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WJEC GCSE Computer Science

GCSE · WJECComputer Science585 cards

585 flashcards, made by cookie, in 26 subdecks that follow the course's topics.

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Flashcards for WJEC GCSE Computer Science (3460QS), the qualification made for Wales for exams from 2027, split into Unit 1 and Unit 2 and then by topic in the specification's order.

Adding it gives you your own copy, with every subdeck below. Each card then comes back just before you would forget it, and every one you get right or wrong counts towards your mastery of its topic. You can delete or suspend the parts you are not studying once it is yours.

What is inside (26 subdecks)

  • Unit 1 Understanding Computer Science495 cards
    • 1.1 Computer architecture88 cards
      • 1.1.1 Components22 cards
      • 1.1.1 The CPU31 cards
      • 1.1.2 Peripheral devices8 cards
      • 1.1.3 Storage27 cards
    • 1.2 How systems are structured and function103 cards
      • 1.2.1 Data representation76 cards
      • 1.2.2 Data and file structures9 cards
      • 1.2.3 Automated systems18 cards
    • 1.3 How systems communicate138 cards
      • 1.3.1 Networks and infrastructure67 cards
      • 1.3.2 Cybersecurity and personal privacy71 cards
    • 1.4 Algorithms54 cards
    • 1.5 Software45 cards
      • 1.5.1 Principles of programming9 cards
      • 1.5.2 Software development life cycle12 cards
      • 1.5.3 Program construction24 cards
    • 1.6 Logical operations19 cards
    • 1.7 Operating systems22 cards
    • 1.8 Systems development life cycle26 cards
  • Unit 2 Computer Programming90 cards
    • 2.1 Investigation17 cards
    • 2.2 Design10 cards
    • 2.3 Implementation45 cards
    • 2.4 Testing, refinement and evaluation18 cards

Some of its cards

  • Motherboard
    The main circuit board of a computer, which holds and connects all the other components
  • Breaking a problem down into smaller, more manageable sub-problems
    Decomposition
  • Power supply unit (PSU)
    The component that converts mains electricity into the power the computer's other components need
  • Removing unnecessary detail from a problem so that only what matters to the solution remains
    Abstraction (in programming)
  • What does an input device do?
    It gets data into a computer from the outside world
  • Pattern recognition (in programming)
    Spotting similarities between a new problem and ones already solved, or between parts of the same problem
  • Give two examples of an input device.
    A keyboard and a mouse
  • Why is decomposition useful when starting a large program?
    Each smaller sub-problem is easier to understand, solve and test than the whole problem at once
  • What does an output device do?
    It presents processed data from a computer to the user
  • How is abstraction used to model the external world in a program?
    Only the details relevant to the problem are represented, leaving out anything that does not affect the solution

And 575 more once you add the deck.