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Newton British Academy Year 11 ICT October Mock Theory Revision List Chapter 1  What is hardware the electronic physical components that make up a typical computer system. These may include input and output devices as well  Examples of internal and external hardwa...

Newton British Academy Year 11 ICT October Mock Theory Revision List Chapter 1  What is hardware the electronic physical components that make up a typical computer system. These may include input and output devices as well  Examples of internal and external hardware Internal Hardware Devices: o Central processing unit o Processor o Motherboard o Internal memory consisting of; RAM & ROM o Graphics & Sound Cards o Internal Storage devices like Hard disk drive (HDD) & Solid-state drive (SSD) o Network interface card (NIC) External Hardware Devices: o Monitor o Keyboard o Mouse o Printer o External Storage Devices  Main hardware components and their uses RAM, ROM, CPU, motherboard etc.  The central processing unit (CPU), aka the microprocessor works as the brain that executes hardware and software instructions. There are 3 main components: 1. Control Unit (CU): Directs data flow between the computer's components. 2. Arithmetic and Logic Unit (ALU): Conducts mathematical calculations and logical operations. 3. Registers: Fast storage locations for temporarily holding data and instructions. The CPU is essential for processing input data, executing instructions, and generating output in both simple devices and complex systems.  Internal Memory 1. Random access memory (RAM): temporary memory storage, lost after power is shut down, performs read and write functions, used to store data that’s currently in use, can be increased in size to improve operational speed. 2. Read only memory (ROM): permanent memory storage, non-volatile, can only be read from, used to store computer’s configuration data, such as BIOS. N.B: The BIOS (basic input/output system) stores the date, time and system configuration on a nonvolatile chip called a CMOS (complementary metal oxide semiconductor) – this is usually battery powered. Differentiating between Internal memories: 1. RAM is temporary memory device, whereas ROM is permanent memory device. 2. RAM is volatile, ROM is non-volatile. 3. RAM can be written to and read from, but ROM can only be read from. 4. RAM is used to store data, files, programs and parts of OS in current use. However, ROM is used in storing start-up data. Input devices are pieces of hardware that allow users to enter data into computers. An output device displays the computer's output in a human-readable format. As words on a printer, for example, or moving graphics on a monitor.  Backing/Secondary Storage  Required to permanently store significant amounts of data.  Most commonly in form of Hard disk drives and Solid-state drives.  Differentiating between internal memory and backing storage: 1. RAM contents are lost when power is lost, and ROM is read-only, backing storage is permanent even without power. 2. RAM and ROM are much smaller as compared to backing storage. 3. RAM and ROM are significantly faster in accessing data as compared to backing storage. 4. Backing storage is much cheaper than internal memory. 5. Internal memories are fixed, backing storage can be fixed or portable. 6. Internal memories can be directly read by the CPU, while backing storage needs to be moved into the RAM before being read by the CPU.  What is software? Examples of software Software is a set of instructions that guide devices on how to operate, playing a crucial role in controlling computer systems and processing data. It is divided into two main categories: 1. Application Software: This software helps users perform specific tasks and can be general-purpose or made for specialized functions, such as spreadsheets, databases, and word processors. 2. System Software: This provides a foundation for other software, consisting of: o Compilers: Convert high-level languages into machine code. o Linkers: Connect language processors to produce executable solutions. o Device Drivers: Enable communication between devices and hardware. o Utilities: Include tools for maintenance, like antivirus programs and disk management. o Operating Systems (OS): Manage overall computer functionality and user interaction. So, for a computer to be able to process real-world data, it first needs to convert the received data into digital form. This is done by hardware known as ADC (analogue to digital converter), and its output is given back in analogue form using DAC (digital to analogue converter).  Operating systems – CLI and GUI Operating Systems Controls operation of input, output & backing storage Supervises loading, running & storage of application program. Deals with error in application programs. Maintains security of whole computer system Maintains a computer log. 1. Command line interface: user needs to type in commands to communicate with the computer. The user is in direct communication with the computer. Not restricted to predefined options. Possible to alter computer configuration settings. Needs to learn many commands for basic operations. All commands need to be typed in, time-consuming. Very error prone, as commands must have correct format, spelling etc. N.B: Mainly used by programmers who need to have direct communication with the computer 3. Graphical user interface: Uses WIMP (windows icons menu and pointing device). The user does not need to learn any commands. It is more user-friendly; icons are used to represent applications. A pointing device is used to click on an icon to launch the application, this is simpler than typing in commands. This type of interface uses up considerably more computer memory than a CLI interface. The user is limited to the icons provided on the screen. Needs a more complex operating system. N.B: Mainly used by end-users who don’t have great knowledge of how the computer works  Advantages and Disadvantages of each user interface Command Line Interface (CLI) Advantages: 1. Efficiency and Speed: o Experienced users can execute commands rapidly without needing to navigate through various menus. 2. Powerful Scripting: o CLI allows users to create scripts, automating repetitive tasks and performing complex operations through piping and redirection. 3. Low Resource Usage: o Requires fewer system resources compared to GUIs, making it suitable for low-spec hardware or remote access via text-based protocols. 4. Greater Control: o Provides detailed and granular control over system settings, making advanced configurations possible for administrators and developers. 5. Remote Access: o Ideal for remote servers where graphical interfaces might be impractical or unavailable. Disadvantages: 1. Steep Learning Curve: o Users must memorize numerous commands and their syntax, which can be overwhelming for beginners. 2. Error-prone: o Commands must be typed accurately; any typographical error can lead to failure or unintended actions. 3. Less Intuitive: o Lacks visual guidance, making it harder for users who are not familiar with text- based commands to navigate. 4. Limited Feedback: o Users often receive minimal feedback about tasks being performed, making it difficult to know if actions have been successful without consulting logs. Graphical User Interface (GUI) Advantages: 1. User-Friendly: o Intuitive and accessible, allowing users of varying skill levels to interact with the system easily. 2. Visual Interaction: o Users can visually interact with elements (e.g., windows, icons) and receive immediate feedback on their actions. 3. Multitasking Support: o Enables users to work with multiple applications simultaneously in an organized manner. 4. Easier Learning Curve: o New users can quickly understand how to perform basic tasks through simple point- and-click interactions. 5. Rich Visual Representation: o Supports complex and visually engaging applications, such as graphic design and video editing. Disadvantages: 1. Higher Resource Usage: o Consumes more system resources (CPU, memory), which can slow down performance, especially on older hardware. 2. Less Control: o Can be limiting for advanced users who may find it difficult to access certain system settings that are readily available in CLI. 3. Slower Execution for Experienced Users: o Can be slower for skilled users who are accustomed to executing commands quickly via the keyboard. 4. Dependency on Mouse: o Users may need a mouse for navigation, which can be less efficient compared to keyboard shortcuts available in CLI.  Types of computers: compare their use in different scenarios. 1. Desktop Computers Uses:  Office and business work  Educational purposes  General entertainment  Gaming Advantages:  Easier, less costly to upgrade and expand  Spare parts are standardized and cheaper  Better specifications for the price  Fixed power consumption (plugs into a wall socket)  Less likely to be damaged or stolen due to fixed location  More stable internet access with wired connections Disadvantages:  Not portable (made of separate components)  More complicated setup due to wiring  Files need to be transferred to portable devices to work elsewhere 2. Laptop Computers Uses:  Office and business work  Educational purposes  Gaming  General entertainment Advantages:  Highly portable; all components in one unit  Minimal wiring, reducing desk clutter  Smaller footprint, usable in public spaces  Full functionality of Wi-Fi connectivity Disadvantages:  Easier to steal due to portability  Limited battery life; dependent on charger  Keyboards and pointing devices can be awkward for extended use  Difficult to upgrade components like RAM 3. Smartphones Uses:  Send/receive emails  Run apps  Take photos/videos  Play music/videos Advantages:  Very portable  Internet connectivity on the go  Usable almost anywhere (Wi-Fi and mobile networks)  Integrated apps for location tracking  Reasonable battery life for mobile devices Disadvantages:  Small screens and keyboards can hinder usability  Slower typing experience  Battery drains quickly with intensive tasks  Limited memory compared to laptops/desktops  Compatibility issues with some websites  Easier to lose or steal compared to larger devices  Slower data transfer rates on mobile networks 4. Tablets Uses:  Send/receive emails  Run apps  Take photos/videos  Play music/videos Advantages:  Quick startup; no long boot-up times  Highly portable and lightweight  Simple to use with touch screen technology  Low heat production with solid-state technology  Longer battery life than most laptops  Maintains internet connection in standby mode for alerts Disadvantages:  Generally more expensive than laptops  Limited memory/storage compared to laptops  Touch-screen typing can be slow and error-prone  Fewer supported file formats than laptops 5. Phablets Uses:  Entertainment (streaming media)  Gaming  Camera and video capabilities  Internet browsing  Email communication  GPS navigation  Banking functions  Social networking and instant messaging  Office and business management  Educational applications Advantages:  Increased screen size for better usability compared to smartphones  Portability of a smartphone with more capabilities  Versatile functionality; can serve many roles from phone to tablet Disadvantages:  Still relatively small compared to full-sized tablets or laptops  May entail usability issues for prolonged tasks typically suited for larger screens  Potentially pricier than standard smartphones without the full functionality of tablets  Emerging technologies 1. Artificial Intelligence (AI) Definition: AI refers to machines or applications that perform tasks requiring some form of intelligence, such as language processing, facial recognition, operating machinery, and data analysis to predict future outcomes. Everyday Uses:  Autonomous Vehicles: Development of driverless cars, alongside existing driverless trains and autopiloted airplanes.  Robotic Research: Advancements in technology that assist amputees and individuals with disabilities.  Hazardous Task Automation: Robots performing dangerous jobs like bomb disposal or hazardous material handling. Positive Impacts:  Increased Efficiency: AI can perform tedious tasks more efficiently, boosting productivity across various sectors.  Innovations in Healthcare: AI systems can assist in diagnosing conditions, personalizing treatment plans, and enhancing surgical precision.  Enhanced Safety: Robots can take on dangerous roles, reducing risks to human workers. Negative Impacts:  Unemployment: Increased automation may displace jobs traditionally held by humans, leading to rising unemployment rates.  Dependency on Technology: Over-reliance on AI can lead to a loss of human skills and critical problem-solving capabilities.  De-skilling: Professions may lose their specialized nature as machines perform tasks previously considered skilled labor. 2. Extended Reality (XR) Definition: Extended Reality encompasses both Augmented Reality (AR) and Virtual Reality (VR), combining real and virtual environments to create immersive experiences. Subcategories:  Augmented Reality (AR): Integrates virtual elements into the real world, enhancing real- time experiences. Example: Pokémon GO, where digital creatures are overlaid onto physical surroundings. Positive Impacts of AR: o Training in Safety and Rescue Operations: Realistic simulations enhance preparedness and response capabilities. o Enhanced Retail Shopping: Offers customers a virtual look at products, improving decision-making. o Healthcare Advancements: AR can assist healthcare professionals in visualizing a patient’s anatomy for better diagnoses and treatment.  Virtual Reality (VR): Creates entirely new environments separate from the physical world, requiring specialized equipment like headsets and controllers. Positive Impacts of VR: o Military Training: Offers immersive simulations for combat training without real- world risks. o Educational Applications: Enables historical visualization (e.g., exploring ancient sites) and complex scientific concepts. o Media and Entertainment: Provides engaging interactive experiences with films and interactive effects. o Scientific Visualization: Assists in understanding complex structures, such as molecular biology. Negative Impacts:  Isolation: Prolonged use of VR may lead to social isolation as users disconnect from the real world.  Health Concerns: Extended use of VR can cause physical discomfort, such as motion sickness, or negative effects on vision.  Distraction: Over-reliance on AR tools could divert attention from the physical world, impacting focus and social interactions. Chapter 2  Input and output devices. Give examples  Input devices  Keyboards: Used for data entry and commands, they allow fast text entry but can be hard for those with limited mobility and take up a lot of desk space.  Numeric Keypads: Common in ATMs and POS terminals for numeric input, they are faster and portable, although they may have small keys and non-intuitive layouts.  Mouse: Utilized for navigating applications and editing, they offer quick access but can be hard for wrist issues and need a flat surface.  Touchpad: Integrated into laptops, they're faster for option selection but less precise and hard for users with limited movement.  Tracker Ball: A good alternative for those with RSI, offering precise control in a compact form; however, they may incur additional costs and require user training.  Remote Control: Used for various multimedia and industrial controls, they enable distance operation but can be limited by user mobility and signal obstructions.  Joysticks: Ideal for gaming and simulations, they simplify navigation but are challenging for pointer control.  Driving Wheel: Provides a realistic gaming experience but can be costly and overly sensitive in lower-end models.  Touch Screen: Common in ATMs and POS systems, they allow easy inputs but can be limited in options and may contribute to user fatigue.  Scanners: Used for digitizing documents and images, they're efficient options but dependent on resolution and slow in color scanning.  Digital Cameras: Offer high-quality photography and easy uploads, but require computer skills and may reduce artistry through automated features.  Microphones: Facilitate speech input and enhance security but contribute to high memory usage and may introduce errors.  Sensors: Utilized in various applications for monitoring, they provide accurate continuous readings but may yield faulty results and require digitization.  Light Pens: For object selection and drawing, they are precise but outdated and compatible only with CRT screens. 1. output devices Cathode Ray Tube (CRT) Monitors  Uses: Creating complex diagrams in CAD; compatible with light pens.  Advantages: Wide viewing angles; works with light pens.  Disadvantages: Heavy and bulky; high power usage; can overheat; flickering may cause headaches; prone to image burn-in. 2. Liquid Crystal Display (LCD) Screens  Uses: Main output device for computers, mobile phones, and video games.  Advantages: Low power consumption; lightweight; available in various sizes; no flickering; sharp image resolution.  Disadvantages: Inconsistent color and contrast from different angles; motion blur; lower contrast than CRTs. 3. Touch Screens  Uses: ATMs, POS terminals, information kiosks.  Advantages: No need for additional input devices; interactive and versatile.  Disadvantages: Susceptible to dirt; risk of repetitive strain injuries; less accurate for large data transactions. 4. Multimedia Projectors  Uses: Training presentations, advertising, home cinema systems.  Advantages: Allows larger audiences to view presentations.  Disadvantages: Images can be fuzzy; expensive; complicated setup. 5. Laser Printers  Uses: Low-noise environments; high-speed, high-quality printing.  Advantages: Fast printing; can handle large jobs; high-quality, durable toner.  Disadvantages: Fast only for large batch jobs; high operating costs for color printing; emit ozone and volatile compounds. 6. Inkjet Printers  Uses: Low-output volumes; high-quality single pages.  Advantages: High-quality prints; cheaper than lasers; lightweight.  Disadvantages: Slow for bulk printing; smudging possible; higher costs with frequent use. 7. Dot Matrix Printers  Uses: Noisy environments; carbon copy outputs; till receipts.  Advantages: Versatile usage; economical; suitable for continuous printing.  Disadvantages: Noisy operation; slower print speeds; initial cost is higher than inkjet. 8. Graph Plotters  Uses: Architectural and engineering drawings, animation.  Advantages: High-quality and accurate large prints; versatile material printing.  Disadvantages: Slow printing speeds; high initial purchase cost; large physical footprint. 9. 3D Printers  Uses: Custom prosthetics, lightweight aerospace parts, vintage car repairs.  Advantages: Simplifies manufacturing; cost-effective over time; ability to create unavailable parts.  Disadvantages: Risk of counterfeiting; potential for dangerous item production; possible job losses. 10. Speakers  Uses: In phones and computers; assistive technology for the visually impaired.  Advantages: Amplify sound significantly; simple technology; beneficial for blind users.  Disadvantages: Disturbance to others; high-quality sound usually limited to expensive models; take up desk space. 11. Actuators  Uses: Control motors, buzzers, and switches; manage physical devices.  Advantages: Enable remote operation; generally inexpensive.  Disadvantages: Could fail as additional components; require signal conversion from analogue to digital.  Direct data entry – OMR, OCR, MICR compare their uses 1. Optical Mark Recognition (OMR)  Uses: o Used for processing surveys, tests, and questionnaires where respondents mark answers (e.g., multiple-choice questions). o Used in reading voting papers. Advantages: o Fast and efficient for processing large volumes of data. o Minimal human intervention is required after forms are filled out. o High accuracy in reading marked responses.  Disadvantages: o Limited to specific formats (marked areas). o Errors if marks are not clearly made (e.g., stray marks). 2. Optical Character Recognition (OCR)  Uses:  Processing passports and identity cards.  Converting hard copy documents into electronic form.  Used in automatic number plate recognition (ANPR) systems. Digitizing historic hard copies for archiving.  Advantages: o Supports a wide range of fonts and formats. o Enhances accessibility by making text searchable and editable. o Can automate data entry processes, reducing manual input errors.  Disadvantages: o Accuracy can vary based on text quality and handwriting. o Requires preprocessing to ensure high-quality recognition. 3. Magnetic Ink Character Recognition (MICR)  Uses:  On credit/debit card for use at ATMs Security device to allow entry to buildings, hotels, etc. Advantages: o High accuracy and speed; resistant to errors caused by alterations or damage. o Secure method of reading vital information such as bank account numbers. o Facilitates quick processing in automated banking systems.  Disadvantages: o Limited to specific characters and formats. o Requires specialized printing with magnetic ink, which can increase costs. Summary of Comparison:  Focus: OMR is designed for interpreting marked responses; OCR is aimed at converting printed or handwritten text into digital form; MICR is specialized for reading magnetic ink characters on financial documents.  Accuracy: While OMR and MICR are generally accurate for their specific use cases, OCR's accuracy can be variable and depends on the quality of the input data.  Efficiency: All three methods enhance efficiency in data collection and processing but are suited for different applications depending on the format of the data being collected.  Chapter 3  Storage devices – optical, magnetic and SSD  Ability to explain and compare the different types of storage devices  Select appropriate storage devices for a particular use  1. Optical Storage Devices  Examples: CDs, DVDs, Blu-ray Discs.  Uses: o Media storage (music, movies, software distribution). o Backup and archival storage of files. o Bootable media for operating systems.  Advantages: o Portability o Durability: Generally resistant to magnetic interference and a decent lifespan if stored properly. o Cost: cheap o Read-only options: Discs like CD-ROMs and DVD-ROMs prevent accidental data modification.  Disadvantages: o Limited capacity: Generally lower capacity compared to magnetic and SSD. o Speed: Slower read/write speeds than SSD and magnetic drives. o Physical damage: Scratches can render a disc unreadable. o Compatibility: Newer devices may not feature optical drives. 2. Magnetic Storage Devices  Examples: Hard disk drives (HDDs), magnetic tape.  Uses: o General data storage for computers, servers, and external drives. o Backup solutions and archiving (especially tape for large volumes).  Advantages: o Capacity: Economical for large storage capacities (several terabytes). o Cost-effective: Lower cost per GB compared to SSDs, making them ideal for large data requirements. o Established technology: Widely compatible with most systems and software.  Disadvantages: o Speed: Generally slower read/write speeds than SSDs. o Durability: More susceptible to physical damage due to moving parts. o Power consumption: Typically uses more power than SSDs, especially in idle states. o Fragmentation: Performance can degrade over time due to file fragmentation. 3. Solid-State Drives (SSD)  Examples: SATA SSDs, NVMe SSDs.  Uses: o Primary storage for operating systems, applications, and high-performance computing. o Use in laptops, desktops, and gaming systems for fast data access.  Advantages: o Speed: Significantly faster read than HDDs and optical drives, resulting in quicker boot times and application loading. o Durability: No moving parts make SSDs more resistant to physical shock and less prone to failure. o Power efficiency: Typically consumes less energy, making them suitable for laptops. o Form factor: Available in compact sizes (M.2, U.2) which enable sleeker designs in devices.  Disadvantages: o Cost: Higher cost per GB compared to HDDs and optical storage. o Limited lifespan: Subject to write cycles; may wear out over time with intensive use (though this is generally a non-issue for average users). o Data recovery: More difficult and expensive compared to HDDs if data recovery is needed.  For General Data Storage: Magnetic Storage (HDD) is often a preferred choice due to its capacity and cost-effectiveness, especially for large files and backups.  For Media Distribution: Optical Storage may be suitable for bulk distribution of media, though this is less common in the digital age.  For Performance-Intensive Applications: SSDs are ideal for users needing speed for operating systems, high-performance games, and applications such as video editing.  For Archival Storage: Magnetic Tape remains a viable option for long-term storage due to its cost- effectiveness and longevity, particularly in enterprise settings. Chapter 4  What is a network: a collection of interconnected devices, such as computers, servers, routers, and other hardware, that can communicate and share resources with one another.  What do the following terms mean o WAN: Wide Area Networks (WAN): is formed by several LANs being connected through a router. It is expensive however it comes with a more enhanced security. Additional hardware is needed for a WAN: Routers, modems and proxy servers o LAN: Local Area Network (LAN): networks that are usually contained within a single building or small geographical location. It is made up using hubs and/or switches which will connect several devices together. It is common for one hub or switch to be connected to a router which will allow the LAN connectivity to other outside networks such as the internet. o WLAN: Wireless Local Area Network (WLAN): Local Area Networks that allow devices to connect wirelessly rather than using physical cables. Wireless Access Points (WAPs) are connected to an existing wired network which provides wireless connectivity. Support a vast range of devices such as smartphones and laptops and are very popular in public areas such as shopping malls. o PAN: A personal area network (PAN) is a computer network for interconnecting electronic devices within an individual person's workspace. A PAN provides data transmission among devices such as computers, smartphones, tablets and personal digital assistants. Chapter 5: Effects/Impact of using ICT  Microprocessor controlled devices  Potential health problems related to the prolonged use of ICT

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