South 고등학교 2학년 Software and Life
Chapters: 5
1. Software that changes the world
How software changed the world · Modelling the real world in software · Convergent problem solving
- Digital Society: How Information Technology Changes Our Lives – A digital society (also called an information society) is a society where making, sharing and using information with computers and networks is a main part of life, work and government. Information moves fast, reaches everywhere and can be copied at almost no cost. Software has changed shopping, banking, health, school and friendship. New jobs appear (app developer, data analyst) while some old jobs shrink. Every online action leaves data, so privacy matters. Not everyone is connected (the digital divide), and too much screen time or gaming can harm health. A good digital citizen uses the benefits and manages the risks.
2. Software for creation
Physical computing artworks · Realising ideas in software · Media art · Wearables
- Physical Computing: Making Code Sense and Move – Physical computing joins code to the real world. Sensors measure something (light, temperature, distance, button presses) and turn it into a number. A microcontroller runs a program that decides what to do with that number. Actuators (LEDs, buzzers, motors, screens) act on the world. This input–process–output cycle runs again and again in a loop. Using thresholds, conditions and feedback, we build night lights, smart plant waterers, wearables and interactive art.
- Programming Basics: Sequence, Selection, Loops and Functions – A program is a set of exact instructions a computer follows. Every program is built from three structures: sequence (steps in order), selection (if/else choices) and iteration (loops). Variables store values. Functions group code into reusable, named blocks, which makes programs modular and easier to test, debug and maintain.
- Digital Art and Media Art – Analogue art uses physical materials; digital art is made and stored as numbers. A raster image is a grid of pixels (resolution = number of pixels); a vector image stores points and curves and stays sharp at any size. Digital tools add layers, undo, special brushes and pen tablets. Artists often combine analogue and digital: draw, scan, edit, print, then paint again. Media art uses screens, light, sound, code and interaction as materials: video art, projection mapping, interactive installations, generative art, web and game art. Each medium has features that change how a work is made, shown and experienced.
3. Software for analysis
Data for social phenomena · Methods by data type · Visualisation · Social value of data
- Data Analysis – Data analysis means turning raw data into answers. It follows a cycle: ask a question, collect data, clean it (remove errors, repeats and blanks), organise and transform it, analyse it with summaries such as mean, median, range and patterns, show it with a good chart, and draw a careful conclusion. Watch for outliers, small samples and bias, and remember that a correlation between two things does not prove that one causes the other. Data must also be stored safely and used with permission.
- Data Visualisation: Turning Numbers into Pictures – Data visualisation means showing data as a picture so patterns are easy to see. Use a bar chart to compare categories, a pie chart for parts of a whole, a line chart for change over time, a scatter plot for the relationship between two numbers, and a histogram for how values are spread. A good chart has a title, labelled axes with units, and an honest scale that starts at 0 for bars.
- Digital Footprints and Netiquette – A digital footprint is the trail of data we leave online. Active footprints are shared on purpose (posts, comments, forms); passive footprints are collected without us noticing (cookies, browsing history, location, IP address). Footprints are hard to erase and can be seen by others later. We live in a digital society where learning, banking, shopping and government services are online; a responsible user of it is a digital citizen (netizen). Net etiquette means being ethical (respect copyright, share reliable information), respectful (privacy, diversity, no bullying) and responsible (avoid oversharing, don't feed trolls). Communication etiquette asks us to be precise, polite and credible; social media etiquette asks us to choose passwords and privacy settings wisely, think before uploading, and verify before sharing.
4. Simulation software
What simulations are · Examples of simulations · Building a simulation · Using software actively
- Computer Simulation – A model is a simplified description of a real system that keeps only what matters. A computer simulation runs that model step by step in time to see what would happen. It has variables (the state), rules (how the state changes), parameters (numbers we can set) and often randomness, so we repeat runs and average. We check a simulation against real data (validation). Simulations are used for weather, traffic, disease spread, flight training and design, because they are cheaper, safer and faster than real tests, but they are only as good as their model and data.
- Digital Literacy: Using Digital Tools Wisely – Digital literacy means using computers and the internet well. You pick the right software for each job. You save work in a file format others can open. You share files with a team and keep versions so nothing is lost. You know how a search engine finds pages, and you check if a source can be trusted. You read the licence before you reuse someone's work, and you give credit.
5. Software that creates value
Software start-ups · Start-up projects · Developing the software · Sharing value with society
- From Ideas to Startups: Entrepreneurship – An entrepreneur turns an idea into a business by bringing together land, labour and capital and taking the risk. New ideas replace old ways, which economists call creative destruction. Startups grow with help from investors, banks, incubators, government schemes such as Startup India and Make in India, and small firms called MSMEs. A business plan maps the idea, costs and customers. The profit and loss statement shows Sales − Costs, and the balance sheet shows Assets = Liabilities + Capital.
- Software Development: From Idea to Working App – Good software is built in stages: analyse the problem and write requirements, design the solution, code it in small parts, test it with normal, boundary and erroneous data, deploy it to users and maintain it. Waterfall does each stage once in order; agile repeats short cycles. Robust programs validate input, and teams use version control, clear roles and feedback from users.