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Computer Application Technology (CAT) Grade 12 Summary Notes

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As a matriculant of 2023 i find this document useful and i hope you will too. I DON'T BELEIVE IN GATE KEEPING useful information. CAT NOTES.THEORY NOTES CAT.STUDY OPPURTUNITIES.FUNWORKS.IEB.NSC CAT.COMPUTER APPLICATONS TECHNOLOGY.COMPUTER APPLICATONS TECHNOLOGY THEORY NOTES 2023.CAT STUDY NOTES GRADE 12 Chapter 1: General concepts 1.1 Computers and their uses 1.2 Data, information, knowledge and wisdom 1.3 Convergence 1.4 Social implications: Environmental Chapter 2: Hardware 2.1 Buying the correct hardware 2.2 Input devices 2.3 Storage devices 2.4 Processing devices 2.5 Output and communication devices 2.6 Troubleshooting hardware devices 2.7 New technologies Chapter 3: Software 3.1 Uses of common applications 3.2 Software enhancing accessibility, efficiency and productivity 3.3 Interpreting system requirements 3.4 Common software problems 3.5 Social implications: User-centered design Chapter 4: Networks 4.1 Networks 4.2 Internet services 4.3 Internet connections Chapter 5: Social implications of networks 5.1 Computer-related crimes 5.2 Security issues 5.3 Security and safeguards 5.4 Impact of technology on the global community Chapter 6: System software and computer management 6.1 Computer management 6.2 The role of the operating system 6.3 Management of files 6.4 Troubleshooting your computer 6.5 Factors that influence performance Chapter 7: Internet 7.1 Electronic communication 7.2 Web browsers 7.3 Computer communications 7.4 Communication devices Chapter 8: Social implication 8.1 Social networking sites and technologies 8.2 Impact of technology Chapter 9: Information 9.1 Problem solving cycle 9.2 Information management These notes provide a comprehensive, easy to use summary of the Grade 12 CAT textbook, 'Computers, part of your life' by Study Opportunities. Each chapter is summarised in a way that makes the content easy to understand, and to remember! I could not have survived matric without them!

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COMPUTER APPLICATIONS TECHNOLOGY
ELABORATION OF TECHNOLOGY CONCEPTS


[2nd EDITION – June 2022]
PER THE CONTENT IN THE CAT CAPS
AND
AS PER THE 2021 EXAMINATION GUIDELINES FOR CAT




NOTE:
 The depth of knowledge required for the existing concepts and terminology should
include:
 Definition – what it is
 Purpose/Function – what it does, why it is needed
 Advantages/Disadvantages
 Benefits/Limitations
 Applications in an ICT environment

 The yellow highlighted concepts are additions to the previous Examination
Guidelines.

 YouTube videos for most of these concepts can be accessed at:


With thanks to:
CAT Officials:
 Ellen Labuschagne (DBE IM),  Estelle Llewellyn (DBE IM/KZN),  Fotiene Avrakotos (Gauteng),
 Vani Pather (KZN),  Shani Nunkumar (KZN),  Yvette Lourens (Northern Cape),  Sibongile Masondo (KZN)
CAT and IT teachers and lecturers:
 Anton van Kampen (Nico Malan High – Eastern Cape),  Sharon Oelofsen (Ladysmith High, KZN),
 Reginald Govender (UKZN),  Kooraysha Moula (Maritzburg College) Edward Gentle (Limpopo), Claire Smuts (Gauteng)

,Table of Contents
1 SOLID‐STATE DRIVE (SSD) ............................................................................................................................. 3
2 MEMORY CARD READER .............................................................................................................................. 4
3 MULTI‐TOUCH SCREEN ................................................................................................................................. 5

4 HDMI (HIGH‐DEFINITION MULTIMEDIA INTERFACE) ..................................................................................... 6
5 3D PRINTING/PRINTERS ............................................................................................................................... 7
6 802.11 A/B/G/N........................................................................................................................................... 8
7 LTE (LONG TERM EVOLUTION)...................................................................................................................... 9

8 NEAR FIELD COMMUNICATION (NFC) ......................................................................................................... 10
9 VIDEO COMMUNICATIONS......................................................................................................................... 11
10 URL SHORTENER ........................................................................................................................................ 12
11 INTERNET OF THINGS (IOT) ........................................................................................................................ 13
12 AUTONOMOUS VEHICLES........................................................................................................................... 14

13 DRONE TECHNOLOGY ................................................................................................................................ 15
14 WEARABLE DEVICES AND WEARABLE TECHNOLOGIES ................................................................................ 17
15 SHAPING (NETWORK TUNING) ................................................................................................................... 19
16 THROTTLING (POLICING) ............................................................................................................................ 20

17 GEOTAGGING ............................................................................................................................................ 21
18 CLICK‐JACKING ........................................................................................................................................... 22
19 RANSOMWARE .......................................................................................................................................... 23
20 SCREEN LOCK PATTERN .............................................................................................................................. 25

21 AUTHENTICATION ...................................................................................................................................... 26
22 CROWD FUNDING ...................................................................................................................................... 27
23 BYOD: (BRING YOUR OWN DEVICE) ............................................................................................................ 28
24 BIG DATA ................................................................................................................................................... 29

25 CRYPTOCURRENCIES .................................................................................................................................. 30
26 E‐LEARNING AND M‐LEARNING .................................................................................................................. 31
27 VIRTUAL REALITY (VR) ................................................................................................................................ 34
28 AUGMENTED REALITY (AR) ........................................................................................................................ 35
29 ARTIFICIAL INTELLIGENCE (AI) .................................................................................................................... 36
30 4TH INDUSTRIAL REVOLUTION (4IR) ............................................................................................................ 38
31 5TH INDUSTRIAL REVOLUTION (5IR) ............................................................................................................ 40
32 BLOCKCHAIN.............................................................................................................................................. 42

ACTION VERBS USED IN EXAMINATION PAPERS ................................................................................................. 45

, STORAGE DEVICES AND MEDIA
EXAMPLES OF GENERIC/COMMON STORAGE DEVICES AND MEDIA (CAPS p. 22)
1 Solid-State Drive (SSD)
Definition/Description A solid state drive is a storage device that
 what it is has no moving parts making it silent and
more robust than an HDD. Solid state drives
operate much faster than traditional hard
drives as they store data electronically and
not magnetically as with a traditional hard drive. A solid state drive


Purpose and function ● Gives faster access to stored files when compared to an HDD.
 what it does ● Used as secondary storage to store data, program files and operating
 why it is needed system files.
● Improves the general performance of a computer and is often used in
combination with a hard drive. The SSD provides very fast access to the
most important files, improving performance while the cheaper HDD
provides storage to large files such as media, where performance loss is
not crucial.

Simple explanation of how ● SSD uses microchips – it contains no moving parts like an HDD.
it works ● SSD uses 'flash‐memory' which is similar to RAM but non‐volatile. Data is
not lost when the power goes off.
● SSD uses a grid of electrical cells to quickly send and receive data.
● The essential SSD components includes a host interface meaning there is
an interface provided that allows the SSD to communicate with the driver
(uses a standard SATA connection)

Advantages/Benefits ● Read/write speed (data access) of SSD is very fast, which leads to a
shorter boot time and better performance than an HDD.
● SSD is less likely to get damaged because of no moving parts.
● SSD is silent due to no moving parts which becomes factor in a data
centre with many hard drives.
● SSD uses 'flash memory' to store data and is not affected by magnetic
interference.
● SSD has low power consumption.

Disadvantage ● SSDs are more expensive than HDDs per GB of storage space, but in
recent times this price gap is becoming smaller.
● Almost impossible to do a data recovery from an SSD.

Limitation ● SSDs have a limited number of write cycles. The SSD can wear out after
using it for a long time as data can be written to or erased from the same
place in flash memory for a limited number of times.
● Limited in availability – not readily available in stores, may have to be
ordered in advance

Application in an ICT ● Are found in tablets and PCs, laptops, computer games, etc.
environment / ● Standard for ultra‐thin and high‐performance laptops/ultra‐books.
(Examples of the ● Would be preferable for workloads that require higher performance,
technology in practice) quick read/write speeds, for example, database applications.

3

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