!
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