Preuniversity h2 Computing
Preuniversity h2 Computing
SYLLABUS
Pre-University
Higher 2
Syllabus 9569
Page
1. INTRODUCTION
1.1 Desired Outcomes of Education and Learning of Computing 4
1.2 Value of Learning Computing 5
1.3 Design Intent of Syllabus 6
1.4 Curriculum Framework 6
1.5 Aims of Syllabus 9
1.6 21st Century Competencies (21CC) in H2 Computing 9
2. CONTENT
2.1 Syllabus Overview 13
Section 1: Algorithms & Data Structures 14
Section 2: Programming 16
Section 3: Data & Information 18
Section 4: Computer Networks 20
3. PEDAGOGY
3.1 Pedagogical Considerations 23
3.2 Pedagogical Approaches 25
4. ASSESSMENT
4.1 Assessment Philosophy 27
4.2 School-based Assessment 28
4.3 National Examination 28
SECTION 1:
INTRODUCTION
Desired Outcomes of Education and Learning of Computing
Value of Learning Computing
Design Intent of Syllabus
Curriculum Framework
Aims of Syllabus
st
21 Century Competencies (21CC) in H2 Computing
1. INTRODUCTION
The Desired Outcomes of Education (DOE) are attributes that educators aspire for every
Singaporean to have by the completion of his formal education. These outcomes establish a
common purpose for educators, drive our policies and programmes, and allow us to
determine how well our education system is doing.
The person who is schooled in the Singapore Education system embodies the DOE. He has a
good sense of self-awareness, a sound moral compass, and the necessary skills and
knowledge to take on challenges of the future. He is responsible to his family, community and
nation. He appreciates the beauty of the world around him, possesses a healthy mind and
body, and has a zest for life. In sum, he is
• a confident person who has a strong sense of right and wrong, is adaptable and
resilient, knows himself, is discerning in judgment, thinks independently and critically,
and communicates effectively;
• a self-directed learner who takes responsibility for his own learning, who questions,
reflects and perseveres in the pursuit of learning;
The learning of H2 Computing is aligned with the DOE. Through applying their knowledge of
relevant computing concepts and computational thinking skills, students are able to create
solutions to authentic problems. For example, during the problem definition phase, students
establish clearly what the problem is by determining the scope of the requirements and data
flows. During the problem analysis phase, students think logically about how the problem can
be decomposed into smaller and more manageable parts. During the design phase, students
apply abstraction to focus on important parts of the problem while hiding unnecessary details
as they think about possible solutions. During the development of the solution phase, they
actualise the design by creating an algorithm that solves the problem. The last phase of
computer-based solution requires students to translate an algorithm into a computer-based
program using a programming language. Finally, they also need to test the program to ensure
that it works as designed.
These authentic learning experiences encourage students to become critical thinkers and
innovators in designing solutions to complex problems. They are also able to develop
perseverance and resilience through rigorous debugging and refinement of their own
programs. Besides developing these qualities, there are also opportunities for students to
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think critically, evaluate information sources, collaborate with others and communicate
effectively. The A-level Computing syllabus thus offers varied and enriched learning
opportunities centred around the DOE by building useful content knowledge and developing
the necessary skills and attitudes related to computing in students.
The discipline of computing1 is defined as the systematic study of algorithmic processes that
describe and transform information: their theory, analysis, design, efficiency,
implementation, and application. The fundamental question underlying all computing is
"What can be (efficiently) automated?"
Technology is so pervasive and intertwined into our daily lives to the extent that almost every
aspect of the modern world is linked or dependent on it. Through the study of Computing,
students will gain insights as to how common computing devices encountered in our daily
lives actually function, and to develop an appreciation for computing innovation. They will be
better able to understand the efforts underpinning technological advancements, as well as to
discuss the benefits and negative consequences brought about by computing.
A Computing student will develop computational thinking and systems thinking during the
course of study essential to problem solving. A Computing student will be able to effectively
integrate the use of both hardware and software to create new artefacts to solve existing
problems, as well as identify processes and tasks that can be automated by a computer,
thereby increasing the efficiency of current processes.
These skills also support the development of 21CC in the domain of Critical and Inventive
Thinking (CIT); and Communication, Collaboration and Information Skills (CCI) which is
1
D.E., Corner, & David, Gries, & Micheal, Mulder, & Allen Tucker, & A.Joe, Turner, & Paul R., Young. Computing
as a Discipline. New York, USA: Communications of the ACM, Volume 32 Issue 1, Jan. 1989, Pages 9-23
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elaborated in Section 1.6 Table A1.
The design of the H2 Computing curriculum took into consideration the key findings from the
environment scans of local and international syllabi, and the value proposition of Computing
for pre-university school curriculum. The core content area is organized so as to allow
students to apply knowledge, design and develop computing solutions.
The following key ideas are presented in the A-Level H2 Computing curriculum to integrate
Computing concepts, skills and processes as a coherent whole:
The design of the H2 Computing curriculum is guided by the Computer Education Framework.
The aim is to provide a balanced coverage between theory and practice through the learning
of fundamental Computing concepts and principles, as well as the application of logical
reasoning and problem-solving skills to practical contexts. The framework consists of three
dimensions: Computer as a Tool, Computer in Society and Computer as a Science. These three
dimensions undergird the broad ideas of systems thinking and computational thinking
inherent in the study of Computing.
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The computer education framework comprises three dimensions (Figure 1):
• Computer as a Science
• Computer as a Tool
• Computer in Society
Computer as a Science
The dimension of Computer as a Science looks into the scientific aspect of computer science,
focusing on the core components of computational and systems thinking.
Systems thinking develops students in the design and creation of systems and solutions
through processes in problem definition, system analysis, and systems design.
Computer as a Tool
The dimension of Computer as a Tool looks mainly at the utilitarian aspect of computing and
ICT. At the heart of it are the use of the computer and the use of computer applications. Use
of computer exposes students to the hardware, the technology and related devices and
peripherals that open up ways for work, play and living.
2 Jeannette M. Wing is the President’s Professor of Computer Science and head of the Computer Science Department at
Carnegie Mellon University.
3 J. M. Wing. Computational Thinking. Communications of the Association for Computing Machinery (ACM), March 2006,
Vol. 49(3).
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• Computer
• Troubleshooting
hardware • •
ICT devices
Animation
• Assembly & maintenance
• Simulation
• Image editing
• Spreadsheets
• Programming
• Word processing
•
Use of
Data structures Computer • Media tools
• Data bases • Presentation
tools
• Abstraction Use of
• CAD/CAM
Computational Applications
• Algorithmic
Thinking
TOOL • Web page
design
thinking
• Games
• Discrete SCIENCE
mathematics
SOCIETY 21st Century • Collaboration
Skills / Teamwork
• Systems
Analysis and
Systems • Creativity /
Thinking Innovation
Design
Ethical &
• Software Legal Use • Self direction
Engineering Safe &
Responsible
• Networks and Use • Intellectual
communications property
• Data privacy
• Project
management • Viruses • Addiction • Computer crimes
• Robotics • The internet • Safety • Netiquette
• Computer security
• Ethics
• Social media • Data
storage
Figure 1: Computer Education Framework (The outer ring are examples of topics linked to each
of the three dimensions shown in the inner ring. The middle ring expresses the desired
concepts, skills and attitudes developed under each dimension.)
Computer in Society
This dimension focuses mainly on the ethical, legal and security issues relating to the use of
computers and ICT in society. Issues commonly associated with this dimension include
internet security, intellectual property, computer addiction, and data privacy.
The inclusion of the 21st century skills component reflects the impact of technology on the
kind of skills needed at the workplace of the future. 21st century skills relevant to the ICT
area include the ability to work collaboratively, produce creative work and be self-directed in
learning.
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1.5 Aims of Syllabus
b) Develop and apply problem-solving and computational thinking skills to solve real-
world problems using suitable algorithms and data structures in a web-based
environment using a personal computer.
d) Develop attitudes and 21CC needed to do well in computing such as inventive thinking,
perseverance, collaboration, communication as well as striving for accuracy and
thoroughness.
The H2 Computing curriculum provides multiple opportunities for the development of 21st
century competencies (21CC). For example, when a student designs and creates a web-based
application to automate a task or improve a workflow, such as a task reminder or resource
management application, they will develop inventive thinking when brainstorming for ideas.
They will apply computational thinking in analysing how the application can be decomposed
into modules that can be developed separately and integrated together later on. They will
also apply formal reasoning when designing algorithms to solve the problem. As they test and
improvise the design, they develop critical thinking during the refinement process. At the
same time, students will have opportunities for collaborative learning and to hone their
communication skills during presentations of their solutions.
The H2 curriculum provides opportunities for the development of 21CC in the areas of
Communication, Collaboration and Information (CCI), Critical and Inventive Thinking (CIT) and
Civic Literacy, Global Awareness and Cross-Cultural Skills (CGC). In addition, desired attitudes
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such as creativity and resilience are fostered through the curriculum. These are illustrated in
Table A1.
Ability to apply computational thinking by: 2.1d: The student is able to use evidence
• synthesizing knowledge and skills from and adopt different viewpoints to explain
the five core Computer Science areas; his/ her reasoning and decisions, having
and considered the implications of the
• applying formal reasoning and systems relationship among different viewpoints.
thinking in the analysis, design and
implementation of computer solutions.
Ability to debug and refine computer 2.2d: The student is able to suspend
programs (computational thinking). judgment, reassess conclusions and
consider alternatives to refine his/ her
thoughts, attitudes, behaviour and actions.
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1.2e: The student is able to interact with
others to construct and critically evaluate
knowledge, new understanding and ideas.
Ability to be resourceful in searching and 2.1c: The student is able to refine search
gathering pertinent information required results, organise information systematically
to solve the computer-based problem. and manage information sensitively, while
abiding by copyright regulations and
minimising security risks in the handling of
information.
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SECTION 2:
CONTENT
Syllabus Overview
Section 1: Algorithms & Data Structures
Section 2: Programming
Section 3: Data & Information
Section 4: Computer Networks
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2. CONTENT
This syllabus consists of four sections: (I) Algorithms and Data Structures, (II) Programming,
(III) Data and Information, and (IV) Computer Networks that will cover common areas of
fundamental computing concepts and theories to be undertaken at the pre-university level
for two years.
The two sections of (I) Algorithms and Data Structures, and (II) Programming are considered
as enduring concepts and skills which form the core fundamentals in computing courses while
the teaching of the other two sections: (III) Data and information, and (IV) Computer
Networks are considered as timely concepts and skills, intended to keep students abreast of
new trends and developments in computing and technology.
The four sections and the respective units of study for each section are listed with details in
subsequent pages.
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Section 1: Algorithms and Data Structures
This section introduces the implementation of data structures to store and retrieve data
efficiently, as well as their associated algorithms with the aim of developing problem solving
skills. It also includes important concepts of decomposition and modularity, as well as
techniques such as the use of decision tables to test algorithms. Students will need to abstract
both data and procedures when they apply computational thinking to a problem. In addition,
students will learn to implement various search and sort algorithms, and compare their
efficiency for evaluation purposes. There are three units of study:
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1.3 Data Structures
Understand concept and write algorithms for stack and queue (linear and circular),
linear linked list and binary search tree.
Ref Learning Outcome
1.3.1 Understand the concept of static allocation of memory.
1.3.2 Understand the concept of dynamic allocation of memory.
1.3.3 Create, insert, and delete operations for stack and queue (linear and circular).
1.3.4 Understand the concept of free space list (which could be another linked list or an array).
1.3.5 Create, update (edit, insert, delete) and search operations for a linear linked list.
Exclude: doubly-linked list and circular linked list
1.3.6 Create, update (edit, insert, delete*) and search operations for a binary search tree.
*Exclude: deletion of nodes from binary search tree
1.3.7 Understand pre-order, in-order and post-order tree traversals; and application of in-order
tree traversal for binary search tree.
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Section 2: Programming
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2.3 Implementing Algorithms and Data Structures
Use programming language elements and constructs to implement sort and search
algorithms such as insertion sort, bubble sort, quicksort, merge sort, linear search,
binary search, and hash table search, as well as data structures such as stacks,
queues, linear linked lists and binary search trees.
Ref Learning Outcome
2.3.1 Implement sort programs.
- Insertion sort
- Bubble sort
- Quicksort
- Merge sort
2.3.2 Implement search programs.
- Linear search
- Binary search
- Hash table search
2.3.3 Write programs to implement operations for stacks, queues (linear and circular), linear
linked lists and binary search trees.
Exclude: doubly-linked list and circular linked list
2.3.4 Store data in and retrieve data from serial and sequential text files.
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Section 3: Data and Information
This section introduces students to the design, use and application of database management
systems. The topics include relational data model, relational query languages and conceptual
data design and modelling for relational database design. Students are expected to write
programs to retrieve data from either a relational or non-relational database, process the
data and return the processed data as a result. The use of databases also highlights the
importance of data privacy and integrity. Students should be able to describe measures to
safeguard the use of data. In addition, students should also be able to describe the code of
conduct of a computing professional and discuss the social, economic and ethical implications
of computing and technology. There are four units of study:
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3.3 Databases and Data Management
Understand, create and use SQL and NoSQL databases, as well as understand
techniques to protect the privacy and integrity of data.
Ref Learning Outcome
3.3.1 Determine the attributes of a database: table, record and field.
3.3.2 Explain the purpose of and use primary, secondary, composite and foreign keys in tables.
3.3.3 Explain with examples, the concept of data redundancy and data dependency.
3.3.4 Reduce data redundancy to third normal form (3NF).
3.3.5 Draw entity-relationship (ER) diagrams to show the relationship between tables.
3.3.6 Understand how NoSQL database management system addresses the shortcomings of
relational database management system (SQL).
3.3.7 Explain the applications of SQL and NoSQL.
3.3.8 Use a programming language to work with both SQL and NoSQL databases.
3.3.9 Understand the need for privacy and integrity of data.
3.3.10 Describe methods to protect data.
3.3.11 Explain the difference between backup and archive.
3.3.12 Describe the need for version control and naming convention.
3.3.13 Explain how data in Singapore is protected under the Personal Data Protection Act to
govern the collection, use and disclosure of personal data.
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Section 4: Computer Networks
This section provides a broad view of the different types of basic networks, communication
protocols and standards in a network. Students will be expected to understand concepts and
techniques for developing web applications, describe the different types of threats to
network security and propose mechanisms to protect and secure access to networks. They
need to design, develop and test web applications as a consolidation of knowledge and skills
through hands-on practical work and projects. There are three units of study:
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4.3 Network Security
Understand computer network security in terms of threats, protection
mechanisms and secure access.
Ref Learning Outcome
4.3.1 Understand how malware (e.g. worms and viruses) and denial of service (DOS) attacks
can compromise computer systems.
4.3.2 Understand how firewall (filtering function), intrusion detection system (IDS) and
intrusion prevention system (IPS) can be used to restrict network access; and their
limitations.
4.3.3 Understand how encryption, digital signature, and authentication can ensure security of
network applications.
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SECTION 3:
PEDAGOGY
Pedagogical Considerations
Pedagogical Approaches
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3. PEDAGOGY
Some of the factors that have shaped pedagogical approaches relevant to the teaching of
Computing are identified as follows:
Applied learning is a notion that is gathering momentum in many educational contexts around
the world, and is often equated to ‘hands on’ or practical learning experiences. Despite the
many definitions of what constitutes applied learning, a number of recurring themes can be
found across these definitions. These themes can be viewed as the pedagogical principles that
support applied learning:
• emphasises the relevance of what is being learnt to the ‘real world’ outside the
classroom, and makes that connection in an immediate and explicit manner;
• requires students to use hands-on or experiential learning to enact authentic
scenarios, where students focus on learning and applying the skills and knowledge
they need to solve a problem and implement a project;
• involves students and teachers in partnerships with the industries, community,
institutions of higher learning, professional training bodies, and individuals outside
school
Authentic learning typically focuses on real-world, complex problems and their solutions
through a variety of problem-based activities, role-playing exercises, case studies, and
participation in virtual communities of practice.
In “Authentic Learning for the 21st Century: An Overview”, Marilyn Lombardi, illustrated that
learning by doing is generally considered the most effective way to learn. She also espoused
that the Internet and a variety of emerging communication, visualisation, and simulation
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technologies make it possible to offer students authentic learning experiences ranging from
experimentation to real-world problem solving.
(v) Collaboration
Success is not achievable by an individual working alone. Authentic activities make
collaboration integral to the task, both within the course and in the real world.
Professionals with Computing skills often possess attributes and traits mentioned above as
they work to design, develop and test programs or systems that can solve real-world
problems. Getting students to solve real-world problems provides students with a full
experience of this problem-solving process and the necessary opportunities to develop these
useful attributes and traits.
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3.2 Pedagogical Approaches
In line with principles of applied learning, the central pedagogical approach adopted is
“learning through doing”. This exploratory and hands-on approach is learner-centric, by
encouraging learners to actively do something in order to concretise concepts and theories
learnt. This not only allows students to directly observe and understand what they have
learnt, but also helps them to develop a range of higher-order thinking skills. In addition, it
encourages students to be self-directed and resourceful, which builds their confidence and
self-management skills.
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SECTION 4:
ASSESSMENT
Assessment Philosophy
School-based Assessment
National Examination
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4. ASSESSMENT
Assessment is an integral part of the learning process, and must be closely aligned with
curricular objectives, content and pedagogy. Both school-based assessment and national
examinations play important and different roles in our education system. A balanced
assessment system should comprise of both assessment of learning as well as assessment for
learning. Whether implemented in the classrooms or as part of national examinations,
assessment should lead to meaningful learning. The ‘what’ and ‘how’ of assessment should
be anchored on the clarity of purpose (‘why’). There should be regular gathering of
quantitative and qualitative information about a learner’s progress and development, and
such information should be used to inform learning and shape future teaching and learning
practices.
The measurement of the efficacy of learning is dependent upon the gathering of accurate
evidence about what students have learned for both teachers and students to make informed
decisions about what to do next in order to improve student attainment. Assessment is
integral to checking if learning has taken place as intended and planned.
The following are the three key messages of our assessment philosophy:
1. Assessment is integral to the learning process
Assessment is an iterative and continuous process which motivates learning and helps
learners to achieve the learning outcomes stated in our curricular documents. The gathering
and use of assessment information must become part of the ongoing learning process.
Assessment can take the form of projects, classroom tests or national examinations, but the
underlying goal should be to facilitate meaningful learning where the learning process is
developmentally appropriate, caters to students’ varied needs, and helps learners achieve
our Desired Outcomes of Education (DOE).
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also the need to use different modes of assessment so that we can determine how best to
support students in their progress with respect to different domains of learning.
Assessment is an important part of classroom teaching and learning and is an ongoing process
by which teachers gather information about students’ learning to inform and support
teaching. Assessment generally serves two purposes:
• Formative Assessment, such as projects, are used to determine how students are
progressing through certain learning outcomes during a series of learning activities or to
establish prior knowledge at the start of the learning cycle. This type of assessment can
be used to identify learning gaps to provide timely feedback to students on their learning,
and inform teachers on planning for future instruction.
• Summative Assessment, such as tests, school and national examinations, are used at the
end of a series of learning activities to determine the level of students’ attainment of the
desired learning outcomes. It is commonly used for placement and grading.
Details on the national examination are found in the Examination Syllabus on the website of
the Singapore Examinations and Assessment Board.
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