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← Computing, Reimagined

Grade 11 Computing

Grade 11 of our own computing course: objects and classes, recursion, data structures, how programs really run, modeling and simulation, clients and servers, cybersecurity, neural networks, automating your work and an app people use.

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  1. Unit 1 Objects and Classes Model the world as things that know and do: a bus, a student, a game character. Algorithms and programming  
  2. Unit 2 Recursion A problem with a smaller copy of itself inside: Tower of Hanoi, fractals and the shortest programs that do the most. Algorithms and programming  
  3. Unit 3 Data Structures Why can undo go back step by step, and a dictionary find any name at once? The shape you give your data decides. Algorithms and programming  
  4. Unit 4 From Code to Circuits What really happens when you press Run, from your Python down to the processor's own instructions. Computer systems  
  5. Unit 5 Modeling and Simulation Throw a ball, launch a planet, spread a flu: build the world in code and watch what it does. Data and analysis  
  6. Unit 6 Clients, Servers and the Web Behind every app is a server answering questions. How they talk, and how to build both sides. Networks and the internet  
  7. Unit 7 Cybersecurity in Practice Every flaw an attacker uses was first a line of code nobody checked. Can you find it, and fix it, first? Safety and society  
  8. Unit 8 Neural Networks Train a network to read handwriting, Devanagari too, and see what it really learned. Artificial intelligence  
  9. Unit 9 Automate Your Work Rename a thousand files, clean a spreadsheet, fill a hundred letters: programs that save hours. Using computers well  
  10. Unit 10 Building an App People Use From an idea to people using it: design on paper, build, listen, and build it better. Creating  

Practice

How to use this book

A complete course of our own, not a guide to another book: the units build on each other in order, from what the best school computing courses in the world teach at this age, with examples from Nepal. Read them in order, and try every program yourself. Inside you’ll find:

  • Worked examples: try them first; the answer stays hidden until you open it.
  • Try it questions and each unit’s questions at the end, with hints and answers to open when you’re ready.
  • Diagrams to play with: drag, slide and change things to see what happens.
  • Did you know? boxes with the stories and surprises behind the computers.

Every fact here has been checked against reliable sources, but these pages have not yet been reviewed by subject experts. If you find a mistake, please tell us.