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Yigatech Computational Thinking and Execution (CTE)

Master Concept, Curriculum Structure & LMS Architecture Brief

1. Project Context

Yigatech is a Nigerian digital skills and digital literacy training company developing a K–12 learning platform/LMS and after-school digital skills network.

A major proposed subject is:

Computational Thinking and Execution (CTE)

CTE should be designed specifically for Nigerian learners and should work in:

  • Formal school settings

  • After-school centres

  • Online classes

  • Physical classrooms

  • Hybrid classes

  • Offline/LAN environments

  • Low-resource environments

The goal is not simply to teach coding. The goal is to develop learners who can identify problems, think logically, design solutions, execute them, test them, debug them, improve them and explain them.

2. Definition of CTE

Formal definition

Computational Thinking and Execution (CTE) is a practical K–12 subject designed to develop learners' ability to identify, analyse and decompose real-life problems; recognize patterns; abstract essential information; develop logical algorithms and practical solutions; execute solutions using available resources and appropriate digital or non-digital tools; test, debug and optimize their work; and communicate their solutions effectively.

CTE integrates:

  • Computational thinking

  • Problem solving

  • Logical reasoning

  • Creativity

  • Mathematics

  • Digital technology

  • Coding

  • AI

  • Data

  • Automation

  • Collaboration

  • Communication

  • Innovation

  • Real-world problem solving

Learner-friendly definition

CTE teaches learners how to think through problems, create practical solutions, make them work, test them and improve them—using computers, technology or simple everyday methods.

3. Core CTE Cycle

The central learning cycle is:

PROBLEM → THINK → DECOMPOSE → PLAN → EXECUTE → TEST → DEBUG → IMPROVE → PRESENT

A shorter classroom version:

THINK → PLAN → EXECUTE → TEST → IMPROVE → EXPLAIN

For coding and computational projects:

DESIGN → CODE/BUILD → RUN → TEST → DEBUG → IMPROVE

4. CTE Is NOT Just Coding

Coding is only one method of execution.

CTE must support:

  1. Unplugged/physical problem solving

  2. Paper and card-based activities

  3. Pseudocode

  4. Flowcharts

  5. Digital interactive activities

  6. Simulations

  7. Block-based coding

  8. Text-based programming

  9. Games

  10. Data activities

  11. AI activities

  12. Automation

  13. Projects

The central competency is computational problem solving, not mastery of a particular programming language.

5. Nigerian Context

CTE should use realistic Nigerian contexts, including:

  • Schools

  • Homes

  • Markets

  • Transportation

  • Agriculture

  • Small businesses

  • Community problems

  • Public services

  • Banking/payment scenarios

  • Queues

  • School attendance

  • School performance

  • Local logistics

  • Nigerian currency (₦)

  • Nigerian names

  • Nigerian cities

  • Local transportation

  • Football

  • Geography

  • Festivals and community activities

The objective is to make computational thinking relevant to the learner's environment.

6. Low-Resource Design Principle

CTE should be:

Technology-enabled but not technology-dependent.

If there is:

No computer → use paper/unplugged activity.

No internet → use offline/local resources.

One computer → learners collaborate.

No programming language → use pseudocode.

No robotics kit → use physical models/role play.

No electricity → continue with physical activities.

The learning objective should remain the same even when the execution method changes.

7. Three CTE Execution Modes

Every suitable CTE activity should support three possible execution paths.

Mode 1 — Digital Online

Requires:

  • Internet

  • Electricity

  • Devices

Examples:

  • Online simulations

  • Coding

  • Interactive activities

  • Games

  • Collaborative activities

  • Live classroom activities

Mode 2 — Digital Offline

Requires:

  • Devices

  • Electricity

But not continuous internet.

Examples:

  • Cached lessons

  • Offline coding

  • Local simulations

  • Offline quizzes

  • Local activities

Results synchronize with the cloud when internet becomes available.

Mode 3 — Physical/Unplugged

Requires no computer or internet.

Examples:

  • Command cards

  • Paper algorithms

  • Physical grids

  • Role play

  • Sorting

  • Group problem solving

  • Flowcharts on paper

  • Physical debugging

The physical activity should preserve the same cognitive level as the digital activity, rather than being a simplified substitute.

8. Core Activity Principle

Every activity should ideally have:

  • Objective

  • Competency

  • Digital Activity

  • Offline Digital Activity

  • Physical Activity

  • Assessment

  • Extension

  • Possible Solutions

  • Test

  • Debug

  • Improve

  • Resource Requirements

The principle is:

ONE OBJECTIVE → MULTIPLE EXECUTION PATHS → SAME COMPETENCY

9. Academic Structure

CTE is designed for:

  • Primary 1–6

  • JSS1–JSS3

  • SS1–SS3

Standard academic structure:

  • 3 terms/year

  • 10 weeks/term

  • 3 sessions/week

  • 1 hour/session

  • 30 lessons/term

  • 90 lessons/year

  • 90 instructional hours/year

10. Spiral Progression

CTE should progressively increase in complexity.

Primary 1 — Discover

Follow and create simple instructions.

Primary 2 — Organize

Recognize patterns, rules and decisions.

Primary 3 — Decompose

Break problems into smaller parts.

Primary 4 — Design

Design computational solutions and algorithms.

Primary 5 — Build

Build simple working solutions.

Primary 6 — Apply

Apply computational thinking and technology to real-world problems.

JSS1 — Formalize

Algorithms, logic and pseudocode.

JSS2 — Develop

Data, software and computational systems.

JSS3 — Solve

Larger real-world computational problems.

SS1 — Engineer

Efficient algorithms, data and software/system design.

SS2 — Intelligize

Data analysis, AI and automation.

SS3 — Innovate

Independent solution engineering and capstone projects.

11. Detailed Class Progression

Primary 1

Term 1

Instructions, sequencing and simple problem solving.

Term 2

Patterns and classification.

Term 3

Simple decisions, rules and algorithms.

Primary 2

Term 1

Algorithms.

Term 2

Logic and decisions.

Term 3

Patterns and problem solving.

Primary 3

Term 1

Decomposition.

Term 2

Algorithms and flowcharts.

Term 3

Digital execution and block-based computational activities.

Primary 4

Term 1

Computational problem solving:

  • decomposition

  • patterns

  • abstraction

Term 2

Algorithms and programming:

  • logic

  • repetition

  • variables

Term 3

Computational projects.

Primary 5

Term 1

Computational analysis:

  • decomposition

  • abstraction

  • modelling

Term 2

Programming and algorithms:

  • variables

  • conditions

  • loops

  • data

Term 3

Digital solution development:

  • games

  • web

  • data

  • introductory AI

Primary 6

Term 1

Advanced problem solving:

  • algorithms

  • abstraction

  • modelling

Term 2

Computational systems:

  • programming

  • data

  • automation

Term 3

Real-world computational project.

JSS1

Term 1

Computational thinking foundations.

Term 2

Algorithms, logic and pseudocode.

Term 3

Programming and execution.

JSS2

Term 1

Data and algorithms.

Term 2

Software development.

Term 3

Computational applications.

JSS3

Term 1

Advanced algorithms.

Term 2

Systems and automation.

Term 3

Real-world computational project.

SS1

Term 1

Advanced computational thinking.

Term 2

Algorithms and data.

Term 3

Software/system design.

SS2

Term 1

Data and computational analysis.

Term 2

Artificial intelligence.

Term 3

Automation and intelligent applications.

SS3

Term 1

Advanced problem analysis.

Term 2

Innovation and solution engineering.

Term 3

Capstone and portfolio.

12. SS3 Experience

SS3 should NOT simply be Primary 1 with harder questions.

The learner should progressively move from:

following instructions → creating algorithms → building solutions → engineering systems → independent problem solving.

An SS3 learner might work through:

  1. Problem identification

  2. Requirements

  3. Problem decomposition

  4. Data requirements

  5. Algorithm

  6. System architecture

  7. Prototype

  8. Coding/building

  9. Testing

  10. Debugging

  11. Optimization

  12. Documentation

  13. Presentation

  14. Defence

Example projects:

  • School attendance system

  • Student performance system

  • Queue management system

  • School transport routing

  • Small-business inventory system

  • Community information system

Even without computers, SS3 learners can perform requirements analysis, architecture design, pseudocode, flowcharts, test-case design, manual debugging and project presentation.

13. CTE School Course Structure

Formal school CTE should follow the academic calendar.

Student-oriented structure

COURSE → TERM → WEEK → LESSON

Each lesson contains:

  • Topic

  • Content

  • Examples

  • Activities

  • 10 MCQs

Example:

CTE Primary 1

→ 1st Term

→ Week 1

→ Lesson 2

→ Instructions

→ Content

→ Examples

→ Activities

→ 10 MCQs

The school structure should be simple because it is intended for regular academic delivery.

14. CTE After-School/Tutor Structure

After-school CTE should be more execution-oriented.

Recommended structure:

COURSE → MODULE → LESSON

Each lesson contains:

  • Course Code

  • Topic

  • Lesson Content

  • Examples

  • Learning Objectives

  • Teacher Demonstration

  • Digital Activity

  • Offline Digital Activity

  • Physical Activity

  • Practical Challenge

  • Possible Solutions

  • Test

  • Debug

  • Improve

  • Evaluation

  • Resources

  • Common Errors/Misconceptions

  • Expected Outcomes

  • Tutor Guidance

Example:

Course: CTE Primary 1

Module 1

  • CTEP1-101

  • CTEP1-102

  • CTEP1-103

The LMS already uses course codes for non-termly courses, so CTE should fit into that existing architecture.

15. Course Code Principle

A course code should be a stable lesson identifier, not the curriculum hierarchy.

Example:

CTEP1-102

Possible interpretation:

  • CTE = Computational Thinking and Execution

  • P1 = Primary 1

  • 102 = lesson identifier

The exact numbering convention can be formalized later.

The important distinction is:

School organization:

Course → Term → Week → Lesson

After-school organization:

Course → Module → Lesson

Common underlying object:

Lesson → Course Code + Content + Activities + Assessment

16. Recommended CTE Architecture

Use one common CTE lesson/activity engine, while allowing different organizational structures.

CTE COURSE
│
├── SCHOOL MODEL
│ └── Term → Week → Lesson
│
└── AFTER-SCHOOL MODEL
└── Module → Lesson
│
↓
COMMON LESSON
│
┌────────────┼─────────────┐
↓ ↓ ↓
Content Activities Assessment
│
┌─────────┼─────────┐
↓ ↓ ↓
Digital Offline Physical

This avoids building two completely separate CTE systems.

17. Student Core of the LMS

The student-facing LMS should be centered around three pillars:

1. Course/Lesson — LEARN

Structured knowledge delivery.

2. Activities — PRACTISE / APPLY / ENGAGE

Activities reinforce learning and allow students to experiment, create and solve problems.

3. Analytics/Feedback — UNDERSTAND / IMPROVE

The LMS tells learners:

  • What they completed

  • How they performed

  • What they understand

  • Where they struggle

  • What to practise next

The student interface should therefore remain simple:

Courses → Activities → Progress/Feedback

Other engines operate underneath this experience.

18. Activities Are Broader Than Quizzes

Do not design CTE activities as merely MCQs.

Activity categories include:

Knowledge

  • MCQ

  • True/False

  • Multiple selection

  • Matching

  • Ordering

Thinking

  • Pattern recognition

  • Classification

  • Prediction

  • Logic

  • Decision making

  • Problem solving

Computational

  • Algorithm builder

  • Flowchart

  • Grid navigation

  • Debugging

  • Simulation

  • Block coding

  • Text coding

Creative

  • Design

  • Build

  • Create

  • Project

  • Open response

Games

  • Learning games

  • Challenges

  • Timed activities

  • Classroom games

Physical

  • Cards

  • Role play

  • Sorting

  • Group problem solving

  • Practical tasks

19. CTE Simulation Engine

The Simulation Engine is a subsystem of the CTE Engine.

Definition:

A controlled computational environment in which learners manipulate objects, rules, algorithms, data or systems and observe the consequences of their decisions.

Potential simulations:

  • Robot navigation

  • Maze solving

  • Sequence execution

  • Sorting

  • Classification

  • Decision trees

  • Flowcharts

  • Traffic routing

  • Queues

  • Resource allocation

  • Timetables

  • Data manipulation

  • Automation

  • Introductory AI

Basic flow:

Scenario → Student Actions → Simulation → Result → Test → Debug → Improve → Assessment

20. Simulation Builder

Tutors should eventually be able to configure simulations without coding everything from scratch.

Example fields:

  • Simulation title

  • Scenario

  • Level/class

  • Grid/environment

  • Starting point

  • Destination

  • Objects

  • Obstacles

  • Rules

  • Commands

  • Success condition

  • Failure condition

  • Time limit

  • Attempts

  • Score

  • Difficulty

  • Assessment

Simulation templates should be available, such as:

  • Robot Maze

  • Route Planner

  • Traffic Flow

  • Sorting Challenge

  • Algorithm Sequencer

  • Decision Tree

  • Flowchart Runner

  • Data Classification

21. Coding Lab Engine

The Coding Lab is different from the Simulation Engine.

Definition:

A secure programming environment where learners write, execute, test, debug and improve programs.

Suggested progression:

Primary

  • Block-based coding

  • Scratch-style environments

JSS

  • HTML

  • CSS

  • JavaScript

Secondary

  • Python

  • JavaScript

  • Data/AI projects

Coding architecture:

Code Editor → Validator → Secure Sandbox → Execute → Output → Test Cases → Result → Feedback

Features:

  • Code editor

  • File management

  • Run

  • Stop

  • Reset

  • Output console

  • Test cases

  • Auto-grading

  • Debugging

  • Project submission

  • Code history

Code must execute inside a secure sandbox.

22. Game Engine

Games should be a separate engine but integrated with CTE and the LMS.

Types

  1. Learning games

  2. CTE games

  3. Coding games

  4. Classroom games

  5. Recreational/free-play games

Examples:

  • Maze Master

  • Bug Hunter

  • Sequence Rush

  • Logic Battle

  • Pattern Detective

  • Robot Rescue

  • Quiz Race

  • Memory games

  • Puzzle games

  • 2D arcade games

  • Coding challenges

Game modes

  • Single player

  • Two players on the same device

  • Classroom multiplayer

  • Online multiplayer

Online multiplayer can be introduced later.

23. Game + CTE Integration

A CTE game should be able to measure computational competencies.

Example:

Robot Rescue

Student must:

  1. Analyse the problem

  2. Decompose it

  3. Create commands

  4. Execute

  5. Test

  6. Debug

  7. Optimize

The Game Engine sends performance data to the CTE/Mastery Engine.

GAME → ACTIONS → PERFORMANCE → COMPETENCY → MASTERY

24. Coding + Simulation + Games

These should not be isolated systems.

CTE ENGINE
│
┌─────────────┼─────────────┐
↓ ↓ ↓
SIMULATION CODING LAB GAME
ENGINE ENGINE
│ │ │
└─────────────┼─────────────┘
↓
TEST/DEBUG ENGINE
↓
ASSESSMENT ENGINE
↓
MASTERY ENGINE
↓
LEARNER PROFILE

This allows, for example, an SS2 learner to design a traffic algorithm, code it in Python, run it against simulated traffic data, test it, debug it and optimize it.

25. Analytics and Feedback

Analytics should not simply track:

"Lesson completed."

It should track:

  • Attempts

  • Scores

  • Errors

  • Time

  • Completion

  • Retries

  • Activities

  • Competencies

  • Mastery

  • Projects

  • Progress

Example:

Lesson:
Introduction to Algorithms

Activity:
Robot Maze

Attempts: 4
Performance: 78%
Primary error: Sequencing

Feedback:
Review sequencing

Recommended:
Sequence Challenge 2

The core learning loop is:

LEARN → PRACTISE → APPLY → TEST → FEEDBACK → IMPROVE → RETRY → MASTER

26. Assessment Principle

Not every activity should be graded.

Distinguish:

  • Practice

  • Exploration

  • Challenge

  • Game

  • Assessment

  • Project

Therefore:

Activity ≠ Quiz ≠ Assessment

The assessment engine should support:

  • Automatic assessment

  • Tutor assessment

  • Hybrid assessment

  • Rubrics

  • Projects

  • Practical activities

  • Coding

  • Simulations

  • Presentations

  • Physical activities

27. Course Studio

The Course Studio is the curriculum-authoring environment.

Recommended navigation:

YIGATECH COURSE STUDIO

├── Dashboard
├── Course Overview
├── Curriculum
├── Lessons
├── Activities
│ ├── Digital
│ ├── Offline Digital
│ └── Physical
├── Assessments
├── Resources
├── Tutor Guide
├── Delivery
├── Student View
├── Tutor Preview
├── Analytics
└── Settings

Persistent actions:

Save Draft | Preview Student | Preview Tutor | Validate Course | Submit for Approval | Publish

28. Course Creation Options

Course Studio should support multiple ways to create content:

  1. Create Manually

  2. Import CSV/XLSX

  3. Use Course Template

  4. Duplicate Existing Course

  5. Quick Create

  6. Bulk Curriculum Import

Recommended UI:

Start New Course

  • Create Manually

  • Import Spreadsheet

  • Use Template

  • Duplicate Course

29. Spreadsheet/CSV Import

This is a major requirement.

The importer should support:

  • CSV

  • XLSX

  • Potentially XLS

  • Potentially Google Sheets later

The purpose is to transfer existing curriculum/spreadsheet data into LMS forms.

Flow:

UPLOAD → MAP COLUMNS → VALIDATE → PREVIEW → IMPORT → SAVE DRAFT

Example mapping:

SpreadsheetLMS fieldTermTermWeekWeekLesson No.LessonTopicTopicContentLesson ContentObjectivesObjectivesExamplesExamplesDigital ActivityDigital ActivityOffline ActivityOffline Digital ActivityPhysical ActivityPhysical ActivityChallengePractical ChallengeSolutionsPossible SolutionsEvaluationEvaluation

The imported information must remain editable through the normal Course Studio forms.

The system should support:

  • Automatic column matching

  • Manual mapping

  • Validation

  • Duplicate detection

  • Missing-field warnings

  • Import preview

  • Error reporting

  • Import history

  • Rollback

  • Downloadable Yigatech templates

A complete Primary 1 course could potentially be imported as:

3 terms × 10 weeks × 3 lessons = 90 lessons

instead of manually creating every lesson.

30. CSV/XLSX Templates

Yigatech should provide downloadable templates for:

  • Basic Course

  • Curriculum

  • Full Lesson

  • CTE Course

  • Assessment

  • Activities

A CTE template could contain:

  • Term

  • Week

  • Lesson No.

  • Course Code

  • Topic

  • Concept

  • Objectives

  • Competency

  • Nigerian Context

  • Teacher Demonstration

  • Digital Activity

  • Offline Digital Activity

  • Physical Activity

  • Practical Challenge

  • Possible Solutions

  • Test

  • Debug

  • Improve

  • Evaluation

  • Resources

31. One Master Course — Multiple Views

Do NOT create separate student and tutor courses.

Use:

ONE MASTER COURSE → STUDENT VIEW + TUTOR VIEW

Student View

Contains:

  • Content

  • Examples

  • Learner activities

  • Challenges

  • Assessments

  • Feedback

  • Progress

Does NOT expose:

  • Answer keys

  • Tutor notes

  • Possible solutions

  • Private analytics

  • Intervention notes

Tutor View

Contains:

  • Student-facing material

  • Teacher demonstration

  • Expected answers

  • Possible solutions

  • Common misconceptions

  • Intervention strategies

  • Assessment rubrics

  • Class results

  • Teaching notes

  • Resources

  • Delivery instructions

32. Recommended Final CTE/LMS Architecture

YIGATECH LMS
│
STUDENT EXPERIENCE
│
┌───────────────┼───────────────┐
↓ ↓ ↓
COURSE/LESSON ACTIVITIES ANALYTICS/
LEARN PRACTISE FEEDBACK
│
┌───────────────┼────────────────┐
↓ ↓ ↓
CTE SIMULATION CODING LAB GAME ENGINE
│ │ │
└───────────────┼────────────────┘
↓
EXECUTION ENGINE
↓
TEST / DEBUG ENGINE
↓
ASSESSMENT ENGINE
↓
MASTERY ENGINE
↓
LEARNER PROFILE

33. Recommended CTE Engine Architecture

CTE ENGINE
│
PROBLEM / OBJECTIVE
↓
COMPETENCY
↓
ACTIVITY DESIGN
↓
┌────────────────┼────────────────┐
↓ ↓ ↓
DIGITAL OFFLINE PHYSICAL
│ │ │
└────────────────┼────────────────┘
↓
EXECUTE
↓
TEST
↓
DEBUG
↓
IMPROVE
↓
ASSESS
↓
MASTERY

34. Important Product Philosophy

The central Yigatech CTE principle should be:

The platform should not merely deliver content. It should give learners opportunities to think, act, test, fail safely, receive feedback, improve and demonstrate mastery.

The LMS therefore becomes a learning execution platform, rather than simply a content repository.

The distinction is:

Course/Lesson = Learn

Activities = Practise, Apply and Engage

Simulation = Experiment

Coding Lab = Build and Execute Programs

Games = Engage and Challenge

Assessment = Measure

Analytics/Feedback = Understand and Improve

Mastery = Demonstrate Competency

35. Recommended Development Priority

Do not attempt to build the entire ecosystem simultaneously.

Phase 1 — Core Learning

  1. User/role management

  2. Course/Lesson

  3. Student View

  4. Tutor View

  5. Course Studio

  6. CSV/XLSX Import

  7. Basic Activities

  8. Assessments

  9. Progress

  10. Analytics/Feedback

Phase 2 — CTE Execution

  1. CTE Activity Engine

  2. Digital/Offline/Physical activity modes

  3. Classroom Mode

  4. CTE Simulation Engine

  5. Test/Debug functionality

Phase 3 — Creation & Programming

  1. Coding Lab

  2. Coding Challenges

  3. Secure code execution

  4. Projects/Portfolio

  5. Advanced simulations

Phase 4 — Engagement

  1. Game Engine

  2. Learning games

  3. Classroom games

  4. Same-device multiplayer

  5. Online multiplayer

Phase 5 — Intelligence

  1. Mastery Engine

  2. Adaptive learning

  3. AI hints

  4. AI-generated practice

  5. Advanced learner/tutor analytics

36. Key Architectural Decision

The most important decision is:

Do not make Term, Week, Module, Course Code, Simulation, Coding Lab or Game the fundamental learning object.

The fundamental learning object should be the:

LESSON + ACTIVITY + ASSESSMENT + COMPETENCY

The organizational structure can vary.

For example:

SCHOOL:
Course → Term → Week → Lesson

AFTER-SCHOOL:
Course → Module → Lesson

OTHER YIGATECH COURSE:
Course → Module → Lesson

BOOTCAMP:
Course → Module → Lesson

All ultimately connect to the same underlying activity, assessment, analytics and mastery infrastructure.

This allows Yigatech to support school curriculum, after-school courses, bootcamps and future digital-skills courses without rebuilding the LMS for every course type.

Contact

Reach out for questions or enrollment help

Email

Phone

admin@yigatech.com

+2349159999271

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