📚 Year 7 Edexcel Computer Science: Vocabulary & Terminology Quick Memorisation Guide | Year 7 Edexcel 计算机科学:词汇术语速记指南
Mastering key vocabulary is essential for success in Year 7 Edexcel Computer Science. This guide breaks down the most important terms you will encounter across hardware, software, programming, networks, and digital citizenship. Use it for quick revision, self-testing, and building a solid foundation.
掌握关键词汇是 Year 7 Edexcel 计算机科学取得成功的基础。本指南梳理了硬件、软件、编程、网络和数字公民等重要领域中最常出现的术语。可用于快速复习、自测和建立扎实的知识体系。
1. Hardware Basics | 硬件基础
Hardware – the physical parts of a computer system that you can touch, such as the case, keyboard, monitor, and internal components like the motherboard and CPU.
硬件 – 计算机系统中可以触摸到的物理部件,例如机箱、键盘、显示器以及主板和 CPU 等内部组件。
CPU (Central Processing Unit) – often called the ‘brain’ of the computer; it carries out instructions from programs by performing fetch–decode–execute cycles.
CPU(中央处理器) – 常被称为计算机的“大脑”;它通过取指–译码–执行周期来运行程序指令。
Motherboard – the main circuit board that connects all components, allowing the CPU, RAM, storage and other parts to communicate.
主板 – 连接所有组件的主电路板,使 CPU、内存、存储器及其他部件能够相互通信。
RAM (Random Access Memory) – temporary, fast memory that holds data and programs currently in use; its contents are lost when the power is turned off (volatile).
RAM(随机存取存储器) – 用于暂时存放当前正在使用的数据和程序的快速内存;断电后内容会丢失(易失性)。
ROM (Read-Only Memory) – non-volatile memory that stores essential startup instructions (firmware/BIOS) and cannot be easily changed.
ROM(只读存储器) – 非易失性存储器,保存着重要的启动指令(固件/BIOS),通常不能轻易修改。
Storage Drive (Hard Disk / SSD) – provides long-term storage for the operating system, software, and personal files; SSDs are faster and have no moving parts compared to traditional hard drives.
存储驱动器(硬盘 / 固态硬盘) – 为操作系统、软件和个人文件提供长期存储;与传统硬盘相比,固态硬盘速度更快且没有移动部件。
Power Supply Unit (PSU) – converts electricity from the wall outlet into the correct voltages needed by the computer’s components.
电源供应器(PSU) – 将墙上的交流电转换为计算机组件所需的正确电压。
GPU (Graphics Processing Unit) – a specialised processor that handles rendering images, videos, and animations; can be integrated or dedicated.
GPU(图形处理器) – 专门处理图像、视频和动画渲染的处理器;可以是集成显卡或独立显卡。
2. Software and Operating Systems | 软件与操作系统
Software – a set of instructions that tells the hardware what to do; it can be divided into system software and application software.
软件 – 一组告诉硬件如何工作的指令;可分为系统软件和应用软件。
Operating System (OS) – system software that manages hardware resources, provides a user interface, and allows other programs to run; examples include Windows, macOS, Linux and ChromeOS.
操作系统 – 管理硬件资源、提供用户界面并允许其他程序运行的系统软件;常见的有 Windows、macOS、Linux 和 ChromeOS。
Application Software – programs designed to help the user perform specific tasks, such as word processors (e.g. Microsoft Word), web browsers, and games.
应用软件 – 旨在帮助用户完成特定任务的程序,例如文字处理软件(如 Microsoft Word)、网页浏览器和游戏。
GUI (Graphical User Interface) – a visual way of interacting with a computer using windows, icons, menus, and pointers (WIMP), making it user-friendly.
GUI(图形用户界面) – 使用窗口、图标、菜单和指针(WIMP)与计算机交互的视觉方式,使操作更加友好。
Open-Source Software – software whose source code is freely available for anyone to view, modify, and distribute; examples include LibreOffice and GIMP.
开源软件 – 源代码可供任何人免费查看、修改和分发的软件;例如 LibreOffice 和 GIMP。
Proprietary Software – software that is owned by a company and its source code is kept secret; users must purchase a licence, e.g. Microsoft Office.
专有软件 – 由公司拥有并且源代码保密的软件;用户需要购买许可证,例如 Microsoft Office。
Driver – a small piece of software that allows the operating system to communicate with a specific hardware device, such as a printer or graphics card.
驱动程序 – 一小段允许操作系统与特定硬件设备(如打印机或显卡)通信的软件。
3. Input and Output Devices | 输入与输出设备
Input Device – any hardware that sends data into a computer, e.g. keyboard, mouse, touchscreen, microphone, webcam, and sensors.
输入设备 – 任何将数据送入计算机的硬件,例如键盘、鼠标、触摸屏、麦克风、摄像头和传感器。
Output Device – any hardware that receives data from a computer and presents it to the user, e.g. monitor, printer, speakers, and headphones.
输出设备 – 任何从计算机接收数据并将其呈现给用户的硬件,例如显示器、打印机、音箱和耳机。
Sensor – an input device that detects physical properties from the environment (light, temperature, motion) and converts them into digital signals.
传感器 – 一种检测环境中物理特性(光线、温度、运动)并将其转换为数字信号的输入设备。
Actuator – an output device that converts electrical signals into physical movement, such as a motor, buzzer, or LED.
执行器 – 一种将电信号转化为物理运动的输出设备,例如电机、蜂鸣器或发光二极管(LED)。
Touchscreen – acts as both an input device (detects touch) and an output device (displays images), commonly found on smartphones and tablets.
触摸屏 – 同时充当输入设备(检测触摸)和输出设备(显示图像),常见于智能手机和平板电脑。
4. Data Storage and Memory | 数据存储与内存
Primary Memory – directly accessed by the CPU, consisting mainly of RAM and ROM; it is faster but usually smaller in capacity than secondary storage.
主存储器 – CPU 可直接访问的存储器,主要包括 RAM 和 ROM;速度较快但容量通常比辅助存储器小。
Secondary Storage – non-volatile storage used to save data permanently; examples include hard disk drives (HDD), solid-state drives (SSD), USB flash drives, and optical discs.
辅助存储器 – 用于永久保存数据的非易失性存储;例如硬盘 (HDD)、固态硬盘 (SSD)、U 盘和光盘。
Cloud Storage – storing data on remote servers accessed via the internet, allowing files to be reached from any device with an internet connection.
云存储 – 将数据存储在可通过互联网访问的远程服务器上,允许从任何联网设备访问文件。
Bit – the smallest unit of data in a computer, represented by a binary digit: 0 or 1.
比特(位) – 计算机中最小的数据单位,用二进制数字 0 或 1 表示。
Byte – a group of 8 bits; often used as the basic unit for measuring file size and storage capacity.
字节 – 由 8 个比特组成的单位;常作为衡量文件大小和存储容量的基本单位。
Kilobyte (KB) – approximately 1000 bytes (1,024 bytes); used to measure small documents and simple images.
千字节 (KB) – 约 1000 字节(1024 字节);用于衡量小文档和简单图像。
Megabyte (MB) – around one million bytes; a typical high-quality photo or short MP3 song is a few megabytes in size.
兆字节 (MB) – 约一百万字节;一张高质量照片或一首短 MP3 歌曲的大小通常为几兆字节。
Gigabyte (GB) – roughly one billion bytes; used to measure storage capacities of memory cards, smartphones, and PC RAM.
吉字节 (GB) – 约十亿字节;用于衡量存储卡、智能手机和电脑内存的容量。
5. Binary and Data Representation | 二进制与数据表示
Binary – a number system that uses only two symbols: 0 and 1. All data inside a computer is stored and processed in binary form.
二进制 – 仅使用 0 和 1 两个符号的数字系统。计算机内部所有数据都以二进制形式存储和处理。
Denary (Decimal) – the base-10 number system that uses ten digits (0–9), which we use in everyday counting.
十进制 – 使用十个数字(0–9)的基数为 10 的数字系统,即我们日常计数的系统。
Nibble – a group of 4 bits (half a byte), often used when representing a single hexadecimal digit.
半字节 – 由 4 个比特组成的单位(半个字节),常用来表示一个十六进制数字。
Binary to Denary Conversion – each bit in a binary number represents a power of 2. For example, in an 8-bit number the columns are 2⁷, 2⁶, …, 2⁰ (128, 64, 32, 16, 8, 4, 2, 1).
二进制转十进制 – 二进制数中的每一位代表 2 的幂。例如,在一个 8 位数中,各位的权重依次是 2⁷, 2⁶, …, 2⁰ (128, 64, 32, 16, 8, 4, 2, 1)。
Example: 01000001₂ = 64 + 1 = 65₁₀
示例:01000001₂ = 64 + 1 = 65₁₀
ASCII and Unicode – character encoding standards that assign unique binary numbers to letters, digits, and symbols. ASCII uses 7–8 bits and mainly covers English, while Unicode can represent characters from all major languages, using up to 32 bits per character.
ASCII 与 Unicode – 字符编码标准,为字母、数字和符号分配唯一的二进制编号。ASCII 使用 7–8 位,主要覆盖英语字符;Unicode 则能表示所有主要语言的字符,每个字符最多使用 32 位。
Pixel – the smallest unit of a digital image, represented by binary numbers that define its colour and brightness. More pixels typically mean higher image resolution.
像素 – 数字图像的最小单元,由定义其颜色和亮度的二进制数值表示。像素越多,通常图像分辨率越高。
6. Algorithms and Flowcharts | 算法与流程图
Algorithm – a step-by-step set of instructions for solving a problem or completing a task. Algorithms are used in programming, mathematics, and everyday life.
算法 – 一套用于解决问题或完成任务的分步指令。算法运用在编程、数学和日常生活中。
Flowchart – a diagram that represents an algorithm using standardised symbols, making the sequence of steps and decisions easy to follow.
流程图 – 使用标准化符号表示算法的图表,使步骤顺序和决策易于理解。
The table below summarises the most common flowchart symbols you need to know in Year 7.
下表总结了 Year 7 需要掌握的最常见流程图符号。
| Symbol | Name (EN/ZH) | Purpose (EN) | Purpose (ZH) |
|---|---|---|---|
| Oval | Start / End 开始 / 结束 |
Indicates where the algorithm begins and ends. | 表示算法的起点和终点。 |
| Rectangle | Process 处理 |
Represents an operation or action, e.g. ‘Add 1 to score’. | 表示一个操作或动作,例如“分数加 1”。 |
| Parallelogram | Input / Output 输入 / 输出 |
Shows data being entered (e.g. user typing) or displayed (e.g. printing). | 表示数据的输入(如用户键入)或输出(如打印)。 |
| Diamond | Decision 判断 |
A question with two or more possible paths, e.g. ‘Is score > 10?’. | 一个带有两条或多条路径的问题,例如“分数是否大于 10?”。 |
| Arrow | Flow Line 流程线 |
Connects symbols and shows the direction of the sequence. | 连接符号并指示执行顺序的方向。 |
Sequence – executing instructions one after another in the order they are written. Most algorithms begin with simple sequences.
顺序 – 按照编写的顺序逐条执行指令。大多数算法从简单的顺序结构开始。
Selection – making a decision; the program chooses different paths based on a condition (IF–THEN–ELSE structure).
选择 – 做出判断;程序根据条件选择不同的执行路径(IF–THEN–ELSE 结构)。
Iteration – repeating a set of instructions; often called a loop. Count-controlled loops repeat a fixed number of times, while condition-controlled loops repeat until a condition is met.
迭代 – 重复执行一组指令;常称为循环。计数控制循环重复固定次数,条件控制循环则在满足条件之前不断重复。
Decomposition – breaking a complex problem into smaller, more manageable parts. It is a core computational thinking skill.
分解 – 将复杂问题拆分成更小、更易处理的部分。这是计算思维的核心技能之一。
Abstraction – focusing on the important information only, ignoring irrelevant details to create a simplified model of a problem.
抽象 – 只关注重要信息,忽略不相关的细节,从而建立问题的简化模型。
7. Programming Concepts (Scratch) | 编程概念 (Scratch)
Sprite – an object or character in Scratch that can be programmed to move, talk, and interact with other sprites.
角色 (Sprite) – Scratch 中的对象或人物,可以编程使其移动、说话以及与其他角色互动。
Stage – the background area where sprites perform; you can change the backdrop to create different scenes.
舞台 – 角色表演的背景区域;可以通过更换背景来创建不同的场景。
Script – a stack of code blocks attached to a sprite or the stage that determines its behaviour.
脚本 – 一连串附加在角色或舞台上的代码积木,决定了其行为。
Block – a visual piece of code in Scratch; blocks fit together like puzzle pieces and are colour-coded by category (Motion, Looks, Sensing, etc.).
积木块 – Scratch 中的可视化代码单元;积木块像拼图一样拼接在一起,并按类别使用不同颜色(运动、外观、侦测等)。
Variable – a container for storing data that can change while a program runs; used for keeping score, counting, or collecting user input.
变量 – 用于存储数据的容器,其值在程序运行过程中可能改变;常用于记录分数、计数或收集用户输入。
Broadcast – a message sent between sprites or to the stage, allowing one script to trigger another; very useful for coordinating actions.
广播 – 角色之间或向舞台发送的消息,允许一个脚本触发另一个脚本;对于协调动作非常有用。
Conditional (If–Then–Else) – a block that runs certain code only if a specified condition is true; otherwise it runs an alternative block of code.
条件语句 (如果–那么–否则) – 仅在指定条件为真时才运行某段代码的积木;否则执行另一段替代代码。
Loop – a block that repeats a set of instructions; in Scratch, common loops include ‘forever’, ‘repeat (10)’, and ‘repeat until’.
循环 – 重复执行一组指令的积木;Scratch 中常见的循环有“重复执行”“重复(10)次”和“重复直到”。
Sensing Blocks – blocks that detect user input or conditions in the environment, such as key pressed, mouse position, or touching another sprite.
侦测积木 – 检测用户输入或环境条件的积木,例如按下按键、鼠标位置或是否碰到其他角色。
8. Networks and the Internet | 网络与互联网
Network – two or more computers connected together to share resources, such as files, printers, or an internet connection.
网络 – 两台或多台计算机连接在一起,以共享文件、打印机或互联网连接等资源。
LAN (Local Area Network) – a network covering a small geographical area, like a school or home; usually faster and more secure than wider networks.
LAN(局域网) – 覆盖较小地理区域的网络,例如学校或家庭;通常比广域网更快、更安全。
WAN (Wide Area Network) – a network that spans a large area, connecting multiple LANs; the internet is the largest WAN.
WAN(广域网) – 跨越广大区域、连接多个局域网的网络;互联网就是最大的
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