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LESSON NOTE ON SS2 COMPUTER SCIENCE FOR THIRD TERM

Computer Studies Scheme of Work for SS2 Third Term

 SCHEME OF WORK

WEEK 1: SYSTEM DEVELOPMENT CYCLE

WEEK 2: PROGRAM DEVELOPMENT

WEEK 3 PROGRAM DEVELOPMENT LIFE CYCLE

WEEK 4: ALGORITHMS AND FLOWCHARTS

WEEK 5: FLOW CHART AND SYMBOLS

WEEK 6: BASIC FUNCTION AND BASIC PROGRAMMING

Below are the 2022 complete SS2 Third Term Computer Science Lesson Note 

Third Term SS2 Computer Science Lesson

Week 1

Topic: System Development Cycle

System Development Cycle is the processor of developing software through business, needs, analysis, design, implementation and maintenance.

Stages of System Development Cycle

  1. Preliminary stage
  2. Feasibility stage
  3. Analysis
  4. Accuracy
  5. Readability
  6. Maintenance
  7. Generality. To learn more, Click here

Week 2

Topic: Program Development

Program

A program is a set of instructions given to a computer to perform a specific task. A computer program is a list of instructions that tell a computer what to do. Everything a computer does is done by using a computer program. Some examples of computer programs: A web browser like Mozilla Firefox and Apple Safari can be used to view web pages on the Internet.

Characteristics of a Good Program

  1. Accuracy – The program must do what it is supposed to do correctly and must meet the criteria laid down in it’s specification.
  2. Readability and Simplicity – The overall simplicity of a programming language strongly affects the readability of the programs written in that language, and programs, which are easier to read and understand, are also easier to maintain. A good programming language must be simple and easy to learn and use. It should provide a programmer with a clear, simple and unified set of concepts, which can be easily grasped.
  3. Efficiency –  Optimal utilization of resources is essential in any computer program. Programs written in a good programming language are efficiently translated into machine code, are efficiently executed, and acquire as little space in the memory as possible. To learn more, Click here

Week 3

Topic: Program Development Life Cycle

Program Development Life Cycle

The program development life cycle (PDLC) is an outline of each of the steps used to build software applications. Just like the system development life cycle (SDLC) guides the system analyst through the development of an information system, so also program development life cycle is a tool used to guide computer programmers through the development of an application.

Steps Involved in Program Development  Cycle

  1. Analyze the problem – Precisely define the problem to be solved, and write program specifications – descriptions of the program’s inputs, processing, outputs, and user interface.
  2. Design the program – Develop a detailed logic plan using a tool such as pseudo-code, flowcharts, object structure diagrams, or event diagrams to group the program’s activities into modules; devise a method of solution or algorithm for each module, and test the solution algorithms.
  3. Code the program – Translate the design into an application using a programming language or application development tool by creating the user interface and writing code; include internal documentation – comments and remarks within the code that explain the purpose of code statements.
  4. Test and debug the program – Test the program, finding and correcting errors (debugging) until it is error-free and contains enough safeguards to ensure the desired results.

Week 4

Topic: Algorithms and Flowcharts

Algorithms and Flowcharts

Algorithm and  Flowchart are the two basic terms which aid the development of a software package conveniently.

Algorithm: Is a step wise set of finite instructions written to solve a problem, it will be easier to code a program after writing a well-prepared algorithm. An algorithm is an effective method that can be expressed within a finite amount of space and time and in a well-defined formal language for calculating a function. Starting from an initial state and initial input (perhaps empty), the instructions describe a computation that, when executed, proceeds through a finite number of well-defined successive states, eventually producing “output”and terminating at a final ending state. An algorithm is written in simple language and must be efficient and limited to a number of steps. An algorithm is a well-defined procedure that allows a computer to solve a problem. Another way to describe an algorithm is a sequence of unambiguous instructions. The use of the term ‘unambiguous’ indicates that there is no room for subjective interpretation. Every time you ask your computer to carry out the same algorithm, it will do it in exactly the same manner with the exact same result. To learn more, Click here

Week 5

Topic: Flowchart

Flow Chart

A flow chart is a pictorial or graphical representation of algorithm given to the computer and the flow of control between various steps. A flowchart is a type of diagram that represents an algorithm, workflow or process, showing the steps as boxes of various kinds, and their order by connecting them with arrows. This diagrammatic representation illustrates a solution model to a given problem. Flow chart uses a number of standards and special symbols to represent different operations specified in an algorithm.

Symbols in Flow Chart

Terminal Symbol is used to denote logical beginning or end of a flow chart. The terminator is used to show where your flow begins or ends. Ideally, you would use words like ‘Start’, ‘Begin’, ‘End’ inside the terminator object to make things more obvious. represented as lozenges, ovals or rounded rectangles, usually containing the word “Start” or “End”, or another phrase signaling the start or end of a process, such as “submit enquiry” or “receive product”. To learn more, Click here

Week 6

Topic: Basic Function

A function is a structure that simplifies a complex operation into a single step. A function is therefore a many-to-one (or sometimes one-to-one) relation. The set of values at which a function is defined is called its domain, while the set of values that the function can produce is called its range. Functions act as ‘black boxes’, they accept input, value or values  and process them in a defined manner to produce or return an output value. As long as you know how and when to use a particular function, you need not to be bothered about how it actually works.

Consider, for example the process of taking the square root of a number value. If you have to define this program, anytime you need a square root, your program would require extra code and you would probably get tired of entering the same code over and over again. To learn more, Click here

 

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