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IEB Computer Applications Technology: Hardware and Software Definitions and Concepts

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IEB Computer Applications Technology: Hardware and Software Definitions and Concepts for Grades 10–12 1 Introduction This document provides a comprehensive guide to hardware and software definitions and concepts for Grades 10–12, aligned with the IEB Computer Applications Technology (CAT) curriculum. It includes detailed explanations, practical examples, and pedagogical applications for Foundation Phase education, linking to ENG1516’s focus on technology integration. The document also features example exam questions with answers and helpers to prepare learners for IEB assessments. All content is verified as of May 27, 2025, at 2:08 PM EAT. Use alongside IEB CAT textbooks, past papers, and myUnisa resources.

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IEB Computer Applications Technology: Hardware and Software Definitions and Concepts
for Grades 10–12


1 Introduction

This document provides a comprehensive guide to hardware and software definitions and concepts for Grades 10–12,
aligned with the IEB Computer Applications Technology (CAT) curriculum. It includes detailed explanations, practical
examples, and pedagogical applications for Foundation Phase education, linking to ENG1516’s focus on technology
integration. The document also features example exam questions with answers and helpers to prepare learners for IEB
assessments. All content is verified as of May 27, 2025, at 2:08 PM EAT. Use alongside IEB CAT textbooks, past papers,
and myUnisa resources.

2 Hardware: Definitions and Concepts

2.1 What is Hardware?
Hardware comprises the physical, tangible components of a computer system that can be seen and touched. These com-
ponents form the infrastructure for executing software and processing data.

2.1.1 Key Categories of Hardware

• Input Devices: Enable data entry (e.g., keyboard, mouse, microphone, webcam).
• Output Devices: Display or produce results (e.g., monitor, printer, speakers).
• Processing Devices: Perform computations (e.g., Central Processing Unit (CPU), Graphics Processing Unit (GPU)).
• Storage Devices: Store data permanently or temporarily (e.g., Hard Disk Drive (HDD), Solid-State Drive (SSD), USB
flash drive).
• Communication Devices: Facilitate network connectivity (e.g., modem, router, network interface card).

2.1.2 Examples and Functions

CPU: The “brain” of the computer, executing instructions Monitor: Displays visual output, with resolution (e.g., 1920x1080)
by performing fetch-decode-execute cycles. A faster CPU affecting clarity.
(e.g., Intel Core i7) improves system performance. Keyboard/Mouse: Input devices for user interaction, criti-
RAM: Temporary storage for active data, enabling multi- cal for productivity.
tasking. More RAM (e.g., 16GB vs. 4GB) supports smoother Router: Enables internet connectivity, supporting Wi-Fi or
operation. Ethernet networks.
Motherboard: Connects all components, facilitating com- Example Scenario: A teacher uses a laptop (hardware) with
munication. a projector (output) to display an educational app, requiring
SSD vs. HDD: SSDs offer faster data access than HDDs, a CPU and RAM to process data.
ideal for quick boot times.

2.1.3 IEB Focus

Learners must understand hardware functions, specifications (e.g., GHz for CPU, GB for RAM), and their impact on
performance. For ENG1516, hardware like interactive whiteboards supports Foundation Phase learning.

3 Software: Definitions and Concepts

3.1 What is Software?
Software is a set of intangible instructions, programs, or data that directs hardware to perform tasks. It is the digital
component that enables functionality.

3.1.1 Types of Software

• System Software: Manages hardware and provides a platform (e.g., Windows 11, Ubuntu, device drivers).


1

, • Application Software: Performs user-specific tasks (e.g., Microsoft Word, Google Chrome, Adobe Photoshop).
• Development Software: Tools for creating software (e.g., Python IDE, Visual Studio).

3.1.2 Licensing Models

Proprietary: Licensed, restricted use (e.g., Microsoft Of- Example: A school uses open-source GIMP for photo edit-
fice, paid). ing (free) instead of proprietary Photoshop (costly), align-
Open-Source: Freely available, modifiable (e.g., LibreOf- ing with budget constraints.
fice, free). IEB Focus: Learners must evaluate software suitability and
Freeware: Free but closed-source (e.g., Adobe Acrobat Reader).
licensing for tasks, such as choosing word processors or an-
Shareware: Trial-based with paid upgrades (e.g., WinRAR). tivirus programs.

3.1.3 Examples and Applications

• Operating Systems: Windows 11 manages hardware and runs applications.
• Productivity Software: Microsoft Excel for data analysis, LibreOffice Writer for documents.
• Educational Software: Apps like ABCmouse support Foundation Phase literacy, linking to ENG1516.
• Browsers: Chrome or Firefox for internet access, critical for research.

4 Hardware and Software Integration

4.1 Interdependence
Hardware and software are interdependent: hardware requires software to function, and software needs hardware to exe-
cute. For example, a CPU (hardware) runs an operating system (software) to process a spreadsheet (application software).

4.2 Practical Example
In a Foundation Phase classroom (ENG1516 context), a teacher uses a tablet (hardware) with an interactive app (software)
to teach phonics. The tablet’s processor and touchscreen (hardware) enable the app’s animations and touch responses
(software), enhancing learner engagement.

4.3 IEB Application
Learners must analyze how hardware specifications (e.g., RAM, storage) affect software performance (e.g., lag in video
editing) and choose appropriate combinations for tasks like graphic design or database management.

5 Pedagogical Applications (ENG1516 Link)

5.1 Foundation Phase Context
In ENG1516, technology integration supports literacy and critical thinking. Hardware like interactive whiteboards and
tablets, paired with software like educational games, aligns with Units 3–4 of Tutorial Letter 21, fostering multimodal
learning.

5.1.1 Examples

• Hardware: A smartboard displays AAAAAHHH! Mmawe! illustrations, enhancing visual literacy.
• Software: Apps like Starfall teach phonics, supporting emergent literacy.

5.1.2 Benefits

• Engagement: Interactive hardware/software captivates young learners.
• Accessibility: Visual and auditory software aids diverse learners.
• Critical Thinking: Analyzing digital content (e.g., storybook apps) aligns with ENG1516’s focus.





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