This teacher manual has been designed to implement Tekie, the storytelling-based Coding and Computer Science program. The manual consists of lesson plans within each chapter that teachers transact within classrooms and computer labs. Each lesson is based on a research-based ‘WEBS’ framework that simplifies pedagogical practices for teachers and enables them to deliver effectively.
Computer Science
About the Book
E
B
Engage
Build
COMPUTER SCIENCE Teacher Manual
‘ W E B S ’ Framework
W Warm Up
1
S
Sum Up
Special Features
1
• Sharp Lesson Planning: Each lesson plan focuses on specific sub-learning outcomes within a chapter and are designed for delivery within the stipulated class or lab time. • Real-life and Application-based Questions: Additional questions that link Computer Science to real-life contexts and assist teachers to develop learners’ conceptual understanding and application skills. • Support and Detailed Solutions: In-depth solutions for in-class and post-class activities to reinforce learning.
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ISBN 978-81-984882-0-6
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TK_G01-08_CS_ICSE_Cover_TM.indd 2-4
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Bengaluru
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ICSE compliant
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25/03/25 11:51 AM
Teacher Manual ICSE
COMPUTER SCIENCE
1
Acknowledgements Academic Authors: Ayushi Jain, Neha Verma Book Production: Rakesh Kumar Singh Project Lead: Jatinder Kaur VP, Learning: Abhishek Bhatnagar
All products and brand names used in this book are trademarks, registered trademarks or trade names of their respective owners. © Uolo EdTech Private Limited First impression 2023 Second impression 2024 Third impression 2025 This book is sold subject to the condition that it shall not by way of trade or otherwise, be lent, resold, hired out, or otherwise circulated without the publisher’s prior written consent in any form of binding or cover other than that in which it is published and without a similar condition including this condition being imposed on the subsequent purchaser and without limiting the rights under copyright reserved above, no part of this publication may be reproduced, stored in or introduced into a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior written permission of both the copyright owner and the above-mentioned publisher of this book. Book Title: Tekie ICSE Computer Science Teacher Manual 1 ISBN: 978-81-984882-0-6 Published by Uolo EdTech Private Limited Corporate Office Address: 85, Sector 44, Gurugram, Haryana 122003 CIN: U74999DL2017PTC322986 Illustrations and images: www.shutterstock.com, www.stock.adobe.com and www.freepik.com All suggested use of the internet should be under adult supervision.
Foreword Uolo’s Tekie program offers a coding-focused curriculum for grades 1 to 8, preparing students for the technology-driven world. We present a carefully crafted Teacher Manual to assist teachers in delivering effective and engaging lessons to students. Rather than prescribing teaching methods, the manual provides examples and demonstrates how and why teachers can apply these examples in their classes. The Teacher Manual includes a suggested implementation plan to help teachers navigate the curriculum better throughout the academic year. Within the academic year, the Tekie program prescribes the following types of chapters and sessions: Familiarisation: this period builds familiarity with the Tekie program and the digital platform. Theory: these periods are dedicated to the Computer Science Theory chapters. These topics are mostly delivered in the classroom. Tools: these periods are dedicated to the Computer Tools chapters. These topics involve almost equal numbers of classroom and computer labs sessions. Coding: these periods are dedicated to the Coding chapters. These topics have more computer lab sessions. Additional Hands-on Time: these are additional computer lab periods that teachers can use to revise topics or dedicate for completion of projects. Revision: these are additional classroom periods that teachers can use to revise topics or cover syllabus backlogs. Each chapter in this manual is structured to provide a comprehensive lesson plan. The chapters are divided into multiple sessions, each following the Warm up, Engage, Build, and Sum up (WEBS) strategy. The Warm up phase sets the stage for learning by connecting to prior knowledge and building curiosity. The Engage phase captures the students’ attention and motivates them to participate actively. In the Build phase, questions from various sections are discussed to build the understanding of the students. Finally, the Sum up phase reinforces learning through easy-to-recall activities and questions. Time duration for each section has been suggested based on the requirements of the students. Additionally, an answer key for every chapter is provided to assist teachers in assessing their students’ understanding and guiding their learning effectively. Lastly, we understand that the Indian education landscape is quite diverse. To suit the needs of all types of schools, we have built-in extra higher-order chapters in the content books. These extra chapters are
clearly marked in the table of contents of this manual. We suggest that the teacher completes the main chapters first and then move to higher-order optional chapters only if there is sufficient time left in the academic year and learners are ready for more challenging content. We hope that this teacher manual will empower teachers to use the curriculum effectively, support the learning of all students thoroughly, create learning opportunities and design interactive learning environments that cater to the students’ needs and interests.
iii
Contents Together We Learn and Grow
1
2
5
Computers
Types of Computers
What Computers Do
8
What Computers Do: Video
Main Parts of a Computer-I
1
Devices-I Input and Output Devices Devices-II Storage Devices
Shutting Down a Computer
2
Rules for Using a Computer–Do’s
Rules for Using a Computer–Don’ts
Tiny Tech Game I
3
Using and Holding a Computer Mouse Tiny Tech Game II
Tiny Tech Game I
Tiny Tech Game II
Colouring in Paint and Saving a Drawing I
Colouring in Paint and Saving a Drawing II
Introduction to Robots Tiny Tech AI Game Introduction to AI
What is Coding?
Block-based Coding
Problem Solving: Example 1
Problem Solving: Example 2
Exploring Code.org Puzzle 1 Puzzle 2
Coding Challenge
Command and Sequence �������������90
Alphabet Keys and Number Keys
Drawing in Paint II
Exploring Code.org �������������������������82
Computer Mouse and Its Parts
Arrow Keys and Special Keys
Drawing in Paint I
Introduction to Coding ������������������74
Starting a Computer
Introduction to Paint II
Block Coding I
Main Parts of a Computer-II
Using a Keyboard ���������������������������44
Introduction to Paint I
The World of AI �����������������������������66
Places Where Computers Are Used
Using a Mouse ��������������������������������35
6
What Are Machines?
Using a Computer ��������������������������26
Fun With Paint ��������������������������������53
Parts of a Computer ���������������������17
4
Natural and Human-made Things
Uses of a Computer ������������������������10
3
7
Computer—A Machine ���������������������1
Command I
Command II Sequence I
Sequence II
Coding Challenge I
Coding Challenge II
Answer Key ���������������������������������������������102
* Higher-order optional chapters
iv
Implementation Plan Total Periods: 60 (48 Main Book and Coding Book + 6 Additional Practice Periods + 6 Revision Periods)
Month 4
Month 3
Month 2
Month 1
Month
Session No.
Chapters
LOs to be Covered
Chapter Type Session Type
1
Ch 1 Computer—A Machine
Natural and Human-made Things
Theory
Classroom
2
Ch 1 Computer—A Machine
What Are Machines?
Theory
Classroom
3
Ch 1 Computer—A Machine
Computers
Theory
Classroom
4
Ch 1 Computer—A Machine
Types of Computers
Theory
Classroom
5
Familiarisation
6
Ch 1 Computer—A Machine
7
Revision Period 1
8
Ch 2 Uses of a Computer
What Computers Do
Theory
Classroom
9
Ch 2 Uses of a Computer
What Computers Do: Video
Theory
Lab
10
Ch 2 Uses of a Computer
Places Where Computers Are Used
Theory
Classroom
Lab Chapter Checkup
Theory
Classroom Classroom
11
Ch 4 Using a Computer
Starting a Computer
Theory
Classroom
12
Ch 4 Using a Computer
Shutting Down a Computer
Theory
Classroom
13
Ch 4 Using a Computer
Rules for Using Computer-Do's
Theory
Classroom
14
Ch 4 Using a Computer
Rules for Using Computer-Don'ts
Theory
Classroom
15
Revision Period 2
16
Ch 5 Using a Mouse
Computer Mouse and Its Parts
Theory
Classroom Classroom
17
Ch 5 Using a Mouse
Tiny Tech Game I
Theory
Lab
18
Ch 5 Using a Mouse
Using and Holding a Computer Mouse
Theory
Classroom
19
Ch 5 Using a Mouse
Tiny Tech Game II
Theory
Lab
20
Revision Period 3
21
Additional Hands-on Time 1
Classroom Lab
22
Ch 7 Fun With Paint
Introduction to Paint I
Tools
Classroom
23
Ch 7 Fun With Paint
Introduction to Paint II
Tools
Lab
24
Ch 7 Fun With Paint
Drawing in Paint I
Tools
Classroom
25
Ch 7 Fun With Paint
Drawing in Paint II
Tools
Lab
26
Ch 7 Fun With Paint
Colouring in Paint and Saving a Drawing I
Tools
Classroom
27
Ch 7 Fun With Paint
Colouring in Paint and Saving a Drawing II
Tools
Lab
28
Revision Period 4
29
Additional Hands-on Time 2
30
Ch 6 Using a Keyboard
Alphabet Keys and Number Keys
Theory
31
Ch 6 Using a Keyboard
Tiny Tech Game I
Theory
Lab
32
Ch 6 Using a Keyboard
Arrow Keys and Special Keys
Theory
Classroom
Classroom Lab
v
Classroom
Month 8
Month 7
Month 6
Month 5
Month
Session No.
Chapters
LOs to be Covered Tiny Tech Game II
Chapter Type Session Type
33
Ch 6 Using a Keyboard
Theory
Lab
34
Revision Period 5
35
Additional Hands-on Time 4
36
Ch 1 Introduction to Coding
What is Coding?
Coding
Classroom
37
Ch 1 Introduction to Coding
Block-based Coding
Coding
Classroom
38
Ch 1 Introduction to Coding
Problem Solving: Example 1
Coding
Classroom
39
Ch 1 Introduction to Coding
Problem Solving: Example 2
Coding
Classroom
Classroom Lab
40
Ch 2 Exploring Code.org
Exploring Code.org
Coding
Classroom
41
Ch 2 Exploring Code.org
Puzzle 1
Coding
Lab
42
Ch 2 Exploring Code.org
Puzzle 2
Coding
Classroom
Coding Challenge
Coding
43
Ch 2 Exploring Code.org
44
Revision Period 6
Lab
45
Additional Hands-on Time 5
46
Ch 3 Parts of a Computer*
Main Parts of a Computer-I
Theory
Classroom
Classroom Lab
47
Ch 3 Parts of a Computer*
Main Parts of a Computer-II
Theory
Classroom
48
Ch 3 Parts of a Computer*
Devices-I Input and Output Devices
Theory
Classroom
49
Ch 3 Parts of a Computer*
Devices-II Storage Devices
Theory
Classroom
50
Ch 3 Command and Sequence*
Command I
Coding
Classroom
51
Ch 3 Command and Sequence*
Command II
Coding
Lab
52
Ch 3 Command and Sequence*
Sequence I
Coding
Classroom
53
Ch 3 Command and Sequence*
Sequence II
Coding
Lab
54
Ch 3 Command and Sequence*
Coding Challenge I
Coding
Classroom
55
Ch 3 Command and Sequence*
Coding Challenge II
Coding
Lab
56
Ch 8 The World of AI*
Introduction to Robots
Theory
Classroom
57
Ch 8 The World of AI*
Tiny Tech AI Game
Theory
Lab
58
Ch 8 The World of AI*
Introduction to AI
Theory
Classroom
59
Additional Hands-on Time 6
60
Revision Period 7
Lab Classroom
* Higher-order optional chapters
vi
Together We Learn and Grow
1
Computer—A Machine Story Time
Story in a Nutshell… It is the first day in Avora school! Conji, a smart young wizard, meets Mel. She is a robot who knows a lot about computers. Conji is fascinated by the watch that Mel is wearing, and it turns out to be a smartwatch (a mini-computer). Mel tells him about the different types of computers while Conji educates Mel on the various rules of the wizards. He tells her about magical items like wands, spell books and drinks. Mel notices that they are a lot like various computer parts. Conji teaches a few spells to Mel. However, when Mel tries to cast a spell, it doesn’t work. Conji tells Mel about being careful while casting spells as there are a few rules that one should follow when dealing with magic. Mel learns the right way and shares that computers have certain rules too. They begin cleaning the computer devices when Conji breaks a mouse by mistake. Scared, they ask Elder Robot’s help to fix the mouse. He teaches them to be careful while working with computers. Grateful for his help, Mel and Conji decide to make him a ‘Thank you Card’.
Story in This Chapter… ●
It is the first day at Avora School.
●
Conji, a smart young wizard, meets Mel.
●
Conji is fascinated by the watch Mel is wearing, and it turns out to be a smartwatch (a minicomputer).
●
Then, Conji asks Mel where her books are. She says they are all on her tablet.
●
Conji is unaware of the tablet and asks Mel what a tablet is. Mel says a tablet is like a small computer.
●
Mel further explains to Conji that a computer is a machine that stores things.
●
Mel also tells him that they have a computer lab in school, and they went to see the computer lab.
●
Conji is happy to see the types of machines in the lab.
●
Mel shows a computer, mobile, tablet, laptop, and smartwatches to Conji.
This chapter is divided into the following classroom sessions 1. Natural and Human-made Things 2. What are Machines? 3. Computers 4. Types of Computers 1
1. Natural and Human-made Things Learning Outcomes At the end of the session, the students will be able to: ●
describe natural things.
●
describe human-made things.
Keywords ●
●
Natural Things: Some things like trees, animals, and rocks are present in nature. These are called natural things. Human-made Things: Humans make things like chairs, books, and toys. These are called human-made things.
WEBS at a Glance Engage
Warm Up Ask the students about different things around them.
Discuss a few examples of things such as chairs, books, trees, etc., and then describe them as natural and human-made things.
5 mins
15 mins
Build
Group discussion Conclude the concepts
7 mins
Action Plan
●
3 mins
5 mins
Warm Up ●
Sum Up
Ask the students about different things around them. Now, build the concept by asking the students if they know whether these things are created by humans or nature. Then introduce them to natural and human-made things.
15 mins
Engage Explain the following concepts: Learning Outcomes
Explanation
Describe natural things.
Tell the students that things present in nature like trees, animals and rocks are called natural things as given on page 6.
Describe human-made things.
Tell the students that things made by humans are called human-made things as given on page 6.
2
Check for Understanding ●
Read aloud the questions provided in the Do It Yourself 1A Question 1 section and encourage students to solve them. Instruct them to write the answers in their book. Correct Responses:
Flower
Bicycle
Tiger
Clock
N
H
N
H
Build ●
7 mins
Conduct a group discussion in the class among the students on the topic “Tell five natural objects and five man-made objects” as mentioned in the Discuss section on page 6. Possible Responses: Five natural objects: flowers, tree, animals, plants, mountains Human-made things: car, cake, building, toys, pen Sum Up
●
●
3 mins
Conclude the session by summarising that things that are present in nature like trees, animals and rocks are called natural things and things made by humans such as chairs, books, toys, etc., are called human-made things. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in classroom. B. Tick the Correct Option: Question 1 C. Who Am I?: Question 1 D. Write T for True and F for False: Question 4 E. Answer the Following: Question 1
Chapter 1 • Computer—A Machine
3
2. What Are Machines? Learning Outcome At the end of the session, the students will be able to: ●
describe machines.
Keyword ●
Machines: Machines are human-made things that help us do different kinds of work.
WEBS at a Glance Engage
Warm Up
Ask the students about the Tell them what machines they have seen at machines are. home such as washing machine, refrigerator, gas stove. 5 mins
15 mins
Build Group discussion
7 mins
Sum Up Conclude the concepts
3 mins
Action Plan 5 mins
Warm Up ●
Ask the students about the machines they have seen at home such as washing machine, refrigerator, gas stove, etc. Then tell what functions some of these machines perform. For example, a washing machine helps us wash our clothes.
15 mins
Engage Explain the following concepts: Learning Outcome Describe machines.
Explanation Tell the students what a machine is. Also, tell them that some machines need electricity, some need fuel and some need human power to run, as given on page 7.
Check for Understanding Ask the following questions to the students to check their understanding. ●
Name three machines you see every day around you. Possible Responses: Car, mobile, rickshaw
4
●
Categorise the given machines on the basis of whether they require electricity, fuel or human power to run: Aeroplane, cycle, television. Correct Responses: Aeroplane: Fuel Cycle: Human power Television: Electricity Build
●
7 mins
Conduct a group discussion in the class among the students on the topic ‘My Favourite Machine’. Possible Responses: Calculator, mobile, refrigerator Sum Up
●
●
3 mins
Conclude the session by summarising that machines are human-made things that help us do different kinds of work. Machines run on electricity, fuel, and human power. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in classroom. A. Fill in the Blanks: Question 1 B. Tick the Correct Option: Question 2 C. Who Am I?: Question 2 E. Answer the Following: Question 2 F. Apply Your Learning: Questions 1 and 3
Chapter 1 • Computer—A Machine
5
3. Computers Learning Outcomes At the end of the session, the students will be able to: ●
describe a computer and do things using a computer.
●
describe how are computers different from us.
Keyword ●
Computer: A computer is a machine. It needs electricity to work.
WEBS at a Glance Engage
Warm Up Ask the students to name some machines that run on electricity.
Build
Explain to the students Think and Tell what a computer is. Tell them things we can do using a computer. Also, tell them how are computers different from us.
5 mins
15 mins
7 mins
Sum Up Conclude the concepts
3 mins
Action Plan 5 mins
Warm Up ●
Ask students to name some machines that run on electricity. Now, build the concept by discussing computer is also a machine that runs on electricity.
15 mins
Engage Explain the following concepts: Learning Outcomes
Explanation
Describe a computer and do many things using a computer.
Tell the students that a computer is a machine that needs electricity to work. Also, tell them computers are used to learn new things, listen to music, etc., as given on page 8.
Describe how are computers different from us.
Tell them that a computer is a smart machine that works very fast, never gets tired, etc., as discussed on page 9.
6
Check for Understanding ●
Read aloud the questions provided in the Do It Yourself 1A Question 2 section and encourage students to solve them. Instruct them to write the answers in their book. Correct Responses: 2. a. F b. T c. T Build
●
7 mins
Ask the students to answer the question “What are some fun things you want to do using a computer?” asked in the Think and Tell section given on page 8. Possible Responses: Play games, watch cartoons, make drawing, etc. Sum Up
●
●
3 mins
Conclude the session by summarising that a computer is a machine that needs electricity to work. Computers are used to learn new things, listen to music, etc. Also revise with them that a computer is a smart machine that works very fast, never gets tired, and does not make any mistakes. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in classroom. A. Fill in the Blanks: Questions 2 and 3 B. Tick the Correct Option: Question 3 C. Who Am I?: Question 3 E. Answer the Following: Question 3
Chapter 1 • Computer—A Machine
7
4. Types of Computers Learning Outcome At the end of the session, the students will be able to: ●
describe different types of computers.
WEBS at a Glance Engage
Build
Describe different types of computers.
Group discussion
Warm Up Ask the students where they have seen computers. 5 mins
15 mins
7 mins
Sum Up Conclude the concepts 3 mins
Action Plan 5 mins
Warm Up ● ●
●
Ask the students where they have seen the computers. Now, build the concept of types of computers by asking students if they know that a smartphone is also a type of computer. Also tell them that a desktop, laptop, tablet, and a smartphone are different types of computers.
15 mins
Engage Explain the following concepts: Learning Outcome Describe different types of computers.
8
Explanation Tell the students that there are many different types of computers such as desktops, laptops, tablets, and smartphones. Also, tell them about the features of each of these types of computers, as given on page 10.
Check for Understanding ●
Read aloud the questions provided in the Do It Yourself 1B section and encourage students to solve them. Instruct them to write the answers in their book. Correct Responses: Tablet Tablet
Desktop Desktop
Laptop Laptop
Smartphone
Smartphone
Build ●
7 mins
Conduct a group discussion in the class among the students on the topic “Can computers be smaller than smartphones?” as mentioned in the Discuss section on page 10. Possible Responses: Yes/No Correct Response: No Sum Up
●
●
3 mins
Conclude the session by summarising that there are many different types of computers such as desktops, laptops, tablets, and smartphones. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in classroom. A. Fill in the Blanks: Question 4 C. Who Am I?: Question 4 D. Write T for True and F for False: Questions 1, 2, and 3 E. Answer the Following: Question 4 F. Apply Your Learning: Question 2
Chapter 1 • Computer—A Machine
9
2
Uses of a Computer Story Time
Story in a Nutshell… It is the first day in Avora school! Conji, a smart young wizard, meets Mel. She is a robot who knows a lot about computers. Conji is fascinated by the watch that Mel is wearing, and it turns out to be a smartwatch (a mini computer). Mel tells him about the different types of computers, while Conji educates Mel on the various rules of the wizards. He tells her about magical items like wands, spellbooks, and drinks. Mel notices that they are a lot like various computer parts. Conji teaches a few spells to Mel. However, when Mel tries to cast a spell, it doesn’t work. Conji tells Mel about being careful while casting spells, as there are a few rules that one should follow when dealing with magic. Mel learns the right way and also shares that computers have certain rules too. They begin cleaning the computer devices when Conji breaks a mouse by mistake. Scared, they ask Elder Robot’s help to fix the mouse. He teaches them to be careful while working with computers. Grateful for his help, Mel and Conji decide to make him a ‘Thank you Card’.
Story in This Chapter… ●
Mel and Conji are in the Magic Classroom.
●
Conji tells Mel that magic drinks are drinks that have powers.
●
Mel then asks Conji how people do magic with the magic wand.
●
Conji tells Mel that they say their spells, the words they speak to do magic.
●
Conji further says that they look for the magic spells in the spell books.
●
Mel then tells Conji that just as magic has many uses, computers also have many uses.
●
Mel then takes Conji to the computer lab to show how the computers are used.
This chapter is divided into the following classroom and lab sessions 1. What Computers Do 2. What Computers Do: Video 3. Places Where Computers Are Used
10
1. What Computers Do Learning Outcome At the end of the session, the students will be able to: ●
describe about the activities we can do on a computer.
WEBS at a Glance Engage
Warm Up Ask the students what a computer is.
Build
Describe to them what the computers do. Group Discussion
Sum Up Conclude the concepts
Ask them to name a few things that they keep in their school bag. 5 mins
15 mins
7 mins
Action Plan Warm Up ●
Ask the students what a computer is.
●
Ask them to name a few things that they keep in their school bag.
●
3 mins
5 mins
Tell them as we do different kinds of work with each item in our school bag like books, bottles, pencils, and crayons. In the same way, a computer also has many things in it that lets us do different activities.
15 mins
Engage Explain the following concepts: Learning Outcome Describe about the activities we can do on a computer.
Explanation Describe to the students that we can draw and colour, learn new things, play games, etc., on a computer, as given on page 20.
Check for Understanding ●
Read aloud the questions provided in the Do It Yourself 2A section and encourage the students to solve the questions. Instruct the students to write the answers in their book. Correct Responses: 1. a. T b. F c. T
Chapter 2 • Uses of a Computer
11
2.
Column A
Column B Message
Hello my friend, How are you?
Drawing
Game
Build ●
7 mins
Conduct a group discussion in the class among the students based on the topic “What are some of the new things you wish to learn on a computer?” provided in the Discuss section, as mentioned on page 21. Possible Responses: Learn block-based coding, touch typing, etc. Sum Up
●
●
Conclude the session by summarising that we can use a computer to do different activities such as learn new things, draw and colour, listen to music, send messages, watch videos, etc. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in classroom. A. B. D. E. F.
12
3 mins
Fill in the Blanks: Questions 1 and 2 Tick the Correct Option: Question 2 Write T for True and F for False: Questions 1 and 2 Answer the Following: Question 1 Apply Your Learning: Question 3
2. What Computers Do: Video Learning Outcome At the end of the session, the students will be able to: ●
describe about the activities we can do on a computer.
WEBS at a Glance Engage
Warm Up Let the students watch the video or the learning slides related to the topic on the digital panel.
Build
Describe to them what computers do.
5 mins
15 mins
Sum Up
Attempt the activity on the Assignment page
Conclude the concepts
7 mins
3 mins
Action Plan 5 mins
Warm Up ●
●
Instruct the students to go to the Tekie’s Digital platform and open a Lab session on What Computers Do: Video. Show the learning slides one by one and discuss the concepts shown on the slides in the panel.
15 mins
Engage Explain the following concepts: Learning Outcome Describe about the activities we can do on a computer.
Explanation Describe to the students that we can draw and colour, learn new things, play games, etc., on a computer, as given on page 20.
Check for Understanding ●
Ask the questions provided on the slides one by one to assess the students’ understanding. Discuss the answers to the questions with the students. If necessary, ask additional relevant questions.
Chapter 2 • Uses of a Computer
13
Build ●
Instruct the students to attempt the assignment by clicking on the Assignment tab.
●
Explain the activity to the students. Sum Up
●
14
7 mins
3 mins
Conclude the session by summarising that we can use a computer to do different activities such as learn new things, draw and colour, listen to music, send messages, watch videos, etc.
3. Places Where Computers Are Used Learning Outcome At the end of the session, the students will be able to: ●
describe the uses of computers at different places.
WEBS at a Glance Warm Up Ask the student to name the places where they have seen computers. 5 mins
Engage
Build
Describe about the places where Think and Tell computers are used. 15 mins
7 mins
Sum Up Conclude the concepts 3 mins
Action Plan 5 mins
Warm Up ●
Ask the students to name the places where they have seen computers.
●
Tell them that computers are used at various places, such as offices, schools, shops, airports, etc.
15 mins
Engage Explain the following concepts: Learning Outcome
Explanation
Describe the uses of computers at different places.
Describe to the students that we go to different places like restaurants, shopping malls, and airports. People use computers at all these places for different kinds of work, such as at airports to book tickets, schools to teach, etc., as given on pages 21 and 22.
Check for Understanding ●
Read aloud the questions provided in the Do It Yourself 2B section and encourage the students to solve the questions. Instruct the students to write the answers in their book.
Chapter 2 • Uses of a Computer
15
Correct Responses: 1.
a. To pay for food. b. To order the food. c. To chew the food.
2. a. To teach and learn. b. To book tickets. c. To play on the field. Build ●
7 mins
Ask the students to give the answer to the question “What can we use the computer at home for other than the activities given in this chapter?” asked in the Think and Tell section, as given on page 22. Possible Responses: Make class projects, access school’s online learning material, etc. Sum Up
●
●
Conclude the session by summarising that computers can be used at airports and railway stations to book tickets, offices to do important work and send messages, hospitals to keep information of the patients, etc. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. A. Fill in the Blanks: Questions 3 and 4 B. Tick the Correct Option: Question 1 C. Who Am I?: Questions 1, 2, and 3 D. Write T for True and F for False: Questions 3 and 4 E. Answer the Following: Question 2 F. Apply Your Learning: Questions 1 and 2
16
3 mins
3
Parts of a Computer Story Time
Story in a Nutshell… It is the first day in Avora school! Conji, a smart young wizard, meets Mel. She is a robot who knows a lot about computers. Conji is fascinated by the watch that Mel is wearing, and it turns out to be a smartwatch (a mini computer). Mel tells him about the different types of computers while Conji educates Mel on the various rules of the wizards. He tells her about magical items like wands, spell books, and drinks. Mel notices that they are a lot like various computer parts. Conji teaches a few spells to Mel. However, when Mel tries to cast a spell, it doesn’t work. Conji tells Mel to be careful while casting spells as there are a few rules that one should follow when dealing with magic. Mel learns the right way and also shares that computers have certain rules too. They begin cleaning the computer devices when Conji breaks a mouse by mistake. Scared, they ask Elder Robot for help to fix the mouse. He teaches them to be careful while working with computers. Grateful for his help, Mel and Conji decide to make him a ‘Thank you Card’.
Story in This Chapter… ● ●
●
Mel and Conji are playing in the school playground. Mel asks Conji where he gets energy from. Conji replies that he gets energy from food and magic drinks. Mel also tells Conji that robots charge their batteries, and it is similar to the input, output, and storage devices of a computer. Conji does not know about any computer devices. Conji and Mel go to the computer lab then. Mel shows input, output, and storage devices to Conji.
This chapter is divided into the following classroom sessions 1. Main Parts of a Computer-I 2. Main Parts of a Computer-II 3. Devices-I Input and Output Devices 4. Devices-II Storage Devices
17
1. Main Parts of a Computer-I Learning Outcome At the end of the session, the students will be able to: ●
describe the two main parts of a computer: the monitor and the CPU.
Keywords ●
Monitor: A monitor looks like a TV screen. It shows us what we are doing on a computer.
●
CPU (Central Processing Unit): It is like the brain of a computer.
WEBS at a Glance Warm Up Ask the students the names of different parts of the body. 5 mins
Engage
Build
Relate our body parts to the computer’s parts and tell them about the monitor and the CPU.
Group discussion
15 mins
7 mins
Action Plan Warm Up ●
Sum Up Conclude the concepts 3 mins
5 mins
Ask the students the names of different parts of the body. Relate our body parts to the computer’s parts and tell them about the monitor and the CPU.
15 mins
Engage Explain the following concepts: Learning Outcome
Explanation
Describe two main Describe to the students that the monitor looks like a TV screen. It shows parts of a computer: us what we are doing on a computer, and the CPU is like the brain of a the monitor and the CPU. computer, as given on pages 31 and 32.
18
Check for Understanding Ask the following questions to the students to check their understanding. looks like a TV.
●
Correct Response: Monitor orders the other parts of the computer to work properly.
●
Correct Response: CPU Build ●
7 mins
Conduct a group discussion in the class among the students on the topic ‘Have you seen a monitor before?’. Correct Response: Yes. I have seen a monitor at home. I watch cartoons on it. Sum Up
●
●
3 mins
Conclude the session by summarising that the monitor and the CPU are two important parts of a computer. The monitor looks like a TV screen, and the CPU is the brain of a computer. Assign the following questions from the Chapter Checkup given at the end of the chapter to complete in the classroom. A. Fill in the Blanks: Questions 1 and 3 C. Who Am I?: Questions 2 and 3 E. Answer the Following: Question 3
Chapter 3 • Parts of a Computer
19
2. Main Parts of a Computer-II Learning Outcome At the end of the session, the students will be able to: ●
describe the other two important parts of a computer: the keyboard and the mouse.
Keywords ●
Keyboard: It helps us to write on a computer. It has many buttons on it, known as keys.
●
Mouse: It is a device to select different things on a computer.
WEBS at a Glance Engage
Warm Up Ask the students how they write in their notebooks. Ask the students how they point to some words in their book.
Build
Tell the students that with the help of the keyboard we can write on a computer.
Sum Up
Group discussion
Conclude the concepts
7 mins
3 mins
Tell the students that on a computer, we point to a line or word with the help of a mouse.
5 mins
15 mins
Action Plan 5 mins
Warm Up ●
Ask the students how they write in their notebooks.
●
Ask the students how they point to some words in their book.
●
Now, explain to them about the keyboard and the mouse.
15 mins
Engage Explain the following concepts: Learning Outcome Describe the other two important parts of a computer: the keyboard and the mouse.
20
Explanation Describe that the keyboard helps us to write on a computer. It has many buttons on it, known as keys and mouse is a device to select different things on a computer, as given on page 32.
Check for Understanding ●
Read aloud the question provided in the Do It Yourself 3A section. Instruct the students to write the answers in their book. Correct Responses:
Build ●
7 mins
Conduct a group discussion in the class among the students by asking, ‘What are the main parts of a computer?’. Possible Responses: CPU, mouse, monitor, and keyboard. Sum Up
●
●
3 mins
Conclude the session by summarising that the keyboard and mouse are two important parts of a computer. The keyboard helps us to write on a computer. The mouse is used to select different things on the monitor. Assign the following questions from the Chapter Checkup given at the end of the chapter to complete in the classroom. A. Fill in the Blanks: Question 2 C. Who Am I?: Question 1 D. Write T for True and F for False: Questions 1 and 3 F. Apply Your Learning: Question 1
Chapter 3 • Parts of a Computer
21
3. Devices-I Input and Output Devices Learning Outcomes At the end of the session, the students will be able to: ●
describe the input devices.
●
describe the output devices.
Keywords ●
Input Devices: These devices help us tell the computer what to do.
●
Output Devices: These devices help the computer to share information with us.
WEBS at a Glance Engage
Warm Up Ask the students what a keyboard is.
Build
Explain to them that a Group discussion keyboard is an input device. Then explain to them the input and output devices by giving examples of each.
5 mins
15 mins
7 mins
Sum Up Conclude the concepts
3 mins
Action Plan 5 mins
Warm Up ●
Ask them what a keyboard is and then build the concept by defining the input and output devices.
15 mins
Engage Explain the following concepts: Learning Outcomes
Explanation
Describe the input devices.
Explain to the students that input devices help us to tell the computer what we want to do. The keyboard and mouse are input devices, as given on page 33.
Describe the output devices.
Explain to the students that output devices help the computer share information with us. Monitor, speaker, and printer are output devices, as given on page 33.
22
Check for Understanding ●
Read aloud the question provided in the Do It Yourself 3B section. Instruct the students to write the answers in their book. Correct Responses:
I
O
I
Build ●
O
7 mins
Conduct a group discussion in the class among the students on the topic ‘Give examples of input and output devices’. Correct Responses: Input: Keyboard, mouse Output: Monitor, speaker Sum Up
●
●
3 mins
Conclude the session by summarising that the keyboard and mouse are input devices, whereas the monitor, printer, and speaker are output devices. Assign the following questions from the Chapter Checkup given at the end of the chapter to complete in the classroom. A. Fill in the Blanks: Question 4 B. Tick the Correct Option: Question 1 D. Write T for True and F for False: Questions 2 and 3 E. Answer the Following: Question 1 F. Apply Your Learning: Questions 2 and 3
Chapter 3 • Parts of a Computer
23
4. Devices-II Storage Devices Learning Outcome At the end of the session, the students will be able to: ●
describe the storage devices of computers.
Keyword ●
Storage Devices: A computer stores information in storage devices.
WEBS at a Glance Engage
Warm Up Ask the students where they store their clothes and books.
Build
Sum Up
Describe to the students that storage devices are like their wardrobe where they keep their toys, clothes, and books.
Group discussion
Conclude the concepts
15 mins
7 mins
3 mins
5 mins
Action Plan 5 mins
Warm Up ● ●
Ask the students where they store their clothes and books. Describe to the students that storage devices are like their wardrobe where they keep their toys, clothes, and books.
15 mins
Engage Explain the following concepts: Learning Outcome Describe the storage devices of computers.
Explanation Describe to the students that a computer stores information on storage devices. A compact disc, pen drive, hard disk, and memory card are some examples of storage devices, as given on page 33.
Check for Understanding Ask the following questions to the students to check their understanding. ●
24
Where does a computer store information?
Correct Response: Storage Devices ●
Give any two examples of storage devices. Possible Responses: Compact disc/Pen drive/Hard disk/Memory card Build
●
7 mins
Conduct a group discussion in the class among the students on the topic ‘Give some examples of storage devices’. Possible Responses: refrigerator, pen drive, cupboard, and container. Sum Up
●
●
3 mins
Conclude the session by summarising that compact discs, memory cards, hard disks, and pen drives are used to store information on a computer in the same way we store our things in a cupboard. Assign the following questions from the Chapter Checkup given at the end of the chapter to complete in the classroom. B. Tick the Correct Option: Question 2 D. Write T for True and F for False: Question 4 E. Answer the Following: Question 2
Chapter 3 • Parts of a Computer
25
4
Using a Computer Story Time
Story in a Nutshell… It is the first day in Avora school! Conji, a smart young wizard, meets Mel. She is a robot who knows a lot about computers. Conji is fascinated by the watch that Mel is wearing and it turns out to be a smartwatch (a mini computer). Mel tells him about the different types of computers while Conji educates Mel on the various rules of the wizards. He tells her about magical items like wands, spell books, and drinks. Mel notices that they are a lot like various computer parts. Conji teaches a few spells to Mel. However, when Mel tries to cast a spell, it doesn’t work. Conji tells Mel to be careful while casting spells as there are a few rules that one should follow when dealing with magic. Mel learns the right way and also shares that computers have certain rules too. They begin cleaning the computer devices when Conji breaks a mouse by mistake. Scared, they ask Elder Robot for help to fix the mouse. He teaches them to be careful while working with computers. Grateful for his help, Mel and Conji decide to make him a ‘Thank You Card’.
Story in This Chapter… ●
Mel teaches Conji how to use a computer, and Conji teaches her to use the magic spells.
●
Conji instructed Mel to use the correct spells in magic, otherwise it wouldn’t work.
●
Mel told Conji that we have to follow some rules while using the computers too.
●
Conji wants to know how to switch on a computer.
●
Mel and Conji then go to the computer lab.
This chapter is divided into the following classroom sessions 1. Starting a Computer 2. Shutting Down a Computer 3. Rules for Using a Computer–Do’s 4. Rules for Using a Computer–Don’ts
26
1. Starting a Computer Learning Outcome At the end of the session, the students will be able to: ●
start a computer.
WEBS at a Glance Engage
Warm Up
Build
Ask the students if they know how to turn on the television at their homes.
Explain to the students the steps to start a computer.
Think and Tell
5 mins
15 mins
7 mins
Sum Up Conclude the concepts
Action Plan Warm Up ●
Ask the students if they know how to turn on the television at their homes.
●
Now tell them that they can start the computers by following certain steps.
3 mins
5 mins
15 mins
Engage Explain the following concepts: Learning Outcome Start a Computer.
Explanation Explain to the students that there are three steps needed to start a computer: Switching on the main power supply button Pressing the ON button on the CPU, and Pressing the Power button on the monitor, as given on page 42.
Check for Understanding ●
Read aloud the questions provided in the Do It Yourself 4A section. Instruct the students to write the answers in their book.
Chapter 4 • Using a Computer
27
Correct Responses: 1. T 2. T 3. T Build ●
7 mins
Ask the students to give the answer to the question “What will happen if we just switch on the main power and then turn on the monitor? Will the computer start?” asked in the Think and Tell section, as given on page 42. Correct Response: No, the computer will not start. We also need to switch on the CPU to start the computer. Sum Up
●
●
Conclude the session by summarising that a computer runs on electricity. Also, to start the computer, we need to switch on the main power supply button, then press the ON button of the CPU and finally, press the ON button of the monitor. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. A. Fill in the Blanks: Questions 2, 3, and 5 B. Tick the Correct Option: Question 1 C. Who Am I?: Question 1 D. Write T for True and F for False: Question 5 E. Answer the Following: Question 1
28
3 mins
2. Shutting Down a Computer Learning Outcome At the end of the session, the students will be able to: ●
shut down a computer.
Keyword ●
Shut down: To shut down a computer means to turn it off.
WEBS at a Glance Engage
Warm Up Ask the students if they keep the television on for the whole day or they switch it off after watching it for some time.
Explain to the students how to shut down a computer. Also, explain to them why they should not turn off the computer directly.
5 mins
15 mins
Build Group discussion
Sum Up Conclude the concepts
7 mins
3 mins
Action Plan 5 mins
Warm Up ●
●
Ask the students if they keep the television on for the whole day or if they switch it off after watching it for some time. Now, tell them that they should shut down the computer when it is not in use.
15 mins
Engage Explain the following concepts: Learning Outcome
Explanation
Shut down a computer.
Describe the steps of shutting down a computer: clicking on the Start menu, clicking on the Power icon, and clicking on the Shut down option, as given on page 43. Also, explain to the students if they turn off the computer directly, then it may get damaged.
Chapter 4 • Using a Computer
29
Check for Understanding ●
Read aloud the question provided in the Do It Yourself 4B section. Instruct the students to write the answers in their book.
4
3
1
Build ●
2
7 mins
Conduct a group discussion in the class among the students based on the topic ‘Should we leave the computer on forever?’ Correct Response: No, we should not leave the computer on forever. We should shut it down when it is not in use. Sum Up
●
●
Conclude the session by summarising that we should shut down a computer properly and always use the mentioned steps to shut down a computer. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. A. Fill in the Blanks: Question 1 B. Tick the Correct Option: Question 2 C. Who Am I?: Question 3 D. Write T for True and F for False: Questions 1 and 4 E. Answer the Following: Question 2 F. Apply Your Learning: Question 1
30
3 mins
3. Rules for Using a Computer–Do’s Learning Outcome At the end of the session, the students will be able to: ●
follow the do’s while using a computer.
Keyword ●
Do’s: Do’s are the things we must do.
WEBS at a Glance Engage
Warm Up Ask the students if they follow some rules while playing in the playground.
Build
Explain to the students the various do’s one must follow while using a computer.
Group discussion
15 mins
7 mins
Sum Up Conclude the concepts
Then tell them that while using a computer, they must follow some do’s. 5 mins
3 mins
Action Plan 5 mins
Warm Up ●
Ask the students if they follow some rules while playing in the playground.
●
Then tell them that while using a computer, they must follow some do’s.
15 mins
Engage Explain the following concepts: Learning Outcome Follow the do’s while using a computer.
Explanation Describe some do’s that must be followed while using a computer, such as keeping the computer clean and pressing the keyboard keys gently, etc., as given on pages 44 and 45.
Chapter 4 • Using a Computer
31
Check for Understanding ●
Read aloud questions 3 and 4 provided in the Do It Yourself 4C section. Instruct the students to write the answers in their book. Correct Responses: 3. T 4. T Build
●
7 mins
Conduct a group discussion in the class among the students based on the topic ‘Is it necessary to follow rules to operate computers?’. Correct Response: Yes, it is necessary to follow the rules to operate computers, as they function properly when we take good care of them. Sum Up
●
●
Conclude the session by summarising that we should follow some do’s while using a computer, such as keeping the computer clean and pressing the keyboard keys gently, etc. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. B. Tick the Correct Option: Question 3 C. Who Am I?: Question 4 D. Write T for True and F for False: Question 2 E. Answer the Following: Question 3 F. Apply Your Learning: Question 2
32
3 mins
4. Rules for Using a Computer–Don’ts Learning Outcome At the end of the session, the students will be able to: ●
learn what not to do while using a computer.
Keyword ●
Don’ts: Don’ts are the things we must never do.
WEBS at a Glance Engage
Warm Up Ask the students if their parents tell them to not do certain things.
Build
Sum Up
Explain to the students what they should not do with a computer while using it.
Group discussion
Conclude the concepts
15 mins
7 mins
3 mins
Then tell them that while using a computer, there are certain things that they must never do. 5 mins
Action Plan 5 mins
Warm Up ●
Ask the students if their parents tell them to not do certain things.
●
Then tell them that while using a computer, there are certain things that they must never do.
15 mins
Engage Explain the following concepts: Learning Outcome
Explanation
Learn what not to do while using a computer.
Describe some don’ts that must be followed while using a computer, such as not to switch off the CPU directly, not to touch the computer devices with wet and dirty hands, and not to pull the wires from the computer, etc., as given on page 45.
Chapter 4 • Using a Computer
33
Check for Understanding ●
Read aloud questions 1 and 2 provided in the Do It Yourself 4C section. Instruct the students to write the answers in their book. Correct Responses: 3. F 4. F Build
●
7 mins
Conduct a group discussion in the class among the students based on the topic ‘Should we eat or drink near a computer?’ Correct Response: No, we should not eat or drink near a computer as it will make the computer dirty and not work properly. Sum Up
●
●
Conclude the session by summarising that we should follow some don’ts while using a computer, such as not to switch off the CPU directly, not to touch the computer devices with wet and dirty hands, and not to pull the wires from the computer, etc. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. C. Who Am I?: Question 2 D. Write T for True and F for False: Question 3 E. Answer the Following: Question 4 F. Apply Your Learning: Question 3
34
3 mins
5
Using a Mouse Story Time
Story in a Nutshell… It is the first day in Avora school! Conji, a smart young wizard, meets Mel. She is a robot who knows a lot about computers. Conji is fascinated by the watch that Mel is wearing, and it turns out to be a smartwatch (a mini computer). Mel tells him about the different types of computers while Conji educates Mel on the various rules of the wizards. He tells her about magical items like wands, spell books, and drinks. Mel notices that they are a lot like various computer parts. Conji teaches a few spells to Mel. However, when Mel tries to cast a spell, it doesn’t work. Conji tells Mel to be careful while casting spells as there are a few rules that one should follow when dealing with magic. Mel learns the right way and also shares that computers have certain rules too. They begin cleaning the computer devices when Conji breaks a mouse by mistake. Scared, they ask Elder Robot for help to fix the mouse. He teaches them to be careful while working with computers. Grateful for his help, Mel and Conji decide to make him a ‘Thank You Card’.
Story in This Chapter… ● ●
●
Mel is cleaning the Computer Lab when Conji enters. On being asked why Mel is cleaning the computer lab, Mel says that Elder Robot has taught her that cleaning our devices is a very good habit. Conji tells Mel that his mother has also taught him the same. She also taught him how to clean his things.
●
When Conji offers to help Mel with the cleaning work, Mel asks him to clean the mouse.
●
To this Conji says that the mouse would bite him.
●
Mel then tells him that it is not a real mouse. It is a computer device. To this, Conji replies that he was joking.
●
When Conji starts cleaning the mouse, the mouse drops from his hands.
●
Mel then closes her eyes to call Elder Robot fo help.
●
Elder Robot advises them to be careful when holding the computer devices.
●
Elder Robot fixes the mouse.
●
Mel then starts teaching Conji how the computer mouse works.
This chapter is divided into the following classroom and lab sessions 1. Computer Mouse and Its Parts
3.
2. Tiny Tech Game I
4. Tiny Tech Game II 35
Using and Holding a Computer Mouse
1. Computer Mouse and Its Parts Learning Outcomes At the end of the session, the students will be able to: ●
describe a computer mouse and a mouse pointer.
●
identify parts of a computer mouse.
Keywords ●
Mouse: A computer mouse is a pointing device that is used to point on the computer screen.
●
Mouse Pointer: It is a small arrow that appears on your computer screen.
WEBS at a Glance Warm Up
Engage
Build
Ask the students if they have ever tried pointing to the words using their fingers or a pencil while reading books.
Explain to the students what a computer mouse and a mouse pointer is. Also explain to them the parts of a computer mouse.
Think and Tell
5 mins
15 mins
7 mins
Action Plan
●
Conclude the concepts
3 mins
5 mins
Warm Up ●
Sum Up
Ask the students if they have ever tried pointing to the words using their fingers or a pencil while reading books. This helps to avoid getting lost in the words. In the same way, we use the computer mouse to point on the screen.
15 mins
Engage Explain the following concepts: Learning Outcomes
Explanation
Describe a computer mouse and a mouse pointer.
Tell the students that a computer mouse is a pointing device that is used to point on the computer screen. Also, tell them about the mouse pointer, as given on page 54.
Identify parts of a computer mouse.
Explain to the students the parts of a computer mouse, namely, the left mouse button, the scroll wheel, and the right mouse button, as given on pages 54 and 55.
36
Check for Understanding ●
Read aloud the questions provided in the Do It Yourself 5A section and encourage the students to solve the questions. Instruct the students to write the answers in their book. Correct Responses: 1.
2
Match the following.
2. Scrolling Wheel
Left Mouse Button
Right Mouse Button
7 mins
BuildUses of a Computer Mouse ●
Ask the students to many give the answer to the question “Which type of mouse would you like to use— A mouse helps us do things: wired or wireless? Why?” asked in the Think and Tell section given on page 55. 1 Point and select
2 Draw and colour
3 Play Games
4
file Possible Response: Nowadays, we use mouse that have no Open wire,aas they give us freedom of movement.
3 mins
Sum Up ●
●
Conclude the session by summarising that a computer mouse is a pointing device that is used to point on the computer screen. A mouse pointer is a small arrow that appears on your computer screen. Parts of a computer mouse are the left mouse button, the scroll wheel, and the right mouse Holding a Mouse button. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt To hold a mouse: in the classroom. Put your index finger on the left
Index A.mouse Fill inbutton. the Blanks: Questions 2 and 5
Finger
B.PutTick Correct Questions 2, 3, and 4 thethe middle fingerOption: on the right
Middle Finger
C.mouse Whobutton. Am I?: Question 5
D. Write T for True and F for False: Questions 1 and 3 56
E. Answer the Following: Questions 1, 2, and 3
UT24CB_G1.indb 56
Chapter 5 • Using a Mouse
11/16/2023 1:07:56 PM
37
2. Tiny Tech Game I Learning Outcome At the end of the session, the students will be able to: ●
perform various actions using a mouse by playing fun-based interactive games.
Keywords ●
Mouse: A computer mouse is a pointing device that is used to point on the computer screen.
●
Mouse Pointer: It is a small arrow that appears on your computer screen.
WEBS at a Glance Warm Up Let the students watch the video or the learning slides related to the topic on the digital panel. 5 mins
Engage Demonstrate to the students how to play the game for which the link is provided on the panel. 15 mins
Build
Sum Up
Attempt the Conclude the activity on the concepts Assignment page 7 mins
3 mins
Action Plan Warm Up
5 mins
●
Instruct the students to go to the Tekie’s Digital platform and open a Lab session on Tiny Tech Game I.
●
Show the learning slides one by one and discuss the concepts shown on the slides in the panel. Engage
●
15 mins
Demonstrate to the students how to play the game for which the link is provided on the panel.
Check for Understanding ●
38
Ask the questions provided on the slides one by one to assess the students’ understanding. Discuss the answers to the questions with the students. If necessary, ask additional relevant questions.
Build ●
Instruct the students to attempt the assignment by clicking on the Assignment tab.
●
Explain the activity to the students.
Sum Up ●
7 mins
3 mins
Conclude the session by summarising that a computer mouse is a pointing device that is used to point on the computer screen. Parts of a computer mouse are the left mouse button, the scroll wheel, and the right mouse button. The game of this session on the digital platform lets you use the left mouse button to make letters in the English alphabet by following the direction of the arrows.
Chapter 5 • Using a Mouse
39
3. Using and Holding a Computer Mouse Learning Outcomes At the end of the session, the students will be able to: ●
describe the uses of a computer mouse.
●
hold a mouse and use the mouse buttons.
Keyword ●
Scroll Wheel: The scroll wheel helps you move up and down on the screen.
WEBS at a Glance Engage
Warm Up Ask the students if they have ever played games using a computer mouse. Also, ask them what else they can do with a mouse.
Explain to the students the uses of a computer mouse. Also, explain to them how to hold a mouse and use the mouse buttons.
5 mins
15 mins
Build Group discussion
7 mins
Sum Up Conclude the concepts
3 mins
Action Plan 5 mins
Warm Up ●
●
Ask the students if they have ever played games using a computer mouse. Also, ask them what else they can do with a mouse. Tell them that by using a mouse they can point and select, draw and colour, play games, open a file, etc.
15 mins
Engage Explain the following concepts: Learning Outcomes
Explanation
Describe the uses of a computer mouse.
Tell the students that a mouse can be used to point and select, draw and colour, play games, open a file, etc., as given on page 56.
Hold a mouse and use the mouse buttons.
Tell the students that one must hold the left mouse button and the right mouse button with the index finger and the middle finger, respectively, as given on pages 56 and 57. Also, tell them what a left mouse button, a right mouse button, and a scroll wheel do, as given on page 57.
40
Check for Understanding ●
Do It Yourself 5B questions provided in the Do It Yourself 5B section and encourage the students to Read aloud the solve 1the Instruct students tothewrite Writequestions. the names of the fingers that you the will keep on these parts of mouse. the answers in their book.
1.
Middle finger
Index finger
Name the part of the mouse that: 2. a.2 Right mouse button a
Pops up a list item
c
Opens the file
b. Scroll wheel move up and down in the file b Helps to c. Left mouse button Chapter Checkup
7 mins
A. Fill in the Blanks.
Build
Hints:
●
1
The
two
pointer
scroll wheel
left
options
on the mouse is used to move up and down on a page.
Conduct a group discussionbuttons. in the class among the students on the topic ‘Uses of a Computer Mouse’. 2 The computer mouse has 3 We can click the to select things on the computer. Possible Responses: Abutton mouse helps us do many things: point and select, draw and colour, play 4 You can click the right button to see . games, open a file, etc. 5 When you move the mouse, a small on the screen moves.
3 mins
58 Up Sum
●
●
Conclude the session by summarising that there are many uses of a mouse. We put the index finger on the left mouse button and the middle finger on the right mouse button. The left mouse button opens the file, and the right mouse button pops up a list of items. The scroll wheel helps you move up and down on the screen. UT24CB_G1.indb 58
11/16/2023 1:07:58 PM
Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. A. Fill in the Blanks: Questions 1, 3, and 4 B. Tick the Correct Option: Questions 1 and 5 C. Who Am I?: Questions 1, 2, 3, and 4 D. Write T for True and F for False: Questions 2, 4, and 5 E. Answer the Following: Questions 4 and 5 F. Apply Your Learning: Questions 1, 2, 3, 4, and 5
Chapter 5 • Using a Mouse
41
4. Tiny Tech Game II Learning Outcome At the end of the session, the students will be able to: ●
perform various actions using a mouse by playing fun-based interactive games.
Keywords ●
Mouse: A computer mouse is a pointing device that is used to point on the computer screen.
●
Mouse Pointer: It is a small arrow that appears on your computer screen.
WEBS at a Glance Engage
Warm Up Let the students watch the video or the learning slides related to the topic on the digital panel.
Build
Demonstrate to the students how to Attempt the play the game for which the link is activity on the provided on the panel. Assignment page
5 mins
15 mins
7 mins
Sum Up Conclude the concepts
3 mins
Action Plan Warm Up ●
●
Instruct the students to go to the Tekie’s Digital platform and open a Lab session on Tiny Tech Game II. Show the learning slides one by one and discuss the concepts shown on the slides in the panel.
Engage ●
5 mins
15 mins
Demonstrate to the students how to play the game for which the link is provided on the panel.
Check for Understanding ●
42
Ask the questions provided on the slides one by one to assess the students’ understanding. Discuss the answers to the questions with the students. If necessary, ask additional relevant questions.
Build ●
Instruct the students to attempt the assignment by clicking on the Assignment tab.
●
Explain the activity to the students.
Sum Up ●
7 mins
3 mins
Conclude the session by summarising that there are many uses of a mouse. We put the index finger on the left mouse button and the middle finger on the right mouse button. The game of this session on the digital platform lets you use the left mouse button to drag and drop the matching parts of different vegetables.
Chapter 5 • Using a Mouse
43
6
Using a Keyboard Story Time
Story in a Nutshell… It is the first day in Avora school! Conji, a smart young wizard, meets Mel. She is a robot who knows a lot about computers. Conji is fascinated by the watch that Mel is wearing, and it turns out to be a smartwatch (a mini computer). Mel tells him about the different types of computers while Conji educates Mel on the various rules of the wizards. He tells her about magical items, like wands, spell books, and drinks. Mel notices that they are a lot like various computer parts. Conji teaches a few spells to Mel. However, when Mel tries to cast a spell, it doesn’t work. Conji tells Mel to be careful while casting spells as there are a few rules that one should follow when dealing with magic. Mel learns the right way and also shares that computers have certain rules too. They begin cleaning the computer devices when Conji breaks a mouse by mistake. Scared, they ask Elder Robot for help to fix the mouse. He teaches them to be careful while working with computers. Grateful for his help, Mel and Conji decide to make him a ‘Thank You Card’.
Story in This Chapter… ● ●
Mel and Conji are in the Computer Lab. Conji asks Mel if he can clean the thing which is kept next to the mouse. Conji cannot recall the device name.
●
Mel reminds him that it is called a keyboard.
●
Conji suggests giving a Thank You card to Elder Robot as he helped them.
●
Conji thinks of bringing a pen and paper to write a message on the card.
●
Mel then asks Conji if he knows that they can type it on the computer by using a keyboard.
●
Mel tells Conji more about the keyboard.
This chapter is divided into the following classroom and lab sessions 1. Alphabet Keys and Number Keys 2. Tiny Tech Game I 3. Arrow Keys and Special Keys 4. Tiny Tech Game II
44
1. Alphabet Keys and Number Keys Learning Outcomes At the end of the session, the students will be able to: ●
describe a keyboard.
●
describe what the alphabet keys are.
●
describe what the number keys are.
Keywords ●
Keyboard: It is a part of the computer that helps us write on it.
●
Typing: Writing on the computer using a keyboard is called typing.
●
Cursor: The blinking line on the computer screen is called a cursor.
WEBS at a Glance Engage
Warm Up Ask the students how we can write on a computer.
5 mins
Build
Explain to the students what a keyboard is. Also explain to them about alphabet keys and number keys. 15 mins
Warm Up
●
Conclude the concepts
Group discussion 7 mins
Action Plan
●
Think and Tell
Sum Up
3 mins
5 mins
Ask the students how we can write on a computer. Tell them that just as we write on paper with a pencil, we can write on the computer using its part called the keyboard.
15 mins
Engage Explain the following concepts: Learning Outcomes Describe a keyboard.
Explanation Tell the students that a keyboard is a part of the computer that helps us write on it. Tell them about typing and the cursor as well, as given on pages 67 and 68.
Chapter 6 • Using a Keyboard
45
Learning Outcomes
Explanation
Describe what the alphabet keys are.
Tell the students that for each letter of the alphabet, we have one key on the keyboard. These keys are called alphabet keys, as given on page 68.
Describe what the number keys are.
Tell them that we can use the number keys to type numbers on the computer, as given on page 69.
Check for Understanding ●
Read aloud the questions provided in the Do It Yourself 6A section and encourage the students to solve the questions. Instruct the students to write the answers in their book.
Build ●
7 mins
Ask the students to give the answer to the question “Which keys will you use to type your name?” asked in the Think and Tell section, as given on page 68. Possible Response: Alphabet Keys/Number Keys Correct Response: Alphabet Keys
●
Conduct a group discussion in the class among the students on the topic “Which number keys will you use to type your age?”, as mentioned in the Discuss section on page 69. Possible Responses: 5 or 6. Sum Up
●
●
Conclude the session by summarising that a keyboard is a part of the computer that helps us write on it. Writing on the computer using a keyboard is called typing. The alphabet keys are used to type words and sentences on a computer. We can type numbers using the number keys. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. A. Fill in the Blanks: Questions 3 and 5 C. Who Am I?: Questions 1 and 5 D. Write T for True and F for False: Question 4 E. Answer the Following: Questions 1, 3, and 5 F. Apply Your Learning: Questions 1 and 2
46
3 mins
2. Tiny Tech Game I Learning Outcome At the end of the session, the students will be able to: ●
perform various actions using a keyboard by playing fun-based interactive games.
Keyword ●
Keyboard: It is a part of the computer that helps us write on it.
WEBS at a Glance Engage
Warm Up
Build
Let the students watch the video or the learning slides related to the topic on the digital panel.
Demonstrate to the students how to play the game for which the link is provided on the panel.
Attempt the activity on the Assignment page
5 mins
15 mins
7 mins
Sum Up Conclude the concepts
3 mins
Action Plan Warm Up
5 mins
●
Instruct the students to go to the Tekie’s Digital platform and open a Lab session on Tiny Tech Game I.
●
Show the learning slides one by one and discuss the concepts shown on the slides in the panel. Engage
●
15 mins
Demonstrate to the students how to play the game for which the link is provided on the panel.
Check for Understanding ●
Ask the questions provided on the slides one by one to assess the students’ understanding. Discuss the answers to the questions with the students. If necessary, ask additional relevant questions.
Chapter 6 • Using a Keyboard
47
Build ●
Instruct the students to attempt the assignment by clicking on the Assignment tab.
●
Explain the activity to the students. Sum Up
●
48
7 mins
3 mins
Conclude the session by summarising that a keyboard is a part of the computer that helps us write on it. The alphabet keys are used to type words and sentences on a computer. We can type numbers using the number keys. The game of this session on the digital platform lets you press the keys for the alphabets that pop up on the screen.
3. Arrow Keys and Special Keys Learning Outcomes At the end of the session, the students will be able to: ●
describe what arrow keys are.
●
describe what special keys are.
WEBS at a Glance Warm Up Ask the students if they know, while typing on the computer, which key helps them to move up, down, left, and right across various words.
Engage
Build
Explain to the Group discussion students what arrow keys and special keys are.
Sum Up Conclude the concepts
Ask the students if they can write their name in capital letters using a keyboard. 5 mins
15 mins
7 mins
3 mins
Action Plan 5 mins
Warm Up ●
●
Ask the students if they know that while typing on the computer, which key helps them to move up, down, left, and right across various words, sentences, etc. Tell them that the up arrow key helps them move the cursor up, the left arrow key helps to move the cursor left, and similarly for the other keys.
15 mins
Engage Explain the following concepts: Learning Outcomes
Explanation
Describe what arrow keys are.
Tell the students that there are four arrow keys: the up arrow key, the down arrow key, the right arrow key, and the left arrow key. Explain what each of these keys does, as given on page 70.
Describe what special keys are.
Tell the students about special keys such as the Spacebar, Enter, and Backspace keys, as given on pages 70 and 71.
Chapter 6 • Using a Keyboard
49
Check for Understanding ●
Read aloud the questions provided in the Do It Yourself 6B section and encourage the students to solve the questions. Instruct the students to write the answers in their book.
Build ●
7 mins
Conduct a group discussion in the class among the students on the topic ‘Use of Backspace Key’. Correct Response: The backspace key helps us to erase mistakes while typing. Sum Up
●
●
Conclude the session by summarising that there are four arrow keys: the up arrow key, the down arrow key, the right arrow key, and the left arrow key. The Spacebar key, the Enter key, and the Backspace key are some special keys on the keyboard. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. A. Fill in the Blanks: Questions 1, 2, and 4 B. Identify the Keys Correctly: Question 1 C. Who Am I?: Questions 2, 3, and 4 D. Write T for True and F for False: Questions 1, 2, and 3 E. Answer the Following: Questions 2 and 4 F. Apply Your Learning: Questions 3 and 4
50
3 mins
4. Tiny Tech Game II Learning Outcome At the end of the session, the students will be able to: ●
perform various actions using a keyboard by playing fun-based interactive games.
WEBS at a Glance Engage
Warm Up Let the students watch the video or the learning slides related to the topic on the digital panel.
Build
Demonstrate to the students Attempt the how to play the game for activity on the which the link is provided on Assignment page the panel.
5 mins
15 mins
7 mins
Sum Up Conclude the concepts
3 mins
Action Plan Warm Up
5 mins
●
Instruct the students to go to the Tekie’s Digital platform and open a Lab session on Tiny Tech Game II.
●
Show the learning slides one by one and discuss the concepts shown on the slides in the panel.
Engage ●
15 mins
Demonstrate to the students how to play the game for which the link is provided on the panel.
Check for Understanding ●
Ask the questions provided on the slides one by one to assess the students’ understanding. Discuss the answers to the questions with the students. If necessary, ask additional relevant questions.
Build ●
Instruct the students to attempt the assignment by clicking on the Assignment tab.
●
Explain the activity to the students.
Chapter 6 • Using a Keyboard
7 mins
51
Sum Up ●
52
3 mins
Conclude the session by summarising that there are four arrow keys: the up arrow key, the down arrow key, the right arrow key, and the left arrow key. The Spacebar key, the Enter key, and the Backspace key are some special keys on the keyboard. The game of this session on the digital platform lets you type selected words on the screen using a keyboard.
7
Fun With Paint Story Time
Story in a Nutshell… It is the first day in Avora school! Conji, a smart young wizard, meets Mel. She is a robot who knows a lot about computers. Conji is fascinated by the watch that Mel is wearing, and it turns out to be a smartwatch (a mini-computer). Mel tells him about the different types of computers, while Conji educates Mel on the various rules of the wizards. He tells her about magical items like wands, spellbooks, and magic drinks. Mel notices that they are a lot like various computer parts. Conji teaches a few spells to Mel. However, when Mel tries to cast a spell, it doesn’t work. Conji tells Mel about being careful while casting spells, as there are a few rules that one should follow when dealing with magic. Mel learns the right way and also shares that computers have certain rules too. They begin cleaning the computer devices when Conji breaks a mouse by mistake. Scared, they ask for Elder Robot’s help to fix the mouse. He teaches them to be careful while working with computers. Grateful for his help, Mel and Conji decide to make him a ‘Thank you Card’.
Story in This Chapter… ● ●
Mel and Conji write a ‘Thank You’ message for Elder Robot. But the card looks very plain and simple to Conji. He thinks of adding some shapes around the message.
●
Mel suggests drawing the shapes and colours using Paint.
●
Conji is unaware of Paint. Mel said that she would help him understand Paint.
This chapter is divided into the following classroom and lab sessions 1. Introduction to Paint I 2. Introduction to Paint II 3. Drawing in Paint I 4. Drawing in Paint II 5. Colouring in Paint and Saving a Drawing I 6. Colouring in Paint and Saving a Drawing II
53
1. Introduction to Paint I Learning Outcomes At the end of the session, the students will be able to: describe what Paint is.
●
start Paint.
●
explain the different parts of the Paint window.
●
Keyword MS Paint: MS Paint or simply Paint lets us draw and colour on the computer.
●
WEBS at a Glance Engage
Warm Up
Build
Ask the students to draw their favourite fruit on a paper using a pencil.
Discuss what MS Paint is. Explain to them how they can start Paint. Also, get them familiar with the different parts of the Paint window.
5 mins
15 mins
Group discussion
7 mins
Sum Up Conclude the concepts
3 mins
Action Plan 5 mins
Warm Up Ask the students to draw their favourite fruit on a paper using a pencil.
●
Now, build the concept by telling the students that we can draw on a computer as well, using MS Paint.
●
15 mins
Engage Explain the following concepts: Learning Outcomes
Explanation
Describe what MS Paint is.
Tell the students that as we draw on paper using pencil and colours, we can also draw on the computer, as given on page 80.
Start Paint.
Explain the steps to start MS Paint to the students, as given on page 80.
Explain the different parts of Paint.
Tell the students about different parts of the MS Paint window, such as the title bar, drawing area, tools, etc., as given on page 81.
54
Check for Understanding ●
Read aloud the questions provided in the Do It Yourself 7A section and encourage the students to solve the questions. Instruct the students to write the answers in their book. Correct Responses: Shapes Tabs Title bar Tools
Additional Questions to Check for Understanding Ask the students the following questions to check their understanding: ●
Name the space where you draw in MS Paint. Correct Response: Drawing area
●
Which bar shows the name of your MS Paint file? Correct Response: Title bar Build
●
7 mins
Conduct a group discussion in the class among the students on the topic ‘My Favourite Drawing in MS Paint’. Possible Responses: Hut, robot, etc. Sum Up
●
●
3 mins
Conclude the session by summarising that MS Paint lets us draw and colour on the computer. To start MS Paint, click on the Search bar, type “Paint” in it, and click on Paint in the menu. In MS Paint, you’ll see the title bar at the top, tabs like File, Home and View, different tools, color options, and the drawing area where you can draw and colour. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. A. Fill in the Blanks: Question 1 B. Tick the Correct Option: Questions 1 and 3 C. Who Am I?: Question 1 D. Write T for True and F for False: Question 1
Chapter 7 • Fun With Paint
55
2. Introduction to Paint II Learning Outcomes At the end of the session, the students will be able to: ● ● ●
describe what MS Paint is. start Paint.
explain the different parts of Paint.
Keyword ●
MS Paint: MS Paint or simply Paint lets us draw and colour on the computer.
WEBS at a Glance Engage
Warm Up Let the students watch the video or the learning slides related to the topic on the digital panel.
Build
Discuss what MS Paint is. Attempt the Demonstrate to them how they activity on the can start Paint. Also, get them Assignment page familiar with the different parts of the Paint window.
5 mins
15 mins
7 mins
Sum Up Conclude the concepts
3 mins
Action Plan 5 mins
Warm Up ●
●
Instruct the students to go to the Tekie’s Digital platform and open a Lab session on Introduction to Paint II. Show the learning slides one by one and discuss the concepts shown on the slides in the panel.
15 mins
Engage Explain the following concepts: Learning Outcomes
Explanation
Describe what MS Paint is. Tell the students that as we draw on paper using pencil and colours, we can also draw on the computer, as given on page 80. Start Paint.
Demonstrate the steps to start MS Paint to the students, as given on page 80.
Explain the different parts of Paint.
Tell the students about the different parts of MS Paint window, such as the title bar, drawing area, tools, etc., as given on page 81.
56
Check for Understanding ●
Ask the questions provided on the slides one by one to assess the students’ understanding. Discuss the answers to the questions with the students. If necessary, ask additional relevant questions. Build
●
Instruct the students to attempt the assignment by clicking on the Assignment tab.
●
Explain the activity to the students. Sum Up
●
7 mins
3 mins
Conclude the session by summarising that MS Paint lets us draw and colour on the computer. To start MS Paint, click on the Search bar, type “Paint” in it, and click on Paint in the menu. In MS Paint, you’ll see the title bar at the top, tabs like File, Home and View, different tools, color options, and the drawing area where you can draw and colour.
Chapter 7 • Fun With Paint
57
3. Drawing in Paint I Learning Outcomes At the end of the session, the students will be able to: ●
draw an oval.
●
draw a triangle.
WEBS at a Glance Engage
Warm Up
Ask the students to give Discuss how to draw examples of some objects an oval and a triangle that are oval in shape. using the Shapes tool. 5 mins
Build Group discussion
15 mins
7 mins
Sum Up Conclude the concepts
3 mins
Action Plan 5 mins
Warm Up ●
Ask the students to give examples of some objects that are oval in shape. Then, build on the concept by explaining how they can draw shapes using Paint.
15 mins
Engage Explain the following concepts: Learning Outcomes
Explanation
Draw an oval.
Tell the students the various steps to draw an oval, as given on page 82.
Draw a triangle.
Tell the students the various steps to draw a triangle, as given on page 82.
Check for Understanding ●
Read aloud the questions provided in the Do It Yourself 7B section and encourage the students to solve the questions. Instruct the students to write the answers in their book. Correct Responses: 1. 2 2. 4 3. 2 4. 3
58
Build ●
7 mins
Conduct a group discussion in the class among the students based on the topic, “Which is your favourite shape? Which shapes do you want to draw in Paint?” provided in the Discuss section, as mentioned on page 82. Possible Responses: Triangle, star, diamond, etc. Sum Up
● ●
3 mins
Conclude the session by summarising the steps to draw an oval and a triangle. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. A. Fill in the Blanks: Question 2 C. Who Am I?: Questions 2 and 3 D. Write T for True and F for False: Question 2 E. Answer the Following: Question 3
Chapter 7 • Fun With Paint
59
4. Drawing in Paint II Learning Outcomes At the end of the session, the students will be able to: ●
draw an oval.
●
draw a triangle.
WEBS at a Glance Engage
Warm Up
Build
Sum Up
Let the students watch the video or the learning slides related to the topic on the digital panel.
Demonstrate to the students how to draw an oval and a triangle using the Shapes tool.
Attempt the activity on the Assignment page
Conclude the concepts
5 mins
15 mins
7 mins
3 mins
Action Plan 5 mins
Warm Up ●
●
Instruct the students to go to the Tekie’s Digital platform and open a Lab session on Drawing in Paint II. Show the learning slides one by one and discuss the concepts shown on the slides in the panel.
15 mins
Engage Explain the following concepts: Learning Outcomes
Explanation
Draw an oval.
Demonstrate to the students the various steps to draw an oval, as given on page 82.
Draw a triangle.
Demonstrate to the students the various steps to draw a triangle, as given on page 82.
60
Check for Understanding ●
Ask the questions provided on the slides one by one to assess the students’ understanding. Discuss the answers to the questions with the students. If necessary, ask additional relevant questions. Build
●
Instruct the students to attempt the assignment by clicking on the Assignment tab.
●
Explain the activity to the students. Sum Up
●
7 mins
3 mins
Conclude the session by summarising the steps to draw an oval and a triangle.
Chapter 7 • Fun With Paint
61
5. Colouring in Paint and Saving a Drawing I Learning Outcomes At the end of the session, the students will be able to: ●
colour a drawing.
●
save a drawing.
WEBS at a Glance Engage
Warm Up Ask the students if they would like to colour in the drawings they have created. Ask the students how they can see the same drawing again some days later. 5 mins
Build
Describe the steps Group to colour and discussion save a drawing. 15 mins
7 mins
Sum Up Conclude the concepts
3 mins
Action Plan 5 mins
Warm Up ●
●
Ask the students if they would like to add colour to the drawings they have created. Tell them that they can make their drawings colourful by using the Fill Colour tool. Ask the students how they can see the same drawing again some days later. Tell them that they can do so by saving their files.
15 mins
Engage Explain the following concepts: Learning Outcomes
Explanation
Colour a drawing.
Tell the students the steps to colour a drawing, as given on page 83.
Save a drawing.
Tell the students the importance of saving a drawing and then tell them the steps to save a drawing, as given on page 84.
Check for Understanding ●
62
Read aloud the questions provided in the Do It Yourself 7C and Do It Yourself 7D sections and encourage the students to solve the questions. Instruct the students to write the answers in their book.
Correct Responses:
Do It Yourself 7C: Colour the given picture using the hints. Do It Yourself 7D: 1. T 2. F 3. T Build ●
7 mins
Conduct a group discussion in the class among the students on the topic, “By what name should we save our drawing?”. Possible Responses: Our name, favourite animal, superhero, etc. Correct Response: We should give the file a name that reflects the content of the drawing. Sum Up
●
●
3 mins
Conclude the session by summarising that saving a file helps us open our drawing again on Paint. Also, revise with them the steps to colour and save a drawing. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. A. Fill in the Blanks: Questions 3 and 4 B. Tick the Correct Option: Question 2 C. Who Am I?: Question 4 D. Write T for True and F for False: Questions 3 and 4 E. Answer the Following: Questions 1 and 2 F. Apply Your Learning: Question 1
Chapter 7 • Fun With Paint
63
6. Colouring in Paint and Saving a Drawing II Learning Outcomes At the end of the session, the students will be able to: ●
colour a drawing.
●
save a drawing.
WEBS at a Glance Warm Up Let the students watch the video or the learning slides related to the topic on the digital panel. 5 mins
Engage Demonstrate the steps to colour and save a drawing.
Build Attempt the activity on the Assignment page.
15 mins
7 mins
Sum Up Conclude the concepts
3 mins
Action Plan 5 mins
Warm Up ●
●
Instruct the students to go to the Tekie’s Digital platform and open a Lab session on Colouring in Paint and Saving a Drawing II. Show the learning slides one by one and discuss the concepts shown on the slides in the panel.
15 mins
Engage Explain the following concepts: Learning Outcomes
Explanation
Colour a drawing.
Demonstrate to the students the steps to colour a drawing, as given on page 83.
Save a drawing.
Demonstrate to the students the importance of saving a drawing, and then tell them the steps to save a drawing, as given on page 84.
Check for Understanding ●
64
Ask the questions provided on the slides one by one to assess the students’ understanding. Discuss the answers to the questions with the students. If necessary, ask additional relevant questions.
Build ●
Instruct the students to attempt the assignment by clicking on the Assignment tab.
●
Explain the activity to the students. Sum Up
●
7 mins
3 mins
Conclude the session by summarising that saving a file helps us open our drawing again on Paint. Also, revise with them the steps to colour and save a drawing.
Chapter 7 • Fun With Paint
65
8
The World of AI Story Time
Story in a Nutshell… It is the first day in Avora school! Conji, a smart young wizard, meets Mel. She is a robot who knows a lot about computers. Conji is fascinated by the watch that Mel is wearing, and it turns out to be a smartwatch (a mini computer). Mel tells him about the different types of computers while Conji educates Mel on the various rules of the wizards. He tells her about magical items, like wands, spell books, and drinks. Mel notices that they are a lot like various computer parts. Conji teaches a few spells to Mel. However, when Mel tries to cast a spell, it doesn’t work. Conji tells Mel to be careful while casting spells as there are a few rules that one should follow when dealing with magic. Mel learns the right way and also shares that computers have certain rules too. They begin cleaning the computer devices when Conji breaks a mouse by mistake. Scared, they ask Elder Robot for help to fix the mouse. He teaches them to be careful while working with computers. Grateful for his help, Mel and Conji decide to make him a ‘Thank You Card’.
This chapter is divided into the following classroom and lab sessions 1. Introduction to Robots 2. Tiny Tech AI Game 3. Introduction to AI
66
1. Introduction to Robots Learning Outcomes At the end of the session, the students will be able to: ●
describe what a robot is.
●
discuss what a robot can do.
Keyword ●
Robot: A robot is a machine that can do things on its own.
WEBS at a Glance Engage
Warm Up
Build
Ask the students about Explain to the students what a the types of toys they play robot is. Also, explain to them with. Also, ask them if they what a robot can do. have ever played with toys that look like humans. 5 mins
Group discussion
15 mins
7 mins
Action Plan Warm Up ●
Ask the students about the types of toys they play with.
●
Also, ask them if they have ever played with toys that look like humans.
●
Sum Up Conclude the concepts
3 mins
5 mins
Tell them that some toys can walk on their own. Sometimes, they can talk too. These are called ‘robots’.
15 mins
Engage Explain the following concepts: Learning Outcomes
Explanation
Describe what a robot is.
Tell the students that a robot is a machine that can do things on its own, as given on page 90.
Discuss what a robot can do.
Tell the students that some robots can move around, help with cleaning, talk to us, etc., as given on page 90.
Chapter 8 • The World of AI
67
Check for Understanding Ask the following questions to the students to check their understanding: ●
What do you call a machine that can do things on its own? Correct Response: Robot
●
Can some robots look like animals? Possible Responses: Yes/No Correct Response: Yes Build
●
7 mins
Conduct a group discussion in the class among the students on the topic ‘Things that a robot can do’. Possible Responses: Some robots can move around, pick things up, help with cleaning, talk to us, etc. Sum Up
●
●
Conclude the session by summarising that a robot is a machine that can do things on its own. Some robots can move around, pick things up, help with cleaning, talk to us, etc. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. A. Who Am I?: Question 1 B. Write T for True and F for False: Questions 1, 2, and 3 C. Answer the Following: Questions 1 and 2
68
3 mins
2. Tiny Tech AI Game Learning Outcome At the end of the session, the students will be able to: ●
describe AI by learning through playing fun and interactive AI games.
Keyword ●
Artificial Intelligence: The human-made intelligence that machines have is called AI.
WEBS at a Glance Engage
Warm Up Let the students watch the video or the learning slides related to the topic on the digital panel.
Demonstrate to the students how to play the game for which the link is provided on the panel.
5 mins
15 mins
Build
Sum Up
Attempt the Conclude the activity on the concepts Assignment page. 7 mins
3 mins
Action Plan Warm Up
5 mins
Instruct the students to go to the Tekie’s Digital platform and open a Lab session on Tiny Tech AI Game. Show the learning slides one by one and discuss the concepts shown on the slides in the panel. Engage
15 mins
Demonstrate to the students how to play the game for which the link is provided on the panel.
Check for Understanding Ask the questions provided on the slides one by one to assess the students' understanding. Discuss the answers to the questions with the students. If necessary, ask additional relevant questions.
Chapter 8 • The World of AI
69
Build ●
Instruct the students to attempt the assignment by clicking on the Assignment tab.
●
Explain the activity to the students. Sum Up
●
70
7 mins
3 mins
Conclude the session by summarising that AI makes machines intelligent. The type of intelligence that machines possess is human-made intelligence called Artificial Intelligence. The AI game of this session on the digital platform allows you to start drawing an object, and when you stop drawing further, the AI game guesses the rest of your drawing and continues drawing where you left off.
3. Introduction to AI Learning Outcome At the end of the session, the students will be able to: ●
describe what Artificial Intelligence (AI) is.
Keyword ●
AI: The human-made intelligence that machines have is called AI.
WEBS at a Glance Warm Up
Engage
Ask the students about Explain to the students what the things that both Artificial Intelligence is. humans and machines can do. 5 mins
Build
Sum Up
Group discussion
Conclude the concepts
7 mins
3 mins
15 mins
Action Plan 5 mins
Warm Up ● ●
●
Ask the students to give examples of things that both humans and machines can do. Ask the students what makes humans intelligent. Tell them that humans can do things they are told to do. They can even do things on their own. This makes them intelligent. Tell them that some machines can do these things that humans can. They can talk to us and solve problems for us. This makes machines intelligent too.
15 mins
Engage Explain the following concepts: Learning Outcome Describe what Artificial Intelligence (AI) is.
Chapter 8 • The World of AI
Explanation Tell the students that machines are intelligent since they can do many things that humans can. Also, the type of intelligence that they possess is human-made. This human-made intelligence is called artificial intelligence, or AI, as given on pages 90 and 91.
71
Check for Understanding Ask the following questions to the students to check their understanding: ●
What is the full-form of AI? Correct Response: Artificial Intelligence
●
Does AI help robots talk to us? Possible Responses: Yes/No Correct Response: Yes
●
Can machines solve problems for us? Possible Responses: Yes/No Correct Response: Yes Build
●
7 mins
Conduct a group discussion in the class among the students on the topic ‘AI helps robots’. Possible Responses: AI helps some robots walk on their own. AI also helps some robots to talk to us. Sum Up
●
●
Conclude the session by summarising that robots work on artificial intelligence, or AI. Like humans, machines are intelligent too. The type of intelligence that machines have is human-made. This human-made intelligence is called artificial intelligence, or AI. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. A. Who Am I?: Question 2 B. Write T for True and F for False: Question 4 C. Answer the Following: Questions 3 and 4
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3 mins
Block Coding I
1
Introduction to Coding
This chapter is divided into the following classroom sessions 1. What is Coding?
3.
2. Block-based Coding
4. Problem Solving: Example 2
Problem Solving: Example 1
1. What is Coding? Learning Outcome At the end of the session, the students will be able to: ●
describe what coding is.
Keyword ●
Coding: Coding is a language used to give instructions to a computer.
WEBS at a Glance Warm Up
Engage
Build
Ask the students whether Explain to the students they like to solve the puzzles. what coding is. 5 mins
Sum Up
Group discussion
Conclude the concepts
7 mins
3 mins
15 mins
Action Plan 5 mins
Warm Up ●
Ask the students if they like solving puzzles. Tell them, just like solving a puzzle, coding is putting the right instructions in the right order to tell the computer what to do. Then, connect this concept to define coding.
74
15 mins
Engage Explain the following concepts: Learning Outcome
Explanation
Describe what coding is.
Tell the students that a computer does not understand human languages. That is why we need to learn coding so that we can tell computers what to do, as given on page 1.
Check for Understanding Ask the following questions to the students to check their understanding. ●
Computers are smart, but they need instructions. Can you talk to a computer in any language? Do you think it will listen to you? Possible Responses: Yes/No Explanation: No. The computer does not understand all the languages. It will only understand our instructions if we use a language that the computer understands.
●
How would learning coding help us? Possible Response: Learning coding will help us to understand problems, think of solutions, make a computer do a task, and solve a question in many ways. Build
●
7 mins
Conduct a group discussion in the class among the students on the topic, ”How can you solve any puzzle?”. Possible Responses: Sort by colour, trial and error method, looking at the solved picture, etc. Sum Up
●
●
3 mins
Conclude the session by summarising that a computer is a machine. It does not understand human language. So, we use coding to tell the computer what to do. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. A. Fill in the Blanks: Question 3 D. Write T for True and F for False: Questions 1 and 2 E. Answer the Following: Question 2
Chapter 1 • Introduction to Coding
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2. Block-based Coding Learning Outcome At the end of the session, the students will be able to: ●
explain block-based coding.
Keyword ●
Block-based coding: Block-based coding is a visual computer language that uses colourful blocks.
WEBS at a Glance Engage
Warm Up
Build
Ask the students if they have ever played with Lego or physical colourful blocks.
Explain to the students what block-based coding is.
Conduct the “Build a House” scenario Activity
5 mins
15 mins
7 mins
Sum Up Conclude the concepts 3 mins
Action Plan 5 mins
Warm Up Ask the students if they have ever played with Lego or physical colourful blocks.
Explain to them that, just like connecting the Lego blocks with each other, we need to arrange the blocks in a sequence in block-based coding.
15 mins
Engage Explain the following concept: Learning Outcome Explain block-based coding.
Explanation Tell the students that block-based coding is a visual computer language that uses colourful blocks, as given on page 2.
Check for Understanding ●
Consider that you are playing with Lego. What will you need to play? Possible Responses: Blocks, boxes, shapes
76
●
How will you make the shape of “number 1” with blocks? Possible Response: I will join 1 block above the other until the desired shape is created. Build
7 mins
Cut out one triangle and three rectangles of different sizes using colourful papers. ●
Present the scenario: Consider these shapes as blocks. Now, build a house using these shapes.
1.
Allow some time for the kids to do this activity.
2. Now, similarly ask the students to make a tree using rectangle and oval shape cutouts. Make a sun using oval shape cutout using colourful papers.
Sum Up ● ●
3 mins
Conclude the session by summarising that in block-based coding, we join blocks just like Lego. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. A. Fill in the Blanks: Question 2 B. Tick the Correct Option: Question 2 D. Write T for True and F for False: Question 3 E. Answer the Following: Question 3
Chapter 1 • Introduction to Coding
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3. Problem Solving: Example 1 Learning Outcome At the end of the session, the students will be able to: ●
solve the given problem.
Keyword ●
Problem: A problem is something that we need to solve.
WEBS at a Glance Warm Up Give some puzzle pieces to the students to solve and ask them how they have solved them. 5 mins
Engage
Build
Discuss the given problem.
Group discussion
15 mins
7 mins
Sum Up Conclude the concepts
3 mins
Action Plan 5 mins
Warm Up ●
Give some puzzle pieces to the students to solve, and ask them how they have solved them. Then, relate them to the concept of problem solving.
Note: T he teacher can ask the students to bring any puzzle pieces/paper cutouts from home for this activity.
15 mins
Engage Explain the following concepts: Learning Outcome Solve the given problem.
Explanation Explain to the students the problem of ‘Finding Your Friend’s House’ given on page number 2 and give them hints on how to solve it.
Check for Understanding ●
78
Read aloud the questions provided in the Do It Yourself 1A section and encourage the students to solve the questions. Instruct the students to solve the answers in their book.
Correct Response:
Build ●
7 mins
Conduct a group discussion in the class among the students based on the topic ‘What are the different ways to solve a problem?’. Possible Responses: Breaking down a problem into small steps, identifying the pattern, etc. Sum Up
● ●
3 mins
Conclude the session by summarising that a problem is something that we need to solve. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. A. Fill in the Blanks: Question 1 B. Tick the Correct Option: Question 1 E. Answer the Following: Question 1
Chapter 1 • Introduction to Coding
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4. Problem Solving: Example 2 Learning Outcome At the end of the session, the students will be able to: ●
solve a given problem.
Keyword ●
Problem: A problem is something that we need to solve.
WEBS at a Glance Engage
Build
Discuss the given example.
Group discussion
Warm Up Ask the students the steps to get ready for school. 5 mins
15 mins
7 mins
Sum Up Conclude the concepts 3 mins
Action Plan Warm Up ●
5 mins
Ask the students what steps they follow to get ready for the school.
15 mins
Engage Explain the following concepts: Learning Outcome
Explanation
Solve a given problem.
Discuss the given example with the students to tie shoelaces, as given on page 3.
Check for Understanding ●
Complete the grid:
Note: The teacher can draw this pattern on the board and ask the students to solve it. 80
Build ●
7 mins
Conduct a group discussion in the class among the students on the topic ’What to do when you can’t find your things?’. Possible Response: Ask my mom or dad for help, look in all the places where I usually play, wait for some time, and look again later. Sum Up
● ●
3 mins
Conclude the session by summarising that a problem is something that we need to solve. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. C. Who Am I?: Questions 1 to 5 F. Apply Your Learning: Questions 1 and 2
Chapter 1 • Introduction to Coding
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2
Exploring Code.org
This chapter is divided into the following classroom and lab sessions 1. Exploring Code.org
3.
2. Puzzle 1
4. Coding Challenge
Puzzle 2
1. Exploring Code.org Learning Outcomes At the end of the session, the students will be able to: ●
describe what Code.org is.
●
describe parts of the Puzzle Code Studio.
Keywords ●
Code.org: Code.org is an educational platform to learn coding in a fun and engaging way.
●
Play Area: The play area is where the program will run. It is on the left side of the screen.
●
Toolbox: The toolbox is the area that holds all the blocks needed to solve the puzzles.
●
Workspace: The workspace is the area where we drag the blocks from the toolbox to code.
●
Instruction Area: The instruction area holds the instructions to solve a puzzle.
WEBS at a Glance Warm Up Ask the students whether they like to solve puzzles. 5 mins
Engage
Build
Explain to the students what Code.org is.
Group discussion
Sum Up Conclude the concepts
Explain the parts of the Puzzle Code Studio. 15 mins
7 mins
82
3 mins
Action Plan 5 mins
Warm Up ●
Ask the students if they like to solve puzzles. Then, tell them that they can solve puzzles on the computer by using Code.org.
15 mins
Engage Explain the following concepts: Learning Outcomes
Explanation
Describe Code.org.
Tell the students that we can solve and practice various puzzles using the Code.org platform. Also, tell them that Code.org is an educational platform to learn coding in a fun and engaging way, as given on page 9.
Describe parts of the Explain the various parts of the Puzzle Code Studio interface, such as the play Puzzle Code Studio. area, toolbox, workspace, and instruction area, as given on page 10.
Check for Understanding Ask the following questions to the students to check their understanding: ●
How would learning about Code.org platform help us? Correct Response: Learning about Code.org platform will help us to solve puzzles easily. Build
●
7 mins
Conduct a group discussion in the class among the students based on the topic ‘What is the purpose of the workspace?’. Correct Response: The workspace is the area where we drag the blocks from the toolbox to code. Sum Up
●
●
3 mins
Conclude the session by summarising that Code.org is an educational platform to learn coding in a fun and engaging way. Also, mention the different parts of the puzzle code studio, such as play area, toolbox, workspace, and instruction area. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. A. Fill in the Blanks: Questions 1, 2, 3, and 4 C. Who am I?: Questions 1, 2, 3, and 4 D. Write T for True and F for False: Questions 1, 2, and 3 E. Answer the Following: Questions 1 and 2
Chapter 2 • Exploring Code.org
83
2. Puzzle 1 Learning Outcome At the end of the session, the students will be able to: ●
solve the given puzzle.
WEBS at a Glance Engage
Warm Up
Build
Sum Up
Let the students watch the video or the learning slides related to the topic on the digital panel.
Discuss the given puzzle problem.
Attempt the activity on the Assignment page.
Conclude the concepts
5 mins
15 mins
7 mins
3 mins
Action Plan 5 mins
Warm Up ●
Instruct the students to go to the Tekie’s Digital platform and open a Lab session on Puzzle 1.
●
Show the learning slides one by one and discuss the concepts shown on the slides in the panel.
15 mins
Engage Explain the following concepts: Learning Outcome Solve the given puzzle.
Explanation Tell the students that they need to drag and drop the partial block picture to complete the puzzle picture. Demonstrate the steps to solve the puzzle, as given on page 11.
Check for Understanding Ask the following questions to the students to check their understanding: ●
What will you do to move the puzzle block? Possible Responses: Drag and drop.
●
Where do we need to put the puzzle block? Possible Responses: On the shaded region.
84
Build ●
Instruct the students to attempt the assignment by clicking on the Assignment tab.
●
Explain the activity to the students. Sum Up
●
●
7 mins
3 mins
Conclude the session by summarising that we need to drag and drop the puzzle block to complete the puzzle. Assign the following question from the Chapter Checkup given at the end of the chapter to attempt in the classroom. B. Tick the Correct Option: Question 1
Chapter 2 • Exploring Code.org
85
3. Puzzle 2 Learning Outcomes At the end of the session, the students will be able to: ●
describe what a puzzle is.
●
solve a puzzle.
Keyword ●
Puzzle: Puzzle is a game where you put pieces together to make a picture.
WEBS at a Glance Warm Up Ask the students whether they have solved puzzles given in the newspapers, books, etc. 5 mins
Engage
Build
Describe what a puzzle is.
Group discussion
Explain how to solve a puzzle. 15 mins
7 mins
Sum Up Conclude the concepts 3 mins
Action Plan 5 mins
Warm Up ●
Ask the students whether they have solved puzzles given in the newspapers, books, etc. Then, relate the concept to solving puzzles in Code.org.
15 mins
Engage Explain the following concepts: Learning Outcomes
Explanation
Describe what a puzzle is.
Tell the students that a puzzle is a game to join the pieces for a complete picture, as given on page 12.
Solve a puzzle.
Explain to the students that to solve a puzzle, we need to observe it first and then place the missing parts by dragging and joining them together, as given on page 12.
86
Check for Understanding Ask the following questions to the students to check their understanding: ●
What is meant by joining pieces together to complete a picture? Possible Response: Puzzle
●
How do you check whether a puzzle is completed? Possible Responses: When the puzzle is completed, a sound will be played. Build
●
7 mins
Conduct a group discussion in the class among the students based on the topic ‘What do you need to do before solving a puzzle?’. Correct Response: We need to observe the puzzle first before solving it.
Sum Up ●
●
3 mins
Conclude the session by summarising that a puzzle can be solved by observing it and then placing the pieces together to complete the puzzle. Assign the following question from the Chapter Checkup given at the end of the chapter to attempt in the classroom. B. Tick the Correct Option: Question 2
Chapter 2 • Exploring Code.org
87
4. Coding Challenge Learning Outcome At the end of the session, the students will be able to: ●
solve the given coding challenge.
WEBS at a Glance Engage
Warm Up
Build
Sum Up
Let the students watch the video or the learning slides related to the topic on the digital panel.
Discuss the given puzzle problem.
Attempt the activity on the Assignment page.
Conclude the concepts
5 mins
15 mins
7 mins
3 mins
Action Plan 5 mins
Warm Up ●
●
Instruct the students to go to the Tekie’s Digital platform and open a Lab session on Coding Challenge. Show the learning slides one by one and discuss the concepts shown on the slides in the panel.
15 mins
Engage Explain the following concept: Learning Outcome
Explanation
Solve the coding challenge.
Demonstrate to the students how to solve the given coding challenge, as given on page 13. Then, ask the students to solve it.
Check for Understanding Ask the following question to the students to check their understanding: ●
Can we rearrange the blocks while placing them to complete the puzzle? Possible Responses: Yes/ No Correct Response: Yes, we can rearrange the blocks in a puzzle to complete it.
88
Build ●
Instruct the students to attempt the assignment by clicking on the Assignment tab.
●
Explain the activity to the students. Sum Up
●
●
7 mins
3 mins
Conclude the session by summarising that we need to drag and drop the puzzle blocks to complete the given coding challenge. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. F. Apply Your Learning: Questions 1 and 2
Chapter 2 • Exploring Code.org
89
3
Command and Sequence
This chapter is divided into the following classroom and lab sessions 1. Command I
4. Sequence II
2. Command II
5. Coding Challenge I
3. Sequence I
6.
Coding Challenge II
1. Command I Learning Outcomes At the end of the session, the students will be able to: ●
describe a command.
●
describe various types of command blocks.
Keyword ●
Command: Command is the instruction given to a computer to complete a task.
WEBS at a Glance Warm Up
Engage
Instruct the students to touch their Describe a command. eyes, nose, and ears. Play this Describe the various types game and the one who touches of command blocks. correctly will be the winner. 5 mins
15 mins
Build Group discussion
7 mins
Sum Up Conclude the concepts
3 mins
Action Plan 5 mins
Warm Up ●
Play a game of instructions where you ask the students to touch their nose, eyes, and ears, and the one who touches correctly will be the winner. Now, relate this concept of giving commands to the students to the commands concept in the computer. 90
15 mins
Engage Explain the following concepts: Learning Outcomes
Explanation
Describe a command.
Tell the students that instructions which we provide are called commands, as given on page 17.
Describe various types of command blocks.
Explain the purpose of various types of command blocks, such as east, west, north, and south, as given on page 17.
Check for Understanding ●
Read aloud the questions provided in the Do It Yourself 3A section and encourage the students to solve the questions. Instruct the students to solve the answers in their book. Correct Response: Option a Build
●
7 mins
Conduct a group discussion in the class among the students based on the topic ‘Where do we use command blocks?’ Correct Response: We use command blocks to give instructions to the computer. Sum Up
●
●
3 mins
Conclude the session by summarising that instructions given to a computer are known as commands and we have four types of command blocks, such as east, west, north and south. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. A. Fill in the Blanks: Question 1 D. Write T for True and F for False: Question 3 E. Answer the Following: Question 1
Chapter 3 • Command and Sequence
91
2. Command II Learning Outcome At the end of the session, the students will be able to: ●
solve angry-bird puzzles.
Keywords ●
Run button: The Run button allows you to run the code in the workspace.
●
Reset button: The Reset button allows you to reset the workspace.
WEBS at a Glance Engage
Warm Up Let the students watch the video or the learning slides related to the topic on the digital panel. 5 mins
Discuss the given angry bird puzzle.
Build
Sum Up
Attempt the activity on the Assignment page.
Conclude the concepts
7 mins
3 mins
15 mins
Action Plan 5 mins
Warm Up ●
Instruct the students to go to the Tekie’s Digital platform and open a Lab session on Command II.
●
Show the learning slides one by one and discuss the concepts shown on the slides in the panel.
15 mins
Engage Explain the following concepts: Learning Outcome Solve angry-bird puzzles.
Explanation Describe the activity as given on pages 17 and 18 to the students and demonstrate how to arrange the command blocks to solve the puzzle. Also, explain the purpose of the Run and Reset buttons.
Check for Understanding ●
92
Ask the questions provided on the slides one by one to assess the student’s understanding. Discuss the answers to the questions with the students. If necessary, ask additional relevant questions.
Build ●
Instruct the students to attempt the assignment by clicking on the Assignment tab.
●
Explain the activity to the students. Sum Up
●
7 mins
3 mins
Conclude the session by summarising that we use different command blocks to solve the given angry bird puzzle. Also, revise that the Run button is used to run the code and the Reset button is used to reset the workspace, respectively.
Chapter 3 • Command and Sequence
93
3. Sequence I Learning Outcomes At the end of the session, the students will be able to: ●
describe a sequence.
●
describe the types of sequence.
Keywords ●
Sequence: When we give more than one command in order, it is called a Sequence.
●
Fixed Sequence: In a fixed sequence, there is only one way to do the task.
●
Flexible Sequence: In a flexible sequence, there can be more than one way to do the task.
WEBS at a Glance Engage
Warm Up Discuss with the students the process of growing a plant. 5 mins
Build
Describe a sequence.
Group discussion
Describe the types of sequence. 15 mins
7 mins
Sum Up Conclude the concepts 3 mins
Action Plan 5 mins
Warm Up ●
Discuss with the students the process of growing a plant. Correct Response: Dig the soil, insert a seed, water the seed, make sure to place it in an area that receives sufficient sunlight, seed will sprout slowly, the plant will start to flower, that flower will convert into a fruit and the fruit will grow.
15 mins
Engage Explain the following concepts: Learning Outcomes Describe a sequence.
Explanation Describe the concept of a sequence to the students that when we give more than one command in an order, it is called a sequence. Also, give an example of how a seed becomes a plant by following the sequence of steps, as given on page 19.
Describe the types of Discuss the various types of sequence, such as fixed and flexible, with the sequence. students. Explain both types by giving examples, as given on page 20. 94
Check for Understanding Ask the following questions to the students to check their understanding. ●
Read aloud the questions provided in the Do It Yourself 3B section and encourage the students to solve the questions. Instruct the students to solve the answers in their book. a.
4
2
2
1
1
3
b.
4
3
Build ●
7 mins
Conduct a group discussion in the class among the students based on the topic ‘What steps do you follow to get ready for school?’ Possible Responses: Brush our teeth, rinse the mouth, take a bath, have a breakfast, pack our bags, and go to school. Sum Up
●
●
3 mins
Conclude the session by summarising that a set of commands given more than once is called a sequence. Also, we have two types of sequences: fixed and flexible. In a fixed sequence we only have one way to do a task. In a flexible sequence, we have more than one way to do a task. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. A. Fill in the Blanks: Questions 2 and 3 C. Who Am I?: Question 1 D. Write T for True and F for False: Questions 1 and 2 E. Answer the Following: Questions 2 and 3
Chapter 3 • Command and Sequence
95
4. Sequence II Learning Outcome At the end of the session, the students will be able to: ●
differentiate between fixed and flexible sequence.
WEBS at a Glance Warm Up Let the students watch the video or the learning slides related to the topic on the digital panel. 5 mins
Engage
Build
Discuss the difference Attempt the between the two types activity on the of sequences, fixed and Assignment page. flexible. 15 mins
7 mins
Sum Up Conclude the concepts
3 mins
Action Plan 5 mins
Warm Up ●
Instruct the students to go to the Tekie’s Digital platform and open a Lab session on Sequence II.
●
Show the learning slides one by one and discuss the concepts shown on the slides in the panel.
15 mins
Engage Explain the following concept: Learning Outcome
Explanation
Differentiate between fixed and flexible sequence.
Explain the difference between the fixed and flexible sequence with the help of the examples, as given on page 20.
Check for Understanding ●
96
Ask the questions provided on the slides one by one to assess the student’s understanding. Discuss the answers to the questions with the students. If necessary, ask additional relevant questions.
Build ●
Instruct the students to attempt the assignment by clicking on the Assignment tab.
●
Explain the activity to the students. Sum Up
●
●
7 mins
3 mins
Conclude the session by summarising that we have two types of sequence: fixed and flexible. In fixed sequence, we only have one way to do a task. In flexible sequence, we have more than one way to do a task. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. B. Tick the Correct Option: Questions 1 and 2
Chapter 3 • Command and Sequence
97
5. Coding Challenge I Learning Outcome At the end of the session, the students will be able to: ●
solve the given coding challenge.
WEBS at a Glance Engage
Warm Up Now that the students have understood the concept of fixed and flexible sequences, ask them to solve a few puzzles.
Build
Discuss the given coding Group discussion challenge with the students and explain how to solve it.
5 mins
15 mins
7 mins
Sum Up Conclude the concepts
3 mins
Action Plan 5 mins
Warm Up ●
Now that the students have understood the concept of fixed and flexible sequences, ask them to solve a few puzzles. You can give the puzzles from old magazines or newspapers.
15 mins
Engage Explain the following concepts: Learning Outcome Solve the given coding challenge.
Explanation Discuss the given coding challenge with the students, as given on page 21. Tell them that the given example is that of a flexible sequence.
Check for Understanding Ask the following questions to the students to check their understanding. 1.
Which sequence helps us to do the task in one way? Possible Response: Fixed/Flexible sequence Correct Response: Fixed Sequence
98
2. Your mother gives you three commands in an order. Let’s guess the name of it. Correct Response: Sequence Build ●
7 mins
Conduct a group discussion in the class among the students based on the topic ‘What happens when we use some extra blocks mistakenly?’ Possible Response: The code doesn’t run in the way we want it to. Sum Up
●
●
3 mins
Conclude the session by summarising that in some situations we can have multiple ways to solve the given problem. Assign the following questions from the Chapter Checkup given at the end of the chapter as to attempt in the classroom. F. Apply Your Learning: Questions 1 and 2
Chapter 3 • Command and Sequence
99
6. Coding Challenge II Learning Outcome At the end of the session, the students will be able to: ●
solve the coding challenge.
WEBS at a Glance Warm Up
Engage
Build
Let the students watch the video or the learning slides related to the topic on the digital panel.
Discuss the given coding challenge with the students and explain how to solve it.
Attempt the activity on the Assignment page.
5 mins
15 mins
7 mins
Sum Up Conclude the concepts
3 mins
Action Plan 5 mins
Warm Up ●
●
Instruct the students to go to the Tekie’s Digital platform and open a Lab session on Coding Challenge II. Show the learning slides one by one and discuss the concepts shown on the slides in the panel.
15 mins
Engage Explain the following concept: Learning Outcome Solve the given coding challenge.
Explanation Discuss the given coding challenge with the students, as given on page 21. Tell them there are multiple ways to solve it, which is an example of a flexible sequence.
Check for Understanding ●
100
Ask the questions provided on the slides one by one to assess the student’s understanding. Discuss the answers to the questions with the students. If necessary, ask additional relevant questions.
Build ●
Instruct the students to attempt the assignment by clicking on the Assignment tab.
●
Explain the activity to the students. Sum Up
●
●
7 mins
3 mins
Conclude the session by summarising that we can have one or multiple ways to solve the given problem. Assign the following questions from the Chapter Checkup given at the end of the chapter to attempt in the classroom. F. Apply Your Learning: Questions 3 and 4
Chapter 3 • Command and Sequence
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Answer Key Chapter-1
Computer—A Machine
Chapter Checkup A.
Fill in the Blanks.
B.
Tick () the Correct Option.
1. machine 2. games 3. mistakes 4. laptop 1. b. Car and d. Scissors.
2. c. Blender
3. a. Play a game and c. Draw
C. Who Am I?
1. Water 2. Washing Machine 3. Computer 4. Tablet
D.
Write T for True and F for False.
E.
Answer the Following.
1. F 2. T 3. T 4. F
1. Trees, animals, mountains, rivers, and flowers
2. Machines are human-made things that make our work faster and easier. A computer and a refrigerator are two machines that work on electricity. 3. a. Computers do not make mistakes.
b. The computer never gets tired.
4. A laptop is smaller than a desktop. It can be folded and carried easily.
102
F.
Apply Your Learning. 1. Microwave 2. Laptop
3. Torch, sewing machine, and clock
Chapter-2 Uses of a Computer Chapter Checkup A.
Fill in the Blanks.
B.
Tick () the Correct Option.
1. games 2. friends 3. hospital 4. bills 1. b. Playing field
2. b. Video Calling
C. Who Am I?
1. Airport 2. Restaurant 3. Hospital
D.
Write T for True and F for False.
E.
Answer the Following.
1. T 2. F 3. T 4. F
1. We can draw and colour, learn new things, and send emails and messages on a computer.
2. Computers can be used at offices to do important work and send messages. F.
Apply Your Learning.
1. A computer can help Rina order and pay for food in a restaurant.
2. Manu can keep information of patients in a hospital.
3. Geeta can use a computer to listen to music and record music.
Chapter-3 Parts of a Computer Chapter Checkup A.
Fill in the Blanks.
1. monitor 2. mouse 3. CPU 4. input
Answer Key
103
B.
Tick () the Correct Option. 1.
2.
C. Who Am I?
1. Keyboard 2. CPU 3. Monitor
D.
Write T for True and F for False.
E.
Answer the Following.
1. F 2. T 3. F 4. F
1. Input devices help us tell the computer what to do.
2. The names of two storage devices used in a computer are a pen drive and a memory card.
3. A monitor is an important part of a computer because it shows what we write on a computer. F.
Apply Your Learning.
1. Shyam must use a mouse to select five pictures of his friends on a computer.
2. Sara is using a monitor to watch a video. 3. A printer can help print a card on paper.
Chapter-4
Using a Computer
Chapter Checkup A.
Fill in the Blanks.
B.
Tick () the Correct Option.
1. Shut down 2. Electricity 3. Machine 4. Don’t 5. CPU 1. a. Switch the main power button on
2. a. Computer may get damaged 3. b. Clean and dry cloth C. Who Am I?
1. CPU 2. Wires 3. Start 4. Keyboard
D.
Write T for True and F for False.
E.
Answer the Following.
1. F 2. T 3. F 4. F 5. T 1. We can switch the computer on by doing these steps: i. Switch the main power button on.
ii. Press the ON button on the CPU.
iii. Press the Power button on the monitor.
104
2. We can shut down a computer by doing these steps: i. Click Start to open the menu.
ii. Then, click on the Power icon.
iii. Click on the Shut Down option from the second menu.
3. A computer should be cleaned by wiping it with a soft and dry cloth. 4. Do: Press the keys on the keyboard gently.
Don’t: Don’t touch the computer and its devices with wet or dirty hands.
F.
Apply Your Learning.
1. Riya should turn the computer off when not in use.
2. Sanjay should wipe the computer with a soft and dry cloth.
3. Kalpana and her brother should eat food at the dinner table and not on the computer table because one must always keep the food away from the computer.
Chapter-5
Using a Mouse
Chapter Checkup A.
Fill in the Blanks.
1. Scroll wheel 2. Two 3. Left 4. Options 5. Pointer
Tick )) the Correct Option. B. B. Tick ((( ) the Correct Option. B. Tick the Correct Option. 11. 1 1
What What is is aa computer computer mouse mouse used used for? for?
2 2 22.
How How many many buttons buttons does does aa mouse mouse have? have?
3 3 33.
Tick Tick (( the small small arrow arrow that that moves moves on on the the screen screen when when you you move move the the mouse. mouse. )) the
4 4 4
What What do do we we have have in in between between the the buttons buttons of of the the computer computer mouse? mouse?
Answer Key 5 5 5
Which Which button button opens opens aa pop-up pop-up menu menu on on the the screen? screen?
105
4
4.
What do we have in between the buttons of the computer mouse?
55.
Which button opens a pop-up menu on the screen?
59
Chapter 5 • Using a Mouse
C. Who Am I?
1. Mouse 2. Middle finger 3. Scroll wheel 4. Index finger 5. Mouse Pointer
D.
Write T for True and F for False.
1. T 2. F 3. F 4. F 5. F
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E.
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Answer the Following.
1. A computer mouse is a pointing device that is used to point on the computer screen.
2. The Mouse Pointer is the small arrow that moves on the computer screen when you move the mouse. 3. A computer mouse has two buttons.
4. The left button on the mouse opens a file with a double click.
5. The mouse has a scroll wheel to help you move up and down on the screen. F.
Apply Your Learning.
1. The middle finger is used to click the right button on the mouse.
2. The palm is kept on the body of the mouse.
3. The scroll wheel is the part of the mouse used for scrolling.
4. The index finger is used to click the left button on the mouse.
5. The right button on the mouse pops up the menu on the screen.
Chapter-6
Using a Keyboard
Chapter Checkup A.
Fill in the Blanks.
B.
Identify the Keys Correctly.
1. Up 2. Spacebar 3. Keyboard 4. Enter 5. Number
Alphabet keys
Spacebar key 106
Backspace Key
Enter key
Number keys
Arrow keys
C. Who Am I?
1. Keyboard 2. Backspace Key 3. Enter Key 4. Spacebar Key 5. Cursor
D.
Write T for True and F for False.
E.
Answer the Following.
1. T 2. T 3. F 4. F
1. We use the keys on the keyboard to type what we want.
2. The arrow keys help us to move the cursor up, down, left or right. 3. The number keys help us type the numbers.
4. The Spacebar key helps us to add a space between the two words.
5. The alphabet keys help us to type the words and sentences on a computer. F.
Apply Your Learning.
1. Charlie can use the alphabet keys to type a letter.
2. Sanchit can use the number keys to type his father’s mobile number on the computer. 3. Sara can use the backspace key to correct her mistake.
4. Gurung can use the Enter key to take the cursor to the next line.
Chapter-7
Fun With Paint
Chapter Checkup A.
Fill in the Blanks.
B.
Tick () the Correct Option.
1. Paint 2. Oval 3. Fill 4. Saving 1. c. Drawing Area 2. a. Home 3. d. Title Bar
C. Who Am I?
1. Drawing Area 2. Circle 3. Left mouse button 4. Save option
D.
Write T for True and F for False.
E.
Answer the Following.
1. T 2. F 3. T 4. T
1. The Fill colour tool helps us colour our shapes.
2. Click on File > Save > Save As. Type a name in the File name box and click on the Save button.
3. To draw a triangle, we need to select the triangle shape. And to draw a circle, we need to select the oval shape. F.
Apply Your Learning. Do it yourself
Chapter-8
The World of AI
Chapter Checkup A.
Who Am I?
B.
Write T for True and F for False.
1. Robot 2. Artificial Intelligence (AI) 1. F 2. T 3. T 4. T
C. Answer the Following.
1. A robot is a machine that can do things on its own. 2. Two things that robots can do are: i. They can help with cleaning.
ii. They can talk to us.
Answer Key
107
3. Human-made intelligence is called Artificial Intelligence or AI.
4. AI helps some robots to walk on their own. AI helps some robots to talk to us. They can also solve problems for us.
Block Coding I Chapter-1
Introduction to Coding
Chapter Checkup A.
Fill in the Blanks.
B.
Tick () the Correct Option.
1. Solved 2. Blocks 3. Computer 1. c.
a.
a a
a a
a
2. c.
a. a
b. b b
a
a
a
b b
a
a
b
b
c.c c
b
c c
a
b
b. b
b
b
c
c
b
c
c
c.c
c
d
Column B
Problem
Solution
Solution
+
Problem
Block-based coding
108
c
d d
C. Who Am I? Column A
c
d
d
d.d
D.
Write T for True and F for False.
E.
Answer the Following.
1. T 2. F 3. T
1. A problem is something that we need to solve.
2. Coding is the language that is used to give instructions to a computer.
3. Block-based coding is a visual computer language that uses colourful blocks. F.
Apply Your Learning.
1. Correct path is number 4. 2. Do it yourself
Chapter-2 Exploring Code.org Chapter Checkup A.
Fill in the Blanks.
B.
Tick () the Correct Option.
1. Run 2. Blocks 3. Workspace 4. Instructions 1. a. a.
b.
2. a. a.
b.
c.
d.
c.
d.
C. Who Am I? A
B
Toolbox
Workspace
Play area
Instruction area
Answer Key
109
D.
Write T for True and F for False.
E.
Answer the Following.
1. F 2. F 3. T
1. The two parts of the Puzzle Code Studio are the play area and the toolbox.
2. The part of the Puzzle Code Studio where programs run is called the play area. F.
Apply Your Learning. 1.
2.
Animals Animals
Chapter-3 Command and Sequence Chapter Checkup A.
110
Fill in the Blanks.
1. Instructions 2. Sequence 3. Fixed
Names Names
B.
Tick () the Correct Option. 1. a. a.
2. d. a.
b.
c.
d.
b.
c.
d.
C. Who Am I?
1. Do It Yourself
D.
Write T for True and F for False.
E.
Answer the Following.
1. F 2. F 3. F
1. In coding, the instructions we give to a computer to do something are called commands.
2. When we give more than one command in order, it is called a sequence. 3. The different types of sequences are fixed and flexible. F.
Apply Your Learning. 1.
3
2
4
1
2. Do It Yourself 3. c.
a.
Answer Key
b.
c.
d.
111
4. b. a.
b.
Mains Test Paper 1 (Based on Chapters 1 to 4) A.
Fill in the Blanks.
B.
Tick () the Correct Option.
1. natural 2. hospitals 3. food 4. Shut down 1. c. Cars
2. a. Refrigerator
3. c. The Windows screen C. Write T for True and F for False. 1. T 2. F 3. T 4. F
D.
Answer the Following Questions.
1. In offices, computers are used to do important work and send messages.
2. Shut down means to turn your computer off.
3. A computer stores information in storage devices. For example, hard disk. E.
Apply Your Learning. 1.
I 2. Two uses of a mouse are:
i. It helps to point and select.
ii. It helps to play games.
3. Piyush must buy a tablet.
112
S
O
S
O
Mains Test Paper 2 (Based on Chapters 5 to 8) A.
Fill in the Blanks.
B.
Tick () the Correct Option.
1. right 2. typing 3. Enter 4. Artificial 1. b. Fill with color tool
2. a. Artificial Intelligence 3. c. Title Bar
C. Write T for True and F for False. 1. F 2. T 3. T 4. T
D.
Answer the Following Questions.
1. A robot is a machine that can do things on its own.
2. The important parts of the Paint window are Title Bar, Tabs, Tools, Shapes, Colors, and the Drawing Area. 3. The Delete key helps us to erase letters or numbers after the cursor. E.
Apply Your Learning.
1. Palak will use the number keys.
2. Parul can use the Backspace key or the Delete key. 3. Megha must use the File tab.
Coding Test Paper (Based on Chapters 1 to 3) A.
Fill in the Blanks.
B.
Tick () the Correct Option.
1. Instruction 2. Visual 3. Toolbox 4. Reset 1. c. Play area
2. b. To drag the blocks and code 3. a. North or Up Arrow block
C. Write T for True and F for False. 1. T 2. F 3. F 4. T
D.
Answer the Following Questions.
1. Coding is the language used to give instructions to a computer.
2. The four main parts of the Puzzle Code Studio are the Play area, Toolbox, Workspace, and the Instruction area. 3. The two types of sequences are fixed sequence and flexible sequence. E.
Apply Your Learning. Do It Yourself. It is a flexible sequence because there is more than one way to complete the task.
Answer Key
113
This teacher manual has been designed to implement Tekie, the storytelling-based Coding and Computer Science program. The manual consists of lesson plans within each chapter that teachers transact within classrooms and computer labs. Each lesson is based on a research-based ‘WEBS’ framework that simplifies pedagogical practices for teachers and enables them to deliver effectively.
Computer Science
About the Book
E
B
Engage
Build
COMPUTER SCIENCE Teacher Manual
‘ W E B S ’ Framework
W Warm Up
1
S
Sum Up
Special Features
1
• Sharp Lesson Planning: Each lesson plan focuses on specific sub-learning outcomes within a chapter and are designed for delivery within the stipulated class or lab time. • Real-life and Application-based Questions: Additional questions that link Computer Science to real-life contexts and assist teachers to develop learners’ conceptual understanding and application skills. • Support and Detailed Solutions: In-depth solutions for in-class and post-class activities to reinforce learning.
About Uolo Uolo partners with K-12 schools to provide technology-enabled learning programs. We believe that pedagogy and technology must come together to deliver scalable learning experiences that generate measurable outcomes. Uolo is trusted by over 15,000+ schools across India, Southeast Asia, and the Middle East.
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ISBN 978-81-984882-0-6
Singapore
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