South 중학교 3학년 Informatics
Chapters: 5
1. Information culture
IT and software in society · Protecting personal information · Information ethics
- 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.
- 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.
2. Data and information
Digital information · Collecting information · Structuring information
- Number Systems and Encoding – A number system is a way to write numbers using a set of digits and a base. Decimal (base 10) uses 0–9, binary (base 2) uses 0 and 1, octal (base 8) uses 0–7, and hexadecimal (base 16) uses 0–9 and A–F. To go from decimal to any base, divide repeatedly by the base and read remainders bottom to top; for fractions, multiply by the base and read the integer parts top to bottom. To go to decimal, multiply each digit by its place value and add. Binary ↔ octal uses groups of 3 bits, binary ↔ hex groups of 4. Text is stored with encoding schemes: ASCII (7-bit, 128 characters), ISCII (8-bit, Indian scripts) and Unicode (every script), stored as UTF-8 (1–4 bytes) or UTF-32 (4 bytes).
- Research Skills: From a Question to a Finished Project – Research is a careful way of finding an answer. You ask a clear, focused question, plan how to answer it, find information and check that each source can be trusted, collect and analyse your own data, draw a conclusion that the evidence supports, and share it while crediting every source you used.
- Data Handling: Collect, Organise and Show Data – Data is a set of facts, such as answers, counts or measurements. Data can be qualitative (words) or quantitative (numbers); numbers are discrete (counted) or continuous (measured). We collect data by surveys, observation, experiments or from existing sources, then organise it with tally marks into a frequency table. We show it with the right graph: bar graphs to compare groups, pie charts to show parts of a whole, line graphs for change over time and scatter graphs for links between two variables. Computers store data as structured tables or unstructured text, images and sound.
3. Abstraction and algorithms
Problem states · Abstraction · Algorithms · Comparing algorithms
- Introduction to Problem Solving – Problem solving on a computer has stages: analyse the problem (inputs, outputs, rules), develop an algorithm (a finite, clear, ordered set of steps), code it in a programming language, test it with different inputs, and debug (find and remove errors). An algorithm can be shown as a flowchart (oval = start/stop, parallelogram = input/output, rectangle = process, diamond = decision, arrows = flow) or as pseudocode (structured plain English). Decomposition breaks a big problem into smaller sub-problems that are solved separately and then joined.
4. Programming
Programming environment · Input and output · Variables and operators · Sequence, selection, repetition · Software for real problems
- 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.
5. Computing systems
Hardware and software · Sensors and physical computing
- Basic Computer Organisation – A computer system has hardware (parts you can touch) and software (instructions). Input devices bring data in, the CPU (ALU + Control Unit + registers) processes it, and output devices give results. Memory forms a ladder: registers and cache are tiny and fastest, primary memory (RAM, ROM) holds running programs, and secondary storage (HDD, SSD, pen drive) keeps data permanently. Memory is measured in bits and bytes: 8 bits = 1 byte, and each bigger unit (KB, MB, GB, TB, PB) is 1024 times the one before.
- 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.