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Computer
A machine that manipulates data according to a list of instructions; capable of performing computations and decisions millions/billions of times faster than humans. An electronic machine used for data processing; the output after processing is called Information.
Charles Babbage (1821)
Known as the "Father of the Computer"; a mathematician, inventor, and mechanical engineer who designed the Difference Engine and the Analytical Engine, early mechanical computers.
Early Computing Devices (1642–1945)
Period covering the earliest tools and machines used for computation.
Electromechanical Computers (1820–1941)
Computers that combined mechanical and electrical components, preceding fully electronic computers.
First Generation (1940s–1950s)
Earliest generation of electronic computers.
ENIAC (Electronic Numerical Integrator and Computer)
An early electronic computer from the First Generation era.
Supercomputer
An extremely powerful computer capable of quadrillions of calculations per second — trillions to quadrillions of times faster than early computers.
Information Technology (IT)
The use of computers to store, retrieve, transmit, and manipulate information; encompasses hardware, software, networking, and database management.
Information System
A set of components working together to collect, process, store, and distribute information to support decision-making, coordination, and control.
Hardware (component of Information System)
A computer, server, or other physical device.
Software (component of Information System)
Programs that instruct the hardware, such as operating systems, applications, and databases.
Data (component of Information System)
Raw facts and figures processed by the system.
People (component of Information System)
Users of the system, including administrators, developers, and end-users.
Procedures (component of Information System)
The rules and guidelines that govern how the system is used.
Connectivity (component of Information System)
The ability of computers to communicate with each other.
Mobile Internet
The use of mobile devices to access the internet.
Computer Ethics
Procedures, values, and practices that govern the process of using computing technology and related disciplines without damaging or violating moral values and beliefs; includes avoiding copyright/trademark infringement and unauthorized distribution of digital content, workplace ethics, and compliance with ethical standards.
10 Commandments of Computer Ethics
A set of guidelines including not harming others via computer, not interfering with others' computer work, not snooping in others' files, not stealing via computer, not bearing false witness via computer, not copying/using unpaid proprietary software, not using others' computer resources without authorization, not appropriating others' intellectual output, considering social consequences of programs/systems, and using computers with respect for others.
The Internet
A global network connecting computers worldwide.
The World Wide Web (WWW)
All public websites/pages users can access via the internet, interconnected through hyperlinks.
Tim Berners-Lee
The inventor of the World Wide Web, who provided a user-friendly interface for accessing internet information.
Web Utilities
Tools/browsers (e.g., Chrome, Firefox, Internet Explorer, Safari) used to access the web.
Internet Communication
Communicating with people over the internet in forms like messages, voice, or video calls (e.g., email, instant messaging, video conferencing, social media platforms).
Benefits of Online Communication
Accessibility (connects people globally), Efficiency (rapid communication/info sharing), Cost-effectiveness (cheaper than traditional methods), Flexibility (asynchronous communication, remote work).
Electronic Commerce (E-Commerce)
Buying and selling conducted over the internet (e.g., Amazon, Lazada, Shopee, Alibaba).
Cloud Computing
Delivery of computing services (servers, storage, databases, networking, software, analytics) over the internet, eliminating the need for organizations to own/maintain their own IT infrastructure.
Infrastructure as a Service (IaaS)
Provides fundamental computing building blocks (servers, storage, networking); customers control the OS and software.
Platform as a Service (PaaS)
Offers a cloud-based platform for developers to build, run, and manage applications, including OS, programming languages, and tools.
Software as a Service (SaaS)
Delivers software applications over the internet via a web browser, eliminating local installation.
The Internet of Things (IoT)
Network of physical devices connected to and communicating over the internet.
ENIAC's First Programmers (Women)
The six original ENIAC programmers were women, originally human "computers" doing Army math calculations; programming was seen as less important than hardware-building (done by men) at the time, though their work was equally crucial.
TCP/IP
Transmission Control Protocol and Internet Protocol; work together as the protocols for reliably sending data between devices over the internet.
Origins of the Internet
Originally created for research, with the military as its main early user for faster, more reliable communication, later opened for commercial use.
Web 1.0 (1989)
The "read-only" web, where users could only view information, not interact.
Web 2.0 (2004)
The "read-write" web, where users can interact and contribute content (comments, social media, uploads).
Web 3.0 (2010)
The "read-write-execute" web, associated with the Semantic web.
Web 4.0 (Now)
The current web era, characterized by AI.
Bandwidth
The amount of data that can pass through an internet connection at once; lower bandwidth means slower internet, especially when shared among many users/devices.
ISP (Internet Service Provider)
A company that provides people access to the internet (e.g., PLDT, Globe, Converge).