C03 · Topic 1.2 · 40 minutes · CRD-2.A, CRD-2.B, CRD-2.C, CRD-2.D
Purpose and users
By the end you can:
- State a purpose using a user and outcome.
- Distinguish purpose from a feature.
- Explain how functionality supports a purpose.
Before this lesson: topics 1.1.
- Purpose
- The goal a computing innovation or programme is intended to serve.
- Input/output
- Data or events supplied to a system, and information or effects it communicates externally.
Understand
A purpose explains why a programme exists for someone. A feature describes something it does. “Uses a blue button” is not a complete purpose; “helps students find a room with space before walking there” names a user and an outcome that functionality can support.
The same feature can support different purposes, and a programme can have unintended effects beyond its intended goal. Explain the connection from a concrete interaction to a useful result, rather than assuming that using an app or collecting data is a benefit by itself.
Worked example
A fictional club app takes a chosen day, filters clubs with space and displays matches.
- User: a student choosing a club on a day they are free.
- Purpose: find a suitable club with available places.
- The day filter and capacity check support that purpose; their colour and screen position are interface choices.
Explore each concept
Choose a concept, change its inputs and follow the explanation. Each example models the stated rule or scenario; completing it is practice rather than evidence of mastery.
- Purpose versus feature
- Event-driven execution
- Input, processing, state and output
Change it · step through · explain
Change an input, predict what will happen, then advance one step. Read why the state changes, reset and experiment. This fixed teaching model does not save progress or award XP.
Ready · Make a prediction
- Program purposefind-a-roomWaiting
- Input eventclickWaiting
- Initial internal count (0–10)2Waiting
Ready to explore: Purpose, events and observable output
Why: Change an input, predict the first effect, then advance one step.
Try this: Change one input or choose another listed case. Predict the effect, reset and compare the states and governing rule.
Step through and experiment
Change it · step through · explain
Change an input, predict what will happen, then advance one step. Read why the state changes, reset and experiment. This fixed teaching model does not save progress or award XP.
Ready · Make a prediction
- Input 1ArtWaiting
- Input 25Waiting
Ready to experiment
Why: Predict the first change, then advance one step.
Try this: Try 0, 007, an empty input and a letter. Does validation or display change?
Check a misconception
Claim: The purpose is simply “to run code”.
Running code describes a mechanism, not the user’s intended achievement.
Guided practice
Write a purpose for a homework reminder without naming a screen.
Work with a partner. Make a prediction, compare your reasoning, then identify the rule that supports your answer.
Independent transfer
A programme logs visits but never shows a recommendation. Can logging alone establish that it helps choose a club?
Exit check
Give one feature and explain its connection to a purpose.
Write your reasoning before comparing with a classmate. If your teacher assigned this task, submit it through My classes to save your work and receive feedback.
Check yourself
Your practice so far
Check an answer to see its rationale.