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Vocabulary practice flashcards based on the Grade 12 Computer Applications Technology (CAT) Theory Study Guide, covering Systems, Networks, Internet Technologies, Information Management, Social Implications, and Emerging Technologies.
Hardware
The tangible parts of a computer that can be seen and touched, categorized into input, processing, output, storage, and communication devices.
Convergence
The process of merging multiple different technologies into a single device, such as a smartphone combining a GPS, camera, and media player.
Keylogging
The recording of every keystroke made on a keyboard, often used maliciously by hackers to capture usernames, passwords, or PIN numbers.
GIGO (Garbage In Garbage Out)
A computing principle indicating that inaccurate or faulty input will inevitably result in inaccurate output.
Solid-State Drive (SSD)
A secondary storage device with no moving parts that uses flash memory and microchips to store data electronically, providing faster data access, silent operation, and greater durability than a magnetic HDD.
Backup
A duplicate copy of data, files, or software stored on an alternative storage medium and kept off-site so that original information can be restored if lost or damaged.
Near Field Communication (NFC)
A short-range wireless communication standard built on RFID that enables devices to connect and exchange data simply by touching them together or bringing them into close proximity.
Defragmentation
A utility process that rearranges scattered fragments of files on a hard disk drive into contiguous, sequential clusters to enhance access speed without freeing up disk space.
Device Driver
A small system software program that acts as a translator between an operating system and a specific hardware device to enable communication.
End User License Agreement (EULA)
The legal terms and conditions governing the installation and use of software, specifying restrictions such as non-distribution and the number of permitted devices.
Open-Source Software
Software provided free of charge whose source code is made accessible for editing, modification, and sharing, often accompanied by limited or community-only support.
Patch
A small software update developed to fix an accidental programming error or bug within an application.
Task Definition
The initial research step of breaking down an investigation into smaller parts to describe the problem, purpose, methodology, and target audience in one's own words.
Focus Question
A single, precise, researchable question that guides an investigation, broad enough to explore but requiring the researcher to construct and synthesize an answer from analysed data.
Trend
The general direction in which data points move or develop over time along a consistent trajectory.
Pattern
A set of data points that displays similarity and repeats in a predictable manner, forming recognizable shapes when plotted on a graph.
Plagiarism
The illegal or unethical act of passing off another creator's intellectual property, words, images, or ideas as one's own without appropriate citation or referencing.
Wide Area Network (WAN)
A communications network that spans large geographic areas (such as cities, provinces, or countries) by interconnecting smaller networks like LANs using cables, microwaves, radio waves, or satellites.
Voice over Internet Protocol (VoIP)
A protocol technology that converts voice sounds into digital data packets so they can be transmitted over the internet or IP networks.
Grid Computing
A distributed computing architecture that combines the processing power and storage resources of separate computers in diverse locations to solve a common complex task.
Bandwidth
The volume of data that can be transmitted across a communication channel from one point to another within a given period.
Broadband
A high-bandwidth, high-speed physical or wireless connection used to access the internet.
Shaping (Network Tuning)
A Quality of Service (QoS) technique where an ISP prioritizes specific critical network services (e.g., email or business traffic) over non-priority traffic (e.g., social media or torrents).
Throttling (Policing)
The deliberate reduction of internet connection speeds by an ISP when a customer exceeds data thresholds set out in the Acceptable Usage Policy (AUP).
Denial of Service (DoS) Attack
A cyberattack that overwhelms a targeted server or network with excessive requests and data to congest bandwidth and render services inaccessible.
Click-Jacking
A deceptive technique where an invisible or concealed malicious link is layered directly over a legitimate clickable webpage element to mislead users into executing unintended actions.
Ransomware
Malicious software that encrypts system files and locks a user out of their computer or data until an extortionate fee or ransom is paid.
Zombie (Computing)
An internet-connected computer that has been compromised and hijacked by malware or a remote attacker to perform malicious operations without the owner's knowledge.
Firewall
A hardware- or software-based security barrier designed to monitor, filter, and inspect incoming and outgoing network traffic to block unauthorized access to private networks.
Two-Factor Authentication (2FA)
A multi-step security procedure requiring a user to supply two separate forms of identification—such as a knowledge factor (password) and a possession factor (OTP code)—to verify identity.
Crowdfunding
An online method of raising start-up capital or funding a project through numerous small donations or investments gathered from a collective audience on internet platforms.
Bring Your Own Device (BYOD)
An institutional policy permitting employees or students to connect their personal portable devices (smartphones, laptops, tablets) to the organizational network to complete tasks.
Big Data
Massive volumes of structured and unstructured data collected continuously from digital sources and processed computationally to discover behavioural patterns, trends, and correlations.
Cryptocurrency
A decentralized virtual digital currency (such as Bitcoin or Ethereum) that relies on cryptographic verification rather than a central bank or intermediary to manage transactions.
m-Learning (Mobile Learning)
A branch of e-learning delivered over the internet specifically designed for access on portable mobile devices like smartphones and tablets, offering concise modules on the go.
Virtual Reality (VR)
A computer-generated, interactive simulation of a three-dimensional environment that fully immerses the user's senses and shuts out the physical world through headsets and sensory gear.
Augmented Reality (AR)
A technology that overlays computer-generated digital objects, graphics, or data directly onto a real-time live view of the physical world via cameras or smart devices.
Artificial Intelligence (AI)
The simulation of human cognitive processes by computer systems, enabling machines to mimic human tasks such as learning, reasoning, perception, and problem-solving.
4th Industrial Revolution (4IR)
An era marked by the blurring lines between physical, digital, and biological spheres, driven by advancements in AI, robotics, the Internet of Things, 3D printing, and quantum computing.
5th Industrial Revolution (5IR)
An evolutionary phase operating alongside 4IR that seeks to combine human curiosity, empathy, and creativity with machine automation to emphasize purpose, ethics, and human well-being.
Blockchain
A decentralized, distributed digital ledger technology where data records are grouped into cryptographic blocks and chronologically chained together across a network without a central authority.
Absolute Cell Referencing
A spreadsheet formula syntax that locks a specific row or column using a dollar sign so that the cell address remains fixed when copied or autofilled across cells.
Metadata
Underlying document properties and descriptive attributes of a file, such as author name, title, date created, and subject tags.
Input Mask
A database field property defined by a string of characters that dictates the exact format and structure of characters accepted during data entry.
Internet of Things (IoT)
A network of physical items and everyday objects embedded with sensors, software, and electronics that connect and share data over the internet without human intervention.