LESSON 1-3
INTRODUCTION TO
COMPUTING AND
PROFESSION
Prepared by:
Juliefe Moradilla Lano, LPT, CFA
IT INSTRUCTOR
LESSON OBJECTIVES:
• Understand the nature of the
computing industry.
• Identify various computing
disciplines and career paths.
• Recognize ethical and professional
issues in the field of computing.
INTRODUCTION TO COMPUTING
• Computing is any goal-oriented activity requiring,
benefiting from, or creating computing machinery. It
includes the study and experimentation of algorithmic
processes, and development of both hardware and
software.
• Computer is an advanced electronic device that takes
raw data as an input from the user and processes it
under the control of a set of instructions (called
program), produces a result (output), and saves it for
future use.
The Growth of the Computing
Industry
• Rapid growth since the 20th century.
• Major
fields: IT, software
engineering, computer science,
cybersecurity, AI.
• Global
impact: business, health,
education, science, entertainment.
Key Players in the Industry
• Tech
companies: Microsoft, Apple,
Google, Amazon, IBM
• Startups and local tech industries
• Governmentand NGOs using
computing for public service
TRENDS IN THE COMPUTING
INDUSTRY
•Cloud computing
•Artificial Intelligence
•Big Data and Analytics
•Internet of Things (IoT)
•Cybersecurity
MAJOR DISCIPLINES IN
COMPUTING
• Computer Science – theory, programming, algorithms
• Information Technology (IT) – managing systems and
networks
• Information Systems (IS) – integrating tech with
business
• Software Engineering – design and development of
software
• Computer Engineering – hardware and software
integration
SAMPLE CAREERS IN
COMPUTING
Discipline Careers
Computer Science Software Developer, Data Scientist
Information Technology Network Administrator, IT Support
Information Systems Business Analyst, System Analyst
Software Engineering Software Engineer, QA Tester
Embedded Systems Engineer, Chip
Computer Engineering
Designer
SKILLS NEEDED IN THE
INDUSTRY
•Problem-solving
•Programming languages (e.g. Python,
Java)
•Communication and teamwork
•Analytical thinking
•Adaptability to new tech
Why Ethics Matter in
Computing?
• Technology affects society deeply
• Decisions
by developers impact
privacy, safety, and fairness
• Professionals must act responsibly
Key Ethical Issues
•Privacy and data protection
•Intellectual property
•Cybercrime and hacking
•AI bias and fairness
•Misuse of information
PROFESSIONAL CONDUCT IN
COMPUTING
•Respect users and their data
•Follow industry codes of ethics (e.g.,
ACM, IEEE)
•Stay updated and competent
•Be honest and transparent
•Avoid harm
ACM Code of Ethics Highlights:
• Contribute to society and human
well-being
• Avoid harm
• Be honest and trustworthy
• Respectprivacy and
confidentiality
LESSON 4-6
HISTORY AND
EVOLUTION OF
COMPUTING
Prepared by:
Juliefe Moradilla Lano, LPT, CFA
IT INSTRUCTOR
“Computers are
everywhere”
“Who are the
consumers who
uses computers?”
Two periods based on technology
MECHANIC ELECTRONI
AL ERA C ERA
Time between Time between
1940 to the
1450 and 1840
present
FIRST GENERATION (1946 -1959)
The first generation computers uses “vacuum Tubes” as the basic components for memory and CPU
(Central Processing Unit)
FIRST GENERATION (1946 -1959)
Punched cards, paper tape and magnetic tape were
used as input and output devices
SECOND GENERATION (1959 -1965)
The second generation computers uses “Transistors” Much cheaper, consumed less power, more
compact in size and more faster than first generation computers.
THIRD GENERATION (1965 -1971)
The third generation of computers uses “Integrated Circuits”. It was invented by Jack Kilby
FOURTH GENERATION (1971 -1980)
The fourth generation of computers uses “Very Large Scale Integrated Circuits”. Computers became
more powerful, compact, reliable and affordable.
FIFTH GENERATION (1980 -
PRESENT)
The fifth generation of computers uses “Ultra Large Scale Integration Technology”. The VLSI
technology became ULSI resulting in the production of microprocessor chips having ten million
electronic components.
“What is
digital
revolution?”
DIGITAL REVOLUTION
This is an ongoing process
of social, political and
economic change brought
about by digital technology.
PHASES OF DIGITAL REVOLUTION
DATA PROCESSING
PERSONAL COMPUTING
NETWORK COMPUTING
CLOUD COMPUTING
DATA
PROCESSING
The concept of large computers
performing tasks based on the input
processing –output cycle represents
were used from the 1940’s through
1970’s
PERSONAL
COMPUTING
Characterized by
small, stand
alone computers
powered by local
software
NETWORK
COMPUTING
A computer
network is a group
of computers
linked together to
share data and
resources
CLOUD
COMPUTING
Provides access to
information,
applications,
communications
and storage over
the internet
WHAT IS HARDWARE?
• Hardware represents the physical and tangible
components of a computer, i.e. the components
that can be seen and touched.
Examples of Hardware are the following:
• INPUT DEVICES
• OUTPUT DEVICES
• SECONDARY STORAGE DEVICES
• INTERNAL COMPONENTS
Relationship between Hardware and
Software:
• Hardware and software are mutually dependent on each other.
Both of them must work together to make a computer produce a
useful output.
• Software cannot be utilized without supporting hardware
• Hardware without a set of programs to operate upon cannot be
utilized and is useless.
• Hardware is a one-time expense.
• Software development is very expensive and is a continuing
expense.
• If the hardware is the 'heart' of a computer system, then the
software is its 'soul'. Both are complementary to each other.
WHAT IS SOFTWARE?
• Softwareis a set of programs, which is
designed to perform a well-defined function.
A program is a sequence of instructions
written to solve a particular problem.
There are two types of software
• System Software
• Application Software
SYSTEM SOFTWARE
• The system software is a collection of programs designed to
operate, control, and extend the processing capabilities of
the computer itself. System software is generally prepared
by the computer manufacturers. These software products
comprise of programs written in low-level languages, which
interact with the hardware at a very basic level. System
software serves as the interface between the hardware and
the end users.
• Some
examples of system software are Operating System,
Compilers, Interpreter, Assemblers, etc.
Features of a System Software
• Close to the system
• Fast in speed
• Difficult to design
• Difficult to understand
• Less interactive
• Smaller in size
• Difficult to manipulate
• Generally written in low-level language
Application Software
• Applicationsoftware products are designed to satisfy a
particular need of a particular environment. All
software applications prepared in the computer lab
can come under the category of Application software.
• Application software may consist of a single program,
such as Microsoft's notepad for writing and editing a
simple text. It may also consist of a collection of
programs, often called a software package, which work
together to accomplish a task, such as a spreadsheet
package.
Examples of Application software are the
following :
• Payroll Software
• Student Record Software
• Inventory Management Software
• Income Tax Software
• Railways Reservation Software
• Microsoft Office Suite Software
• Microsoft Word
• Microsoft Excel
• Microsoft PowerPoint
Features of Application Software
• Close to the user
• Easy to design
• More interactive
• Slow in speed
• Generally written in high-level language
• Easy to understand
• Easy to manipulate and use
• Bigger in size and requires large storage space
ASSIGNMENT
• Discuss
in 3 sentences what happens inside
the computer when we type some letters or
words.
• Write your answers in a ½ sheet of yellow
paper