📚 Getting Started with Computing: Oxford International Primary Computing Book 1 | 计算机入门:牛津国际小学计算机第1册
This revision guide introduces key ideas from Oxford International Primary Computing Student Book 1. It is written for young learners who are beginning to explore computers, digital tools, and safe technology use. The guide follows the book’s practical and inquiry-based approach, helping students build confidence step by step.
本复习指南介绍《牛津国际小学计算机学生用书第1册》的核心概念。本书面向刚开始探索计算机、数字工具和安全技术使用的小学生。指南遵循教材的实践与探究式方法,帮助学生逐步建立信心。
1. What Is a Computer? | 什么是计算机?
A computer is a machine that can take in information, process it, store it, and give out a result. Desktop computers, laptops, tablets, and smartphones are all computers. Some devices, such as a simple calculator, do only one fixed job, so they are not general-purpose computers. In Book 1, learners identify computers in the classroom and at home and begin to describe what they do.
计算机是一种可以接收信息、处理信息、存储信息并输出结果的机器。台式电脑、笔记本电脑、平板电脑和智能手机都是计算机。有些设备(如普通计算器)只能完成一种固定任务,因此不是通用计算机。在第1册中,学生找出教室和家里的计算机,并开始描述它们能做什么。
In class, learners can look around the room and point to devices. Ask ‘Is a tablet a computer?’ Yes, because it takes input, processes information, stores it, and gives output.
在课堂上,学生可以环顾教室并指出设备。可以问:”平板电脑是计算机吗?”是的,因为它能接收输入、处理信息、存储信息并给出输出。
2. Hardware and Software | 硬件与软件
Hardware is the physical part of a computer that you can touch. Examples include the screen, keyboard, mouse, and system unit. Software is the set of instructions or programs that tells the hardware what to do. A drawing app and a learning game are both software. Hardware cannot work without software, and software needs hardware to run.
硬件是计算机中可以触摸的物理部分。例如屏幕、键盘、鼠标和主机箱。软件是指挥硬件工作的指令或程序。绘图应用和学习游戏都是软件。硬件没有软件就无法工作,软件也需要硬件才能运行。
A useful sorting activity is to put picture cards into two groups: hardware and software. The keyboard and monitor go in the hardware group, while a drawing program and a game go in the software group.
一个有用的分类活动是把图片卡片分成两组:硬件和软件。键盘和显示器属于硬件组,而绘图程序和学习游戏属于软件组。
3. Input and Output Devices | 输入与输出设备
Input devices send information into a computer. Common examples are a keyboard, mouse, microphone, and touchscreen. Output devices show or send information out from a computer. A monitor, printer, and speaker are output devices. The basic flow is input → process → output. Learners can sort real devices into input and output groups to build understanding.
输入设备将信息送入计算机。常见的例子有键盘、鼠标、麦克风和触摸屏。输出设备显示或发送计算机中的信息。显示器、打印机和扬声器都是输出设备。基本流程是输入 → 处理 → 输出。学生可以把真实设备分为输入组和输出组,以加深理解。
Learners can work in pairs: one person names a device, and the other says ‘input’ or ‘output’. This quick game helps children remember which direction information travels.
学生可以两人一组:一个人说出设备名称,另一个人说”输入”或”输出”。这个快速游戏帮助孩子记住信息流动的方向。
4. Using the Mouse and Keyboard | 使用鼠标和键盘
Mouse skills include clicking, double-clicking, and dragging. These actions help learners open programs, select objects, and move items on the screen. Keyboard skills include finding letters, numbers, the space bar, Enter, and Backspace. Good posture and gentle typing are important. Practice with simple games and text activities helps children control the computer confidently.
鼠标技能包括单击、双击和拖放。这些操作帮助学生打开程序、选择对象和移动屏幕上的项目。键盘技能包括找到字母、数字、空格键、回车键和退格键。正确的坐姿和轻柔的打字很重要。通过简单的游戏和文字活动进行练习,可以帮助孩子自信地控制计算机。
A simple practice task is to drag shapes into matching outlines using the mouse. Typing the alphabet or a name helps learners find keys quickly without looking down too often.
一个简单的练习任务是用鼠标把形状拖进匹配的轮廓中。输入字母表或自己的名字可以帮助学生快速找到按键,而不必频繁低头看键盘。
5. Introducing Algorithms | 算法入门
An algorithm is a set of step-by-step instructions that finishes a task. Everyday examples include brushing teeth, washing hands, or making a sandwich. The order of steps matters. If you put on shoes before socks, the result is wrong. In computing, algorithms help us plan clear instructions before using a computer.
算法是一组逐步完成任务的指令。日常生活中的例子包括刷牙、洗手或制作三明治。步骤的顺序很重要。如果先穿鞋再穿袜子,结果就不对。在计算机中,算法帮助我们在使用计算机之前规划清晰的指令。
A good classroom example is giving instructions to a ‘robot’ classmate to walk to the door. If the steps are unclear or in the wrong order, the robot cannot reach the goal.
一个很好的课堂示例是给扮演”机器人”的同学下达指令,让他走到门口。如果步骤不清楚或顺序错误,机器人就无法到达目标。
6. Simple Programming with Commands | 简单编程命令
Programming means giving a computer or robot a sequence of commands. Young learners often use commands such as forward, turn left, and turn right. They might program a floor robot to move from one square to another. When a command does not work, we debug it by finding and fixing the mistake. This builds logical thinking.
编程是给计算机或机器人一组命令序列。低年级学生常使用前进、左转和右转等命令。他们可以给地板机器人编程,让它从一个方格移动到另一个方格。当命令不工作时,我们通过查找并修正错误来调试。这可以培养逻辑思维。
Many schools use a floor robot such as Bee-Bot. Children press arrow buttons to enter commands, then press Go. If the robot turns the wrong way, they debug the sequence by changing one command at a time.
许多学校使用 Bee-Bot 等地板机器人。孩子们按下方向按钮输入命令,然后按”开始”。如果机器人转错了方向,他们就逐条修改命令来调试序列。
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