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The Cambridge Primary Computing series consists of a Learner’s Book, Boost eBook and Teacher’s Guide with Boost Subscription for each Cambridge Primary stage.
Learner’s BookBoost eBookTeacher’s Guide with Boost Subscription
Stage 1 (ages 5–6)
Stage 2 (ages 6–7)
Stage 3 (ages 7–8)
Stage 4 (ages 8–9)
Stage 5 (ages 9–10)
Stage 6 (ages 10–11)
978139836856997813983681709781398368125
978139836857697813983682179781398368354
978139836858397813983682489781398368415
978139836859097813983682799781398368422
978139836860697813983683099781398368460
978139836861397813983683309781398368507
* Age ranges are for guidance only
To explore the entire series, visit www.hoddereducation.com/cambridge-primary-computing
Activity box
Look at the picture on the cover. Work in pairs and answer the questions.
1 The children are creating a dance routine. What programme could you use to record it?
2 What would the algorithm for the dance look like?
3 Can you write out the algorithm for each dancer to get to their starting spot on the stage?
Cambridge Primary
Computing
Cambridge Primary Learner’s Book 2
Computing
Roland Birbal
Carissa Gookool
Michelle Koon Koon
Nazreen Mohammed
Michele Taylor
Series editor: Roland Birbal
Learner’s Book 1
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© Roland Birbal, Carissa Gookool, Michelle Koon Koon, Nazreen Mohammed, Michele Taylor 2023
First published in 2023 by Hodder Education
An Hachette UK Company
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Cover illustration by Lisa Hunt from Bright Agency
Illustrations by Vian Oelofsen, Stéphan Theron
Typeset in FS Albert 17/19 by IO Publishing CC
Printed in Slovenia
A catalogue record for this title is available from the British Library.
ISBN: 9781398368576
Contents Term 3 Unit 9 Connected and sharing 122 Unit 10 Be a storyteller 134 Unit 11 Computers and robots 149 Term 2 Unit 5 Devices and networks 66 Unit 6 Be a designer 80 Unit 7 Be a data scientist 92 Unit 8 Be an artist 106 Term 1 Unit 1 Be a game developer 8 Unit 2 Be a data analyst 24 Unit 3 Computers and their functions 40 Unit 4 Be an animator 54 How to use this book 4 Glossary 164
How to use this book
Get started! Talk about the new topic with a partner or small group.
You will learn: A list of things you will learn in the unit.
Warm up
You will need a sheet of paper. Follow the instructions below.
1 Draw a rectangle.
2 Draw a triangle over the rectangle.
3 In the rectangle, draw three small squares.
• Show your drawing to your classmates.
• Do your pictures look different?
The instructions are to draw an object. Your teacher will show you. Talk in groups. Why are some people’s drawings different?
Do you remember?
Before starting this unit, check that you:
• know what an algorithm is
• can follow an algorithm
• know that the order of instructions is important
• know that algorithms are used to write code.
In this unit, you will use ScratchJr. There is an online chapter all about ScratchJr.
Get started!
Look at the following instructions. They are for the game ‘Simon says’.
1 Which instructions are clear?
2 What is missing in the instructions?
❶ Simon says, “Move 4 steps forward”
❷ Simon says, “Move”
❸ Simon says, “Run”
❹ Simon says, “Clap your hands two times”
❺ Simon says, “Run to the tree”
You will learn:
• that an algorithm is a precise set of instructions
• that programs tell computers what to do
• how to write programs from algorithms.
In this unit, you will learn about algorithms and programs.
Warm up: An offline activity to start your learning.
Do you remember? A list of things you should know before you start the unit.
4
Learn
Computer devices look different. However, they are all made from hardware and software
Hardware
Hardware are the physical objects that make up a computing device. Here are some examples of hardware:
This processor is hardware. It is hidden inside all computing devices. You cannot see it, but a computing device cannot work without it.
Mia uses a keyboard to write a letter to her friend on the computer. The keyboard is hardware.
Zhu can use headphones to listen to music on her smartphone. Headphones are hardware.
Practise: Answer questions to learn more and practice your new skills.
How to use this book
Learn: Learn new computing skills with your teacher. Look at the instructions to help you.
Practise
For these questions, use the website your teacher gives you. 1 Use data from the table to make a bar graph.
NameFavourite fruit
ZaraBanana
VitiBanana
DavidOrange
Jack Orange
AnnayOrange
SaraBanana
LiamApple
Hint: First, count the data. Put it in a table or tally chart, like this:
Favourite fruitNumber of people
Banana 3
Orange Apple
5
Go further: Activities to make you think carefully about computing.
Challenge yourself!
1 Start a new project. Add the correct code from the Go further activity to the Seahorse character.
2 Add a Fish character.
3 Create a program for the Fish to match this algorithm.
Step Instruction
❶ Start on Green Flag
❷ Say “Hi Seahorse”
❸ Move right (6)
❹ Move left (2)
❺ Play Pop sound
❻ Repeat steps 3 to 5 two more times
➐ Stop program
4 Add the Starfish character to your project.
Test your code to see if you get the correct results.
Go further
1 Liam is getting dressed for school. What is the error in the algorithm?
Step ❶ Put on T-shirt
Step ❷ Put on trousers
Step ❸ Put on shoes
Step ➍ Put on socks
Computational thinking
What are some additional steps to get dressed if it is winter time? Write a new algorithm to get dressed during winter.
2 Here is an algorithm for a Seahorse character.
Step Instruction
❶ Start on Green Flag
❷ Move up 4
❸ Move up 4
❹ Shrink by 2
❺ Shrink by 2
❻ Shrink by 2
➐ Stop program
5 Add the code below to the Starfish and run it.
7 Run your final program.
6 Change the code for the Starfish so it uses the Repeat block. The new code should get the same results.
Which program does the same thing as this algorithm?
6 How to use this book
Challenge
A harder activity to test your new skills. All links to additional resources can be found at: https://www.hoddereducation. co.uk/cambridgeextras
yourself!
?
A B C
My project
1 Look at the algorithm to get out of a maze. It has one error. What is the error? How would you correct it?
Algorithm
Move right (2)
Move up (3)
Move right (4)
Move up (1)
2 Think about the things you do every night when you go to bed. Write an algorithm for going to bed. Include all the things you do in the correct order.
3a Create a program from the algorithm below for the Basketball character Use the Repeat block.
Step Instruction
❶ Start on Green Flag
❷ Jump (1)
❸ Move right (2)
❹ Jump (1)
❺ Move right (2)
❻ Jump (1)
➐ Move right (2)
➑ Stop program
Include the start and end steps in your algorithm.
Did
you know?
How to use this book
My project: A longer activity at the end of the unit to test the skills you have learnt so far.
What can
The Mars Climate Orbiter was a spaceship.
b Run your code and check that you get the correct results.
you do?
Computational thinking
Step Instruction
❶ Move right
❷ Move
Move
Find out how much you have learnt and what you can do.
Complete the algorithm in the table below with the steps to get the mouse to the cheese.
❹ Move (2)
A bug in the program controlling the spaceship caused an error. The mission could not be completed!
Did you know? Learn about interesting facts and information.
What can you do?
Read and review what you can do.
✔ I can find and correct errors in algorithms.
✔ I can identify the steps to perform tasks.
✔ I can create programs that use the repeat command.
Good job! Now you can create algorithms and programs that repeat instructions.
Keywords
Computational thinking: A task that tests your computational thinking skills.
output: the results of an algorithm input: the data that is given to an algorithm
Keywords: Understand new computing words. The Glossary at the end of the book also lists all of these words.
7
❸
?
TCM-4 TCM-4 PLANNED PATH ACTUAL PATH 226km57km
Be a game developer Unit 1
Giving instructions
Get started!
Look at the following instructions. They are for the game ‘Simon says’.
1 Which instructions are clear?
2 What is missing in the instructions?
❶ Simon says, “Move 4 steps forward”
❷ Simon says, “Move”
❸ Simon says, “Run”
❹ Simon says, “Clap your hands two times”
❺ Simon says, “Run to the tree”
You will learn:
• that an algorithm is a precise set of instructions
• that programs tell computers what to do
• how to write programs from algorithms.
In this unit, you will learn about algorithms and programs.
8
Warm up
You will need a sheet of paper. Follow the instructions below.
1 Draw a rectangle.
2 Draw a triangle over the rectangle.
3 In the rectangle, draw three small squares.
• Show your drawing to your classmates.
• Do your pictures look different?
The instructions are to draw an object. Your teacher will show you. Talk in groups. Why are some people’s drawings different?
Do you remember?
Before starting this unit, check that you:
• know what an algorithm is
• can follow an algorithm
• know that the order of instructions is important
• know that algorithms are used to write code.
In this unit, you will use ScratchJr. There is an online chapter all about ScratchJr.
9 Unit 1: Be a game developer
Algorithms Be precise
Learn
An algorithm is a precise set of instructions. The instructions need to be in the correct order. An algorithm that is not precise can lead to the wrong result. In the Warm up, you were asked to draw a house. However, the instructions were not precise. Here are two algorithms for making a chocolate milkshake.
Algorithm 1
Step Instruction
❶ Pour milk
❷ Add chocolate powder
❸ Stir
Algorithm 2
Step Instruction
❶ Pour milk in glass
❷ Add 1 spoon of chocolate powder
❸ Stir for 1 minute
Which algorithm is more precise?
Hint: Which instructions are clearer?
Keyword precise: exact, clear and correct
10 Unit
game developer
1: Be a
Practise
1 Choose all the words that describe an algorithm.
2 Here are two algorithms to prepare a bowl of cereal with milk. Choose the algorithm that is more precise. Algorithm 1 Algorithm 2
Step Instruction
❶ Get cereal
❷ Pour cereal
❸ Pour milk
Step Instruction
❶ Get bowl, cereal and milk
❷ Pour cereal in bowl
❸ Pour milk in bowl
3 Help Kai get home. Complete this algorithm. Two instructions are missing. Add the most precise instructions.
Step Instruction
❶ Start
Move up
Go to the right 11 steps
Walk right
Stop exact unclear wrong clear correct
Move up 6 steps
11 Unit 1: Be a game developer
❷ ❸ ❹
Programs and algorithms
Giving instructions
Learn
An algorithm is a precise set of instructions to complete a task. A program is a set of instructions that a computer understands. An algorithm must be turned into a program for a computer to run it.
A computer carries out a task by following program instructions.
A program is created when each step in an algorithm is changed into code The algorithm below moves an object 12 steps right.
Algorithm
Step Instruction
12 Unit 1:
a game developer
Be
❶
❷ Move
12 ❸ Stop .
Start on Green Flag
right (12)
1: Be a game
The instructions in a program must be precise. This is because computers are machines. They follow instructions.
Start on Green Flag Stop
Move right 12 steps
We can use the algorithm to create a program in ScratchJr.
Did you know?
Computer games are examples of programs!
Keywords program: a set of instructions for a computer code: the instructions in a program
13 Unit
developer
Practise
1 Say if the sentences are true or false.
Sentences True/False
a Computers can think on their own.
b Instructions for a computer must be unclear.
c Computer games are examples of programs.
d A computer follows a program to do a task.
2 Which ONE of the two options can a computer carry out?
Step Instruction
Start on Tap
Move right (11)
Move up (6)
3 Look at the algorithm and code below.
Algorithm Code
Step Instruction
❶ Start on Green Flag
Move right (11) ❸ Jump (2)
Stop program
a Does the code match the algorithm?
b Give a reason for your answer.
Stop program Yes No
14 Unit 1: Be a game developer
A B
❷
❹
❶
❷
❸
❹
Coding Algorithms to programs
Learn
To produce a program, we must write an algorithm. Each step in the algorithm is changed to code. Let us look at this task. We want the Whale to spin around. We want it to do a full right spin. There are FOUR steps to create the program.
Step 1: Break the task into smaller tasks.
• Add a Background.
• Add one character: the Whale.
• Add one main action – the Whale spins around. Look at the algorithm for the Whale in Step 2.
It is good to write an algorithm before writing code.
15 Unit 1: Be a game developer
Step 2: Write an algorithm for the task
This is an algorithm for the Whale to do a full right spin. The Whale spins when tapped.
Step Instruction
❶ Start on Tap
❷ Spin right (12) 12
❸ Stop program
Step 3: Match a block of code to each instruction in the algorithm
Here is the program for the Whale to make a full spin.
Step Instruction ❶ Start on Tap
❷ Spin right (12) 12
❸ Stop program
Remember the blocks must be joined.
Step 4: Run the program
Tap on the Whale to see if it does a full right spin.
16 Unit
game developer
1: Be a
Practise
We will create a program for the Whale to do a full left spin.
1 Look at the algorithm for the Whale character.
Whale algorithm
Step Instruction
❶ Start on Green Flag
❷ Spin left (12) 12
❸ Stop program
a Open ScratchJr.
b Add a Background like this.
c Add the Whale character.
d Choose the correct blocks of code to match the algorithm.
2 Add the blocks of code for the Whale in ScratchJr.
3 Run your code. Does the Whale spin left?
Run the program. The Whale should do a full left spin.
17 Unit 1: Be a game developer
ABCDE
Go further
1 Here are two algorithms for a Crab. The Crab should:
• spin around 2 times
• say “I am dizzy!”
Which algorithm is more precise?
Crab algorithm 1
Step Instruction
Start
Spin
Talk
Stop
Crab algorithm 2
Step Instruction
Start on Tap
Spin right (24)
Say “I am dizzy!”
Stop program
18 Unit 1: Be a game developer
❶
❷
❸
❹
❶
❷
❸
❹
2 Choose the correct blocks of code to match this algorithm. One step is done for you.
Algorithm Program
Step Instruction
❶ Start on Tap
❷ Spin right (24) 24
❸ Say “I am dizzy!”
Block of Code
❹ Stop program A
3 Create the program in ScratchJr.
a Open ScratchJr.
b Add a Background as shown.
c Add the Crab character.
d Add the blocks of code you chose in question 2.
e Run the program.
19 Unit 1: Be a game developer
ABCDE
Challenge yourself!
Algorithmic thinking
1 Clara follows this path to her house.
Complete the algorithm for Clara. Choose the correct numbers to fill in the blanks for Steps 4 and 5.
1 2 3
Algorithm
Step Instruction
Start on Green Flag
20 Unit 1: Be a game developer
❶
❷
3 ❸
1 ❹ Move up ? ❺ Move
? ❻ Stop
Move up (3)
Move right (1)
right
2
Here is an algorithm for a girl to:
• jump
• do a full spin and
• say “I did it!”
Step Instruction
❶ Start on Green Flag
❷ Jump (3)
❸ Spin right (12)
❹ Say “I did it!”
❺ Stop program
Block of code
Choose the correct blocks of code to match the algorithm.
3
Create a program in ScratchJr.
a Open ScratchJr.
b Add a Background as shown.
c Add a Child character.
d Add the blocks of code you chose in question 2.
e Run the program.
21 Unit 1: Be a game developer
ABCDEFG it
My project
1 Work in groups.
Which algorithm is more precise, Algorithm 1 or Algorithm 2?
Algorithm 1 Algorithm 2
Step Instruction
❶ Start on Tap
❷ Move up 5 steps
❸ Spin right (12)
❹ Spin left (12)
❺ Move right (10) ❻ Stop program
Step Instruction
Move up
Turn
Turn
Move right
Stop program
2 Which program matches Algorithm 1?
3 Create a program in ScratchJr.
a Open ScratchJr.
b Add a Background like this.
c Add the Pilot character.
d Add the blocks of code you chose in question 2.
e Run the code.
22 Unit 1: Be a game developer
❶
❷
❸
❹
❺
❻
A B
Start
4 Open the program that was created in question 3. Add a Chicken character like this.
The Chicken must do the following when tapped.
• Say “Help!”
• Move right (13)
• Jump (2)
• Stop
a Use the algorithm to select and join the correct blocks for the program.
b Run the program.
Did you know?
Scratch and ScratchJr are named after a way of making music called ‘scratching’.
What can you do?
Read and review what you can do.
✔ I know an algorithm is a precise set of instructions.
✔ I know that programs tell computers what to do.
✔ I can write a program in ScratchJr.
Awesome job! Now you know more about algorithms and programs.
23 Unit 1: Be a game developer
Be a data analyst Unit 2
Categorical data
Get started!
We can show data in pictures.
Work with a partner.
1 Point to the bar graph.
2 Point to the pictogram.
3 What do the charts show?
You will learn:
• about storing data and information on computers
• how to use a computing device to present data
• about collecting data for a reason.
Hint: Which graph has bars? Which chart has pictures?
In this unit, you will learn about grouping data.
24
Favourite colour Number of students Red Blue Green
Pink
Yellow
15 10 5 0 Colours
Warm up
1 Work in pairs. Put the animals in the correct boxes. An animal can be in more than one box.
Water animals
Land animals
Animals that fly
2 Can you think of any other ways to group the animals?
Do
you remember?
Before starting this unit, check that you:
• know that computing devices can answer questions
• know that computing devices can sort and organise data
• know that computing devices can record data
• know about data tables.
25 Unit 2: Be a data analyst
Computer data storage
Advantages
Learn
Computers can store data and information. This is a good idea because:
1 Computers can store lots of data.
2 Searching for data is quick and easy.
3 The data can be presented in different ways such as graphs and charts.
4 Data can be shared across computers.
5 Data can be added or changed using a computer.
6 It is easy to copy data. This means data can be replaced if it is lost. A copy of data is called a backup.
Keyword backup: a copy of data that is stored in a safe place
26 Unit 2: Be a data analyst
Practise
1 Say if the statements are true or false.
Statement True or false?
a Making changes to data on a computer is hard.
b Data can be shared across computers.
c It is hard to copy data on computers.
2 Circle the picture that shows a faster way to find a book at the library.
3 Circle the picture that shows the best way to store lots of data.
4 Circle the picture that shows the easier way to get graphs and charts.
27 Unit 2: Be a data analyst
A B
B A
A B
Data
Presenting data in groups
Learn
bar graph
Some data can be put into groups. For example, data about eye colour can be put into four groups: amber, green, blue, brown. Software is used to present data in different ways. Data can be shown as a bar graph or pictogram. NameFavourite colour
pictogram
We can present the data in this table as a bar graph or a pictogram.
Keyword present: to show
28 Unit 2: Be a data analyst
Zara red Viti red Davidblue Jack green Annay green Saragreen Liamgreen