Sparklabs Learning / Digital Technology
JSS 3 First Term
Week 9: Electronic Commerce
- School
- Creative Brains Academy
- Subject
- Digital Technology
- Pack
- Full pack
- Prepared
- 7 November 2026
Week index
- 01Senior Review and Computational Problem Solving
- 02Advanced Programming
- 03Functions, Arrays and Data Structures
- 04Object-Oriented Programming
- 05Database Systems
- 06Computer Networks and Internet Technologies
- 07Web Development and Web Design
- 08Software Development Life Cycle
- 09Electronic Commerce
- 10Cyber Security and Emerging Digital Technologies
- 11Revision
- 12Examination
Week 9 / First Term
Electronic Commerce
Monday 2 November 2026 to Friday 6 November 2026
Lesson notes
Learning Objectives
- Explain what programming is and the parts of a program.
- Describe the input, process and output model.
- Write a simple program plan in pseudocode.
- Find and fix a simple error in a program.
Starter Scenario
A chief gives a driver, a chef and a market trader the same set of instructions, but each one is written in their own style. The driver needs a route, the chef needs a recipe and the trader needs a price list. Similarly, people and computers need instructions in a form they understand. Programming is writing instructions in a form a computer can follow, and the form is called a programming language.
What is Programming
Programming is the process of writing instructions for a computer to carry out. The instructions, taken together, are called a program. A program is different from an algorithm. An algorithm is a plan that anyone can understand, while a program is the same plan written in a programming language so that a computer can run it. People who write programs are called programmers, and nearly every app, game, website and device you use is built on programs.
A programming language has a fixed set of rules and words that a computer understands. Humans write in the language, and the computer translates it into the 0s and 1s it uses. Some languages use visual blocks that snap together, such as Scratch, while others use typed words, such as Python. Both describe the same ideas, just in different forms. Scratch is a good first language because you build programs from blocks, and Python is a typed language that reads almost like simple English.
The Input, Process, Output Model
Almost every program follows three parts. Input is the data that goes into the program. Process is the work the program does on that data. Output is the result the program gives back. In a calculator, the two numbers are the input, the multiplication is the process, and the displayed answer is the output. In a greeting program, the user's name is the input, joining the name to a greeting is the process, and showing the full greeting is the output.
Everyday devices follow the same model. In an ATM, the card and PIN are the input, checking the details is the process, and dispensing money or showing a message is the output. In a GPS, the current position is the input, finding the route is the process, and showing the map and directions is the output. In a music app, your search is the input, finding the song is the process, and playing the chosen song is the output. Thinking of any task in these three parts makes writing a program much clearer.
The input, process, output model maps straight onto a flowchart from Week 9. The parallelogram for input and output becomes the input and output steps, and the rectangle for process becomes the processing action. So when a learner writes a program, they first choose what data comes in, what processing happens, and what result should come out, exactly as they did with flowcharts.
Writing and Debugging a Simple Program
A simple greeting program follows the input, process, output model. It asks for a name, joins the greeting to it, and shows the result. In Scratch, you could use a block that asks the name, another that joins the words, and a block that says the result. In Python, the same idea is written as a few typed lines of code. Reading these steps aloud shows the exact order the program follows.
A program runs from top to bottom, one instruction at a time, just like a flowchart follows arrows. To predict what a program does, follow each line in order and jot down the values as you go. For a greeting that uses a name, the input of the name must come before the output uses it, otherwise the program has nothing to display. Changing the order changes the effect.
A bug is an error that stops a program from running correctly. Debugging is the process of finding that error and fixing it. Common bugs include typing a word wrongly, connecting blocks in the wrong order, using the wrong symbol, or forgetting a required part such as closing a quote. A reliable way to debug is to read the program line by line, run it to see the error message, and then compare each part with the intended steps. Fixing a bug is not failing, it is part of normal programming, and every programmer, even the most experienced, debug programs all the time.
A short program meant to greet a user instead shows nothing because it tries to display a greeting before the name has been given. The fix is to move the input step before the output step. Learners should identify the ordering error and describe the correct order, which mirrors the debugging skill used at the start of this period.
Programming Basics and Language Levels
Programming is giving a computer a clear set of instructions to follow. A program is a complete set of instructions that tells a computer how to perform a specific task. A simple program might ask for a number and then double it, while a complex program like a web browser handles millions of instructions every second.
Programming languages are grouped into levels. Machine language uses only 0s and 1s and is the only language a computer understands directly, but it is very hard for humans to read. Assembly language uses short codes such as ADD or MOV, which is easier but still tied to one type of processor. High-level languages such as Python, Scratch and Java use words close to everyday English. They must be translated into machine language before the computer can run them, but a compiler or interpreter does this automatically.
Simple Program Structures and Pseudocode
Even complex programs are built from a few simple structures. Sequence runs instructions one after another in order. Selection makes a choice, such as if the score is above 50, then say pass, otherwise say try again. Repetition repeats a group of instructions until some condition is met. Together these three structures build every app and game.
Pseudocode is a planning tool that looks like a mixture of English and program words. For example, the pseudocode for a greeting program might read ask for a name, then welcome the name, then show the message. Because pseudocode is not tied to one language, the same plan can be turned into Scratch, Python or any other language.
Programming Environments and Careers
Programs are written using an integrated development environment, often called an IDE, which gives programmers a place to type code, check for errors and run their program in one window. When a high-level program is ready, the computer translates it into machine language. Compilers translate the whole program at once into a runnable file, while interpreters translate and run the program line by line.
Programming skills open up many careers. Software developers build apps, games and office programs. Web developers create websites, and data analysts write programs that turn information into reports and charts. In Nigeria, banks, telecom companies such as MTN and Glo, and government agencies all employ programmers to build systems that serve millions of customers every day.
| Algorithm | Program |
|---|---|
| A plan of steps | A plan written in a language |
| Can be drawn or written | Must be in a programming language |
| For humans to read | For a computer to run |
| Example: a flowchart | Example: a Scratch block or Python line |
Practical Work
- Write pseudocode for a program that greets a named user.
- Describe the input, process and output of an ATM transaction.
- Find the ordering error in a greeting program and correct it.
- Write two differences between an algorithm and a program.
Scenario-Based Questions
- A pupil writes a program that asks for two numbers and is supposed to add them, but it shows the product instead. Name this type of error and describe the step-by-step process the pupil should follow to find and fix it.
- A school receptionist wants a program that asks for a visitor's name, asks whether the visitor is a parent or a staff member, and then prints a welcome message with the correct title. Write pseudocode for this program using sequence and selection.
- A teacher says a program with an infinite loop will never stop. Give an example of an everyday task that could be written as an infinite loop and explain why it would be a problem on a computer.
- A market trader wants a program that keeps asking for item prices until the trader types 0, then prints the total. Explain why iteration is needed here instead of just sequence, and write a short pseudocode.
- A pupil says Scratch is a programming language but Python is not. Correct this statement by explaining what both Scratch and Python are and how they differ.
- A student writes a program: ask for a number, if the number is greater than 10 print Big, otherwise print Small. Test the program mentally with the values 5, 10 and 15 and write the expected output for each.
- An ATM machine follows the input-process-output model. Describe the input, the process and the output for one complete ATM transaction from insertion of the card to collection of cash.
Teacher plan
LEARNING OBJECTIVES: BY THE END OF THE LESSON PUPILS SHOULD BE ABLE TO:
| Cognitive | i. Explain what programming is and the parts of a program. ii. Describe the input, process and output model. iii. Write a simple program plan in pseudocode. iv. Find and fix a simple error in a program. |
| Affective | i. Appreciate the value of Introduction to Programming in school, at home and in the community. ii. Show willingness to use digital tools carefully, safely and responsibly. |
| Psychomotor | i. Write pseudocode for a program that greets a named user. ii. Describe the input, process and output of an ATM transaction. iii. Find the ordering error in a greeting program and correct it. iv. Write two differences between an algorithm and a program. |
Rationale: Programming is the process of writing instructions for a computer to carry out. Understanding starter Scenario, what is Programming, the Input, Process, Output Model, writing and Debugging a Simple Program helps learners use digital technology confidently, safely and responsibly.
Pre-requisite Knowledge: In Week 8, learners studied Algorithms and Flowcharts, including what is an Algorithm, characteristics of a Good Algorithm, what is a Flowchart. The knowledge from that week is used again in this lesson.
Learning Material/Teaching Aid: Whiteboard, markers, computer or laptop where available, printed notes and charts on Introduction to Programming, practical task sheets, learners' notebooks and pens.
Reference Materials: Digital Technology for Junior Secondary Schools (JSS 3); NERDC Digital Technology Curriculum; Digital Technology JSS 3 First Term Notes (Week 9); First Term examination and Continuous Assessment question papers.
LESSON DEVELOPMENT
| Stage/Step (Time) | Teacher's Activities | Student's Activities | Learning Points |
|---|---|---|---|
| Introduction 5 MINUTES | Welcomes learners, revises Week 8 (Algorithms and Flowcharts) with two quick oral questions, and asks what they already know about Introduction to Programming. Elicits responses and writes the topic on the board. | Recall the previous lesson and share what they already know about Introduction to Programming. | Connecting prior knowledge to Introduction to Programming. |
| Step 1 6 MINUTES | Covers Starter Scenario: A chief gives a driver, a chef and a market trader the same set of instructions, but each one is written in their own style. The driver needs a route, the chef needs a recipe and the trader needs a price list. Covers What is Programming: Programming is the process of writing instructions for a computer to carry out. The instructions, taken together, are called a program. | Listen, take notes and answer oral questions on "Starter Scenario" and related points. | Understanding: Starter Scenario; What is Programming. |
| Step 2 6 MINUTES | Covers The Input, Process, Output Model: Almost every program follows three parts. Input is the data that goes into the program. Covers Writing and Debugging a Simple Program: A simple greeting program follows the input, process, output model. It asks for a name, joins the greeting to it, and shows the result. | Copy the key points, give examples from school and everyday life, and ask questions on "The Input, Process, Output Model" and related points. | Understanding: The Input, Process, Output Model; Writing and Debugging a Simple Program. |
| Step 3 6 MINUTES | Covers Programming Basics and Language Levels: Programming is giving a computer a clear set of instructions to follow. A program is a complete set of instructions that tells a computer how to perform a specific task. Covers Simple Program Structures and Pseudocode: Even complex programs are built from a few simple structures. Sequence runs instructions one after another in order. | Discuss in pairs, then report one point on "Programming Basics and Language Levels" and related points to the class. | Understanding: Programming Basics and Language Levels; Simple Program Structures and Pseudocode. |
| Step 4 6 MINUTES | Covers Programming Environments and Careers: Programs are written using an integrated development environment, often called an IDE, which gives programmers a place to type code, check for errors and run their program in one window. When a high-level program is ready, the computer translates it into machine language. | Respond to questions, complete the examples on the board and note down "Programming Environments and Careers". | Understanding: Programming Environments and Careers. |
| Practical Work 6 MINUTES | Guides learners through the practical work: (i) Write pseudocode for a program that greets a named user. (ii) Describe the input, process and output of an ATM transaction. (iii) Find the ordering error in a greeting program and correct it. Moves round the class to check progress and correct unsafe or careless use. | Carry out the practical tasks individually or in pairs and record what they did in their notebooks. | Applying the lesson through hands-on practice. |
| Evaluation 3 MINUTES | Asks learners to: i. Explain what programming is and the parts of a program. ii. Describe the input, process and output model. iii. Write a simple program plan in pseudocode. iv. Find and fix a simple error in a program. | Respond verbally and in writing to the evaluation questions. | Assessment and consolidation of the lesson content. |
| Conclusion 2 MINUTES | Recaps the main points: starter Scenario, what is Programming, the Input, Process, Output Model, writing and Debugging a Simple Program, programming Basics and Language Levels. Links them to the assignment and previews Week 10: Electronic Mail and Presentation Software. | Listen, ask questions and copy the assignment. | Reinforcement of key concepts and a preview of the next lesson. |
Assignment: i. A pupil writes a program that asks for two numbers and is supposed to add them, but it shows the product instead. Name this type of error and describe the step-by-step process the pupil should follow to find and fix it. ii. A school receptionist wants a program that asks for a visitor's name, asks whether the visitor is a parent or a staff member, and then prints a welcome message with the correct title. Write pseudocode for this program using sequence and selection.