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Main content start

Modular Computer Awareness Programme (Module 1-8)

 

Modular Computer Awareness Programme

 

Generally, schools may allocate special periods for the Computer Awareness Programme and / or preferably integrate it into the appropriate learning areas. The learning activities suggested in the Programme make use of IT tools and resources currently available in primary schools. It is hoped that the proposed learning objectives and activities can help schools to design their own school-based IT learning programmes. The titles of the modules are listed below:

 

 

 

Computer Awareness Programme (Module 1) - Joy to the Computer World (Applicable to Key Stage 1 and 2)

Learning Objectives
 
●   

Recognize the needs and uses of IT in daily life;

  
●  

Understand the basic functions of input, output and storage devices such as monitor, keyboard, mouse, speaker, hard disk, CD drive, scanner and printer;

  
●  

Acquire intuitively the ideas of how computer works;

  
●   

Acquire mouse skills such as move, click, double click , drag & drop and the use of right click;

  
●   

Operate computer systems in Windows environment and get familiar with the menu bar, cursor, icon, etc.;

  
●   

Comply with the rules for using computers.

  
 

 

  
Learning and Teaching Resources
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● Joy to the Computer World materials

 English  Chinese

 
 - Understanding computer systems through animation;  
 - Know how to use computers correctly through stories or metaphors.  

 

 

Computer Awareness Programme (Module 2) - Drawing with a Computer (Applicable to Key Stage 1 and 2 )

Learning Objectives
 
●   

Draw pictures with freehand drawing and eraser tools of Paintbrush;

  
●   

Use common drawing tools such as cut, copy and paste, fill color and spray color;

  
●   

Learn how to edit, save and print a picture file;

  
●   

Handle text in pictures.

  
    
Learning and Teaching Resources
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●  Drawing with a Computer materials

English  Chinese

 
 - Use the function of a little painter to make posters, cards, etc. on the theme of campus life  

 

 

Computer Awareness Programme (Module 3) - Writing with a computer and Word Processing (Applicable to Key Stage 1 and Key Stage 2 )

Learning Objectives
 
●   

Familiarize with the keyboard layout and acquire the keyboard skills;

  
●   Input Chinese characters with the aid of a handwriting recognition device;  
●   

Use the features of word processing software, such as delete, insert, align, underline, print preview, font styles, text colour, table, emphasizing tools, tabs, indentation, spell-check, embedding clip-arts, adjusting paper orientation, etc.;

  
●   

Save documents and retrieve existing documents.

  
●   Know about different Chinese input methods and able to input Chinese characters through the keyboard; 

 

 

 

 

 

Learning and Teaching Resources
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● 
Writing with a computer materials

English  Chinese

 - Acquire keyboard skills through playing computer games such as letter hunting games;  
● Word Processing materials

English  Chinese

 - Write notices, advertisements, reports and design posters through different themes  

 

 

Computer Awareness Programme (Module 4) - Using the Internet (Applicable to Key Stage 2)

Learning Objectives
 
●   Know briefly what Internet and electronic mail are and some of their usage;  
●   Connect to the Internet and browse information using a browser;  
●   Use of bookmark;  
●   Search relevant information on a particular topic;  
●   Download and print information;  
●   Raise the awareness of legal issues and develop positive ethical behaviour when using the Internet.  
   

 

Learning Objectives
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●  Using the Internet materials

English  Chinese

 
 - Browse, search, download and print information on specific topics on the Internet  

 

 

Computer Awareness Programme (Module 5) – IT Applications and Implications (Applicable to Key Stage 2)

Learning Objectives
 
●   Be aware of the application of information technology in our daily life;

.

●   

Use IT tools and application to support learning;

 
●   

Understand the correct attitude you should have when using IT;

 

●   

Be aware of the legal and ethical responsibilities when using information technology.

 

  
Learning and Teaching Resources
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●   “Preliminary Exploration on Artificial Intelligence”*English  Chinese 
 - Be aware of the application, privacy and moral issues of artificial intelligence in our daily life;  
 - Learn how to develop artificial intelligence applications using blocky programming tools.  

 

 

Computer Awareness Programme (Module 6) - Calculation and Charting with Spreadsheet (Applicable to Key Stage 2)

Learning Objectives
 
●   

Recognize the needs of using spreadsheet in daily life;

  
●   Present numerical data in table form;  
●   Handle simple calculation such as sum and average;  
●   Use simple formulae for calculation;  
●   Present numerical data using pie charts, line charts and bar charts.  
● Use legends and titles to enhance the readability of statistical charts.  
    
Learning and Teaching Resources
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● Calculation and Charting with Spreadsheet materials

English  Chinese

 
 

- Examples of making spreadsheets in daily life, such as recording weather and calculating the total and average scores on sports days.

 

 

 

 

Computer Awareness Programme (Module 7) - Using E-mail (Applicable to Key Stage 2)

Learning Objectives
 
● 

Understand e-mail;

  
●  Create, send, read, reply, forward and print a mail;  
● Manipulate e-mail with attachment;  
● Use address book or mailing list to send e-mail to a group of recipients;  
● Know other means of telecommunication such as online chatting and video conferencing.  
 

 

   
Learning and Teaching Resources
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● Using E-mail materials

English  Chinese

 
 

- Send, Read, print and forward the E-mail.

 

 

 

 

Computer Awareness Programme (Module 8) – Coding Education (Applicable to Key Stage 2)

 

Learning Objectives
View or download
● Understand the basic computational thinking concepts and practices, including abstraction, algorithm, and automation;**
●   Possess the ability to develop/re-use/re-mix programs/codes to solve computational problems; 
●   

Understand the limitations and impacts of coding;

●   Connect coding with real-life problems and other subjects;  
●  Solve problems through communication and collaboration with teamwork effectively in the process.  
    
Learning and Teaching Resources
View or download
 
●   A. Unplugged Activities 
 (1) Unplugged programming conceptual activityEnglish  Chinese 
 Through seven unplugged learning activities to learn the concepts of "input, processing, output", data manipulation, selection statements, logical operators, loops and other programming;  
●   B. Scratch  
 (1) Draw polygons English and Chinese 
 Draw different polygons / graphics by using Sequence and Iteration commands, which are including drawing simple graphics, repeating graphics and symmetrical graphics.  
 (2) “Cat catches Mouse”  
 Understand how to reuse the Sequence, Iteration, Selection and "broadcast and received message" instruction into the program of “Light reflection on Cat catches Mouse”. English and Chinese 
 (3) “Clean recycling”  
 Use sequences, flow control statements, variables and arithmetic symbols to create "Clean recycling" program.Chinese 
  ● C. App Inventor  
 (1) Program mobile apps  
 Program mobile apps of Android, including buttons, text, pictures, sound and vibration, data exchange, animation, canvas and microdatabase, etc.English   Chinese 
● D. Micro:bit  
 (1) Light Intensity Meter  
 Use variables and if-then-else structure to program micro:bit LED display and buttons.English  Chinese 
 (2) Traffic Controller and Signage  
 Use radio communication feature and if-then-else structure to program micro:bit to be a traffic controller.English  Chinese 
● E. Arduino  
 (1) Blink  
 Through building a closed circuit, the microprocessor is controlled by programming as a switching device.English  Chinese 
 (2) Application of sensors  
 Collect data measured by sensors to control other objects through programming.English  Chinese 
● F. mBot*  
 (1) Practice programming through “mBot”  
 By practicing the basic concepts of programming (including: sequence, branch/selection and iteration), and be aware of how to design programs and process data to solve problemsEnglish  Chinese