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    CONTE

    NTS Contents Page

    Foreword

    Rukun Negara

    National Philosophy of Education

    Introduction

    Aims and Objectives

    Implementation in School

    ICT Literacy for Primary Schools Framework

    Content Specifications

    Teaching and Learning Modules

    Preliminary

    Word ProcessingModule 1 Indentation

    Module 2 Spacing

    Module 3

    Spreadsheet

    Column

    Module 4 Interface

    Module 5

    Programming

    Key in data

    Module 6 Concept

    Module 7 Algorithm: Sequential

    Module 8 Algorithm: Selection (IF)

    Module 9 Flowchart: Sequential

    Module 10 Flowchart: Selection (IF)

    Programming Software: ScratchModule 11 Getting Started With Scratch

    Module 12 Develop a Program Using Scratch

    Module 13 Mini Project

    InternetModule 14 Search Engine

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    FOREWORD

    Malaysia is now moving towards producing an ICT literate generationin line with the vision of developing human capital as stated in theEducation Development Master Plan 2006-2010. With regard to this,steps and approaches have been taken to equip pupils with the abilityto use ICT skillfully and effectively. This would entail equipping pupils

    with the skills to think creatively, act rationally and practise lifelonglearning skills.

    The availability of the internet and hardware such as computers inschools will provide opportunities for teachers and pupils to expandtheir teaching and learning experiences in ICT.

    In Malaysia today, many schools are equipped with computerlaboratory and ICT based resources. With these facilities, teachers andpupils are encouraged to fully utilise the hardware and software duringthe teaching and learning process.

    In view of this, the Ministry of Education (MOE) has introducedInformation and Communication Technology Literacy (ICTL) forPrimary Schools programme. This programme is implemented instages beginning with Year 1 in 2005 and to be completed for Year 6 in2010. The programme consists of a new educational approach that willorganise the pupils concept, logic, and the way of reasoning in linewith the use of technologies and communication.

    With the implementation of the ICTL for Primary Schools programme,the Curriculum Development Division (CDD) has produced aguidebook for teachers. This guidebook comprises of contentspecifications and relevant teaching and learning modules to assistteachers in implementing the programme.

    The programme, which has now reached Stage 2 of itsimplementation, is build on and extends upon the skills introduced inStage 1. In Stage 2, pupils will master the use of basic computerapplications, internet skills and webpage building.

    The ICT Literacy for Primary Schools: Teaching Guide Year 5 was

    developed by a group of teachers and MOE officers. CurriculumDevelopment Division would like to extend its deepest appreciation toall individuals who have contributed towards this endeavour.

    (HAJI ALI BIN AB. GHANI AMN)DirectorCurriculum Development DivisionMinistry of EducationMALAYSIA

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    RUK

    UN NEGARA

    BAHAWASANYA negara kita Malaysia mendukung cita-cita untukmencapai perpaduan yang lebih erat di kalangan seluruhmasyarakatnya; memelihara satu cara hidup demokratik; menciptamasyarakat yang adil bagi kemakmuran negara yang akan dapatdinikmati bersama secara adil dan saksama; menjamin satu carayang liberal terhadap tradisi kebudayaannya yang kaya dan

    berbagai-bagai corak; membina satu masyarakat progesif yangakan menggunakan sains dan teknologi moden;

    MAKA KAMI, rakyat Malaysia, berikrar akan menumpukan seluruhtenaga dan usaha kami untuk mencapai cita-cita tersebutberdasarkan prinsip-prinsip yang berikut:-

    KEPERCAYAAN KEPADA TUHAN

    KESETIAAN KEPADA RAJA DAN NEGARA

    KELUHURAN PERLEMBAGAAN

    KEDAULATAN UNDANG-UNDANG

    KESOPANAN DAN KESUSILAAN

    RUKUN

    NEG

    ARA

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    N

    ATIO

    NAL

    Education in Malaysia is an on-going effort towards further

    developing the potential of individuals in a holistic and integrated

    manner, so as to produce individuals who are intellectually,

    spiritually, emotionally and physically balanced and harmonious,

    based on a firm belief in and devotion to God. Such an effort isdesigned to produce Malaysian citizens who are knowledgeable

    and competent, who possess high moral standards, and who are

    responsible and capable of achieving a high level of personal well

    being as well as being able to contribute to the harmony and

    betterment of the family, society and nation at large.

    PHILOSOPHYOF

    EDUCATION

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    INTRO

    DUCTION

    INTRODUCTION

    Malaysia has a vision to produce individuals that arebalanced in all aspects as stated in the National Education

    Philosophy. In line with this, many ICT programmes havebeen introduced in schools. The Ministry of Education hasmade ICT facilities available for all pupils. These stepswould narrow the digital divide between those who have andthose who cannot afford to enjoy such technologies, thuspreparing them for the challenges of the Information Age.

    The Ministrys computer laboratory project implemented inschools throughout Malaysia will enable all pupils in primaryand secondary schools to acquire ICT skills.

    ICT Literacy (ICTL) for Primary Schools is a programmedesigned to lay the foundation for all pupils to develop theirICT capabilities in future. Through this programme, basicICT literacy is packaged in teaching and learning modulesappropriate for pupils according to their academic levels.The programme consists of ICT skills that are fundamentaland necessary in the use of computer hardware andsoftware applications. These basic ICT skills ensure thatpupils acquire sufficient knowledge and understanding ofICT. Although the integrated approach can be adopted to

    infuse the learning of ICT in existing school subjects, theICTL for Primary Schools programme is developed to enablepupils to master basic ICT skills first, before applying them inthe respective subjects.

    In order to assist teachers implement the ICTL for PrimarySchools programme, a teaching guide is provided for allschools. This Teaching Guide consists of contentspecifications and relevant teaching and learning moduleswhich builds on and extends upon the skills introduced inYear 4. The Teaching Guide is designed to provide teachers

    with ideas on how to carry out the lessons. Teachers arealso encouraged to use other resources or to createtheir own modules based on the content specificationsprovided and the level of their pupils computer skills.

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    AIMS

    The primary school system comprises two stages. Stage 1 (Year 1, Yeaand Year 3) and Stage 2 (Year 4, Year 5 and Year 6).

    Stage 1

    AIM

    The aim of Stage 1 ICT Literacy for Primary Schools programme is enable pupils to use basic computer applications and devices.

    OBJECTIVES

    By the end of the Stage 1 programme, pupils should be able to:

    identify the main parts of a computer system;

    explain the concept of operating system and computer application;

    use basic operating system and computer application;

    use function keys on a keyboard;

    use basic typing techniques; and

    do basic maintenance work.

    Stage 2

    AIM

    The aim of Stage 2 ICT Literacy for Primary Schools programme is enable pupils to master the use of basic computer applications, internet acreating webpage.

    OBJECTIVES

    By the end of the Stage 2 programme, pupils should be able to:

    perform steps in maintaining the computer system and in handling data;

    use the computer in a proper manner;

    develop a basic webpage;

    carry out internet activities; and

    abide by and practise netiquette and copyright policy.

    ANDOBJECTIVES

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    IM

    PLEM

    ENTA

    TION

    IMPLEMENTATION IN SCHOOL

    The ICTL for Primary Schools programme in national (SK) andnational type schools (SJK) is introduced after the TransitionProgramme in Year 1. The programme is implemented from Year1 to Year 6, for 720 minutes per year in a continuous three-monthperiod. Two teaching periods or 60 minutes of the timetable areallocated for this programme. It is to be carried out during theEnglish Language period for SK and the Chinese Language or

    Tamil Language periods for SJKC and SJKT.

    TEACHING AND LEARNING APPROACH

    The success of the programme depends highly on teacherreadiness and the availability of ICT facilities. For Year 5 pupils,teachers need to supervise them during computer classes byusing appropriate methods and approaches such as working ingroups. Teachers are encouraged to get pupils to produce a folio.

    ASSESSMENT

    Teachers are expected to conduct their own school basedassessment. Pupils competencies are graded according to thelearning outcomes. Teachers may use the pupils folio as part ofthe school-based assessment.

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    FRAMEW

    ORK

    THE ICT LITERACY FOR PRIMARY SCHOOLS FRAMEWORK

    The content of the ICTL for Primary Schools programme covers six(6) main domains. The domains are Computer Lab Management,

    Computer Hardware, Computer Software, Computer Maintenance,Internet, and Webpage. Pupils will acquire basic knowledge inComputer Lab Management, Computer Hardware and ComputerSoftware in Stage 1.

    Pupils in Stage 2 will continue with the same topics but at a higherlevel. They will also be exposed to three more domains: the Internet,Computer Maintenance and Webpage. In addition, to equip pupilswith the knowledge in programming a topic on Programming is alsointroduced under Application Software in Computer Softwaredomain.

    Stage 1 Stage 2COMPUTER LAB MANAGEMENT

    Computer Lab Location Computer Lab Plan Computer Lab Organisation

    COMPUTER HARDWARE

    Computer Parts Alphabet and Numeric Keys

    Function Keys

    Input and Output Devices

    COMPUTER SOFTWARE

    Operating System/ ApplicationSoftware

    COMPUTER LAB MANAGEMENT

    Advance Computer LabManagement

    COMPUTER HARDWARE Computer Parts and Components Alphabet and Numeric Keys

    Function Keys Input and Output Devices

    COMPUTER SOFTWARE

    Operating System Application Software

    INTERNET

    Netiquette Search Engine E-Mail

    MAINTENANCE Virus Scan Disk Defragmentation Drive Clean

    Scandisk

    WEBPAGE

    Creating Webpage

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    CONT

    ENTS

    The Content Specifications for the Information andCommunication Technology Literacy for Primary Schools:Teaching Guide Year 5 contains the basic requirements forprimary school pupils to attain computer literacy. The level ofICT literacy differs from Stage 1. However, some domains andtopics are repeated with different levels of complexity. Forexample, pupils will be introduced to a new topic which isProgramming in Computer Software domain.

    These content specifications cover five main domains. Thedomains are Computer Lab Management, Computer Hardware,Computer Software, Internet and Maintenance.

    The domains are presented in three sections. The sections areLearning Areas, Learning Outcomes and Suggested LearningActivities. The activities suggested in the Suggested LearningActivities section are only recommendations proposed by theCurriculum Development Division. Teachers can devise theirown activities but they have to adhere to the topics and contentsprescribed in the specification.

    Teachers need to identify the domain and topic to be taught.They will then plan their teaching activities based on theintended Learning Outcomes. Learning modules are providedfor certain suggested activities. The learning modules are meantto serve as a guide for teachers.

    What is it

    How is it

    organized

    What

    should be

    done?

    What doeit cover?

    SPEC

    IFICATION

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    COMPUTER SOFTWARE

    Learning Areas Learning Outcomes Suggested

    1. Application Software

    1.1 Word Processing

    a) Paragraph- Indentation- Spacing

    b) Columns

    1.1.1 Use tab key to create first line indentation

    1.1.2 Change the spacing of paragraph- Double- Single

    1.1.3 Format page into two columns

    Note: Pupils workin small gro

    Create an ess

    paragraphs. Change the s

    single to doub(Module 2).

    Create a two (Module 3).

    1.2 Spreadsheeta) Introductionb) Interface

    c) Datad) Format Cell

    1.2.1 Know the usage of the spreadsheet application

    1.2.2 Open and close the program

    1.2.3 Identify the sheet application interface- Cell- Column- Row- Name box

    1.2.4 Create border

    1.2.5 Key in data

    1.2.6 Save a file

    1.2.7 Print a file

    Pupils searchspreadsheet

    Create an ad

    Create Borde Create timeta

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    COMPUTER SOFTWARE

    Learning Areas Learning Outcomes Suggested L2. Basic Programming

    2.1 Programming Concept

    2.2 Develop a Programa) Algorithmb) Flowchart

    2.1.1 Know the concept ofa) A programb) Programming

    2.2.1 Write an algorithma) Sequentialb) Selection (IF)

    2.2.2 Draw a flowcharta) Sequentialb) Selection (IF)

    2.2.3 Understand the programming concept bymanipulating the variables

    2.2.4 Create a program using a programmingsoftware

    A Program: Writedaily activities sumaking coffee (M

    Programming: Decomputer calcula354+213=? is geApplication.

    Write an algorithmactivities (Module

    Draw a flowchart(Module 8).

    Programming sofdownloaded at htDemonstrate how11).

    Open existing propupils manipulatesound and steps)each changed va

    Trampoline or Pin Develop a projec

    software Scratch

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    INTERNET

    Learning Areas Learning Outcomes Suggested

    1.Internet

    1.1 Search Engine 1.1.1 Know features of search engine

    -Search box

    - Search button- Image menu

    1.1.2 State examples of search engines

    Pupils are div

    compare the based on thebutton and im

    1.2 Use search engine 1.2.1 Use search engine to findinformation

    1.2.2 Use keyword to get specificinformation

    1.2.3 Save information

    Demonstrate engine.

    Identify and vfor specific in

    Practise varioinformation fr

    - Save - Right

    Find informat Pupils Projec

    scrapbook.

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    TE

    ACH

    ING

    Preliminary

    This ICT Literacy for Primary Schools: Teaching Guide Year 5comes with fourteen (14) teaching and learning modules. Themodules cover certain topics in the Content Specifications. Theyare meant to serve as a guide for teachers. Teachers areencouraged to produce learning modules suited to pupils abilityand devise innovative activities that develop pupils thinking skills.All the modules provided in this teaching guide are presented withgraphic illustrations to help teachers carry out the activitieseffectively.

    The modules are developed based on the application software

    provided to the school computer laboratories by the Ministry ofEducation. The application software provided are MS Word, MSExcel, MS PowerPoint and Internet Explorer.

    The topics developed for word processing are Indentation,Spacing and create Border in Table. Search Engine modulesare developed for the topic on Internet.

    Apart from continuing the skill from previous lesson they will alsolearn a new topic on Programming in Computer Software domain.The programming software used in this topic is Scratch. Scratchcan be downloaded free at http://scratch.mit.edu. The pupils willdevelop their thinking skill as well as do hands-on activities. Thistopic prepares pupils with basic concept of programming wherepupils will be given the skill to think logically. The topic ofprogramming is introduced to Year 5 pupils provides a startingpoint in developing pupils interest toward programming.

    The logical thinking skill is introduced through activities found inModule 6 to 10. However, teachers are advised to apply suitableteaching approaches suited to pupils ability.

    Teachers are also advised to adopt suitable teaching methodsand approaches when using these modules. They are alsoencouraged to create learning modules based on their pupilslearning abilities.

    What

    new?

    &LEARNING

    MODULE

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    1

    WordProce

    ssing

    Indentation

    Mo

    du

    le

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    Figure 1

    Module Indentation

    Learning Area 1. Application Software

    1.1 Word Processing

    - Indentation

    Learning Outcome 1.1.1 Use tab key to create first line

    indentation

    Module Objective By the end of the lesson, pupils should be able to

    create indentation at the first line.

    Step 1 : Click . Choose All Programs. Select MicrosoftOffice

    then click at Microsoft Word as shown in Figure 1.

    3

    1

    4

    2

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    Step 2 : Ask pupils to type the passage below.

    Step 3 : Place the cursor at the first letter of the paragraph as shown in

    Figure 2.

    Whales are mammals. They are warm-

    blooded creatures. They live in the sea.

    They give birth to their young.

    Whales can be found around the world.

    Some whales live near the Artic andsome near the Antarctic. Whales have a

    nose on top of their head.

    It is called a blowhole. They breathe

    through the blowhole. Some whales

    have more than one blowhole. Baleen

    whales have two blowholes.

    Figure 2

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    Step 4 : Press on the keyboard. You will get the display as

    shown in Figure 3.

    Step 5 : Repeat step 3 for the next paragraph. You will get the result

    as shown in Figure 4.

    Step 6 : Save your work. Name it as Whales.

    Figure 3

    Fi ure 4

    Tab

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    2

    WordProce

    ssing

    Spacing

    Mo

    du

    le

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    Module Spacing

    Learning Area 1. Application Software

    1.1 Word Processing

    - spacing

    Learning Outcomes 1.1.2 Change the spacing of paragraphs

    - double

    - single

    Module Objective By the end of the lesson, pupils should be able tochange the spacing of the text from single to

    double and vice versa in Microsoft Word.

    1. Steps to change the text from single spacing to double spacing.

    Step 1 : Click . Choose All Programs. Select Microsoft Office,

    and then clickMicrosoft Office Word as shown in Figure 1.

    1

    4

    2

    3

    Figure 1

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    Open the Whale file as shown in Figure 2.

    Step 2 : Highlight the whole text as shown in Figure 3.

    Figure 2

    Figure 3

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    Step 3 : ClickFormat at the menu bar. The Format pull down menu will be

    displayed. ClickParagraph at the Format pull down menu as

    shown in Figure 4.

    Step 4 : The Paragraph pop up menu will appear as shown in Figure 5.

    Figure 4

    Figure 5

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    Step 5 : From the Paragraph pop up menu, go to Line spacing, click the

    arrow down, and choose double spacing as shown in Figure 6.

    Step 6 : ClickDouble and then clickOK as shown in Figure 7.

    Figure 6

    Figure 7

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    Step 7 : You will get a display as shown in Figure 8. Save it.

    2. Steps to change the text from double spacing to single spacing.

    Step 1 : Open Whales file.

    Figure 8

    Figure 1

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    Step 2 : Highlight the whole text as shown in Figure 2.

    Step 3 : ClickFormat at the menu bar. The Format pull down menu will be

    displayed. Choose Paragraph as shown in Figure 3.

    Figure 2

    Figure 3

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    Step 4 : The Paragraph pop up menu will appear as shown in Figure 4.

    Step 5 : From the Paragraph pop up menu, click pull-down button at Linespacing as shown in Figure 5.

    Figure 4

    Figure 5

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    Step 6 : ClickSingle to apply single spacing for the whole text. ClickOK as

    shown in Figure 6.

    Step 7 : You will get a display as shown in Figure 7. Save it.

    Figure 6

    Figure 7

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    3

    WordProce

    ssing

    Column

    Mo

    du

    le

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    Module Column

    Learning Area 1. Application Software

    1.1 Word Processing

    - Columns

    Learning Outcome 1.1.3 Format page into two columns

    Module Objective By the end of the lesson, students should

    able to create two column articles.

    Step 1 : ClickStart, choose All Programs, select Microsoft Office and openMicrosoftWord Program.

    Step 2 : Go to Menu Bar. Choose Format and click on Columns as shown

    inFigure 1.

    Figure 1

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    Two

    Columns

    Step 3 : You will get a display as shown in Figure 2. Choose Two

    Columns and clickOK.

    You will get a display as shown in Figure 3.

    Figure 2

    Figure 3

    TwoColumns

    1 2

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    Below is the text for the pupils to type. Choose Century Gothic font size 36.

    Step 4 : To change font, at the menu bar clickFormat and choose Font.

    You will get a display as shown in Figure 4. Change the font size to

    36. ClickOK.

    My name is Sakinah. I am eleven years old. I have a

    brother and a sister. My brother is twenty years old and my sister is

    twelve years old. My father works as an engineer. My mother is a

    housewife. I love my family very much.

    Figure 4

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    Step 5 : Now you can start typing the text. As you can see, your text will

    become large and fill the two columns as shown in Figure 5. Save

    it.

    Activity: Create a two column article or essay.

    Figure 5

    As you type,

    the text will

    go downuntil the

    second

    column.

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    4

    Spreadsheet

    Interface

    Mo

    du

    le

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    Module Interface

    Learning Area 1.2 Spreadsheet

    Learning Outcomes 1.2.3 Identify the spreadsheet application

    Interface

    - Cell

    - Column

    - Row

    - Name Box

    1.2.4 Create border

    Module Objectives By the end of the lesson, pupils should be able to:

    Identify cell, column, row and name box in

    the spreadsheet.

    Create border.

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    Step 1 : ClickStart, choose All Programs, select Microsoft Office and click

    Microsoft OfficeExcel. You should get a display of boxes on the

    workspace as shown in Figure 1.

    1. To identify cell, name box, column and row.Step 2 : Each rectangular box is referred to as a cell as shown in Figure 2.

    Figure 2

    Cell

    Figure 1

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    Step 3 : The Name Box shows C2 which is at column C row 2, as shown in

    Figure 3.

    Step 4 : Introduce Column as shown in Figure 4.

    Figure 3

    Figure 4

    Column

    Name box

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    Step 5 : Introduce Row as shown in Figure 5.

    2. Create border.

    Step 1 : Type numbers in column A and names in column B as shown in

    Figure 6. Use mouse or arrow key to move from one column to

    another.

    Row

    Figure 5

    Figure 6Column

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    Step 2 : ClickFile at Menu Bar then select Print Preview. You will get a

    display as shown in Figure 7. The data will appear without border.

    Then clickClose and save your file.

    Step 3 : To create border, highlight the cells and clickFormat at the MenuBar. The pull down menu will be displayed. ClickCells as shown in

    Figure 8.

    Figure 8

    Figure 7

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    Step 4 : You will get a display as shown in Figure 9. Choose Border then

    select Outline and Inside. ClickOK.

    You will get a display as shown in Figure 10.Save your file.

    Figure 9

    Figure 10

    1 2

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    Step 5 : ClickFile at menu bar then select Print Preview. You will get a

    display as shown in Figure 11. You can see the difference

    between Figure 7 and Figure 11. ClickClose.

    Step 6 : Type height of each student in column C. Then, repeat Step 3 and

    4 as shown in Figure 12.

    Figure 11

    Figure 12

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    You will get a display as shown in Figure 13.Save your work.

    Figure 13

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    5

    Spreadsheet

    Key in data

    Mo

    du

    le

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    Module Key in data

    Learning Area 1.2 Spreadsheet

    Learning Outcome 1.2.5 Key in data

    Module Objectives By the end of the lesson, pupils should be

    able to:

    Key in text and numerical data.

    Insert data in table.

    Step 1 : ClickStart Select All Programs ClickMicrosoft Excel.

    Step 2 : Create Border for2 rows and 6 columns. Highlight row 1 and 2

    from column A to F as shown in Figure 1.

    Figure 1

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    Step 3 : ClickFormat at the Menu Bar. The Format pull down

    menu will appear as shown in Figure 2. Select Cells.

    You will get a display as shown in Figure 3. ClickBorder.

    Figure 2

    Figure 3

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    Step 4 : To create border, clickOutline and Inside as shown in Figure

    4.

    You will get a display as shown in Figure 5. ClickOK.

    Figure 4

    Figure 5

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    Step 5 : The Border will appear as shown in Figure 6.

    Step 6 : To preview Border, clickPrint Preview icon at the Menu Bar as

    shown in Figure 7.

    Figure 6

    Figure 7

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    You will get a display as shown in Figure 8.

    Step 7 : To close the Print Preview, clickClose at the Menu Bar as shown in

    Figure 9.

    Step 8 : Save your file.

    Figure 8

    ClickCloseFigure 9

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    Step 9 : Type the data as shown in Table 1.

    You will get a display as shown in Figure 10.

    Day /

    Time

    8.00 a.m

    8.30 a.m

    8.30 a.m

    9.00 a.m

    9.00 a.m

    9.30 a.m

    9.30 a.m

    10.00 a.m

    10.00 a.m

    10.30 a.m

    Monday Bahasa

    Malaysia

    Mathematics Science Science Music

    Tuesday BahasaMalaysia BahasaMalaysia Mathematics Science Science

    Table 1

    Figure 10 Some of the letters seem to be

    hidden. This is because of the

    column width is small.

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    Step 10 : To adjust the column width, place the cursor on the line between

    columns. This symbol will appear as shown in Figure 11. Click

    and drag the cursor to the right to enlarge the column width. To

    reduce the size of the column width, drag it to the left.

    You will get a display as shown in Figure 12.

    Figure 11

    Figure 12

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    Step 11 : Type in the data as in Figure 13.

    Figure 13

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    6

    Programming

    ProgrammingConcept

    Mo

    du

    le

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    Module Concept

    Learning Area 2. Basic Programming

    2.1 Programming Concept

    Learning Outcomes 2.1.1 Know the concept of

    - A program

    - Programming

    Module Objectives By the end of the lesson, pupils should

    be able to:

    Write simple instruction.

    Differentiate between program and

    instruction.

    Step 1 : Introduce the concept of program and programming.

    Program (general) - a set or list of instructions to follow.

    Program (computer) - a set or list of instructions to direct the computer to do a

    task.

    Programming - creating a sequence of instructions to enable the

    computer to do something (act or activity).

    Step 2 : Example of daily life.

    Batrisyia wakes up at 6.00 a.m everyday.

    Then, she will brush her teeth cleanly. Next, she will

    take a bath. Once done, Batrisyia will put on her

    school uniform. She will have her breakfast rightafter that. After a nice and fulfilling breakfast, she

    will make her way to school.

    Figure 1

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    Step 3 : Example of daily life.

    GET READY FOR SCHOOL Program

    6.00 a.m - Wake up

    6.15 a.m - Brush teeth set of

    6.20 a.m - Take a bath instructions

    6.30 a.m - Wear school uniform

    6.45 a.m - Have a breakfast

    7.00 a.m - Go to school

    Figure 2

    Step 4 : List some example of programs:

    a. Making coffee.

    b._______________.

    c._______________.

    d._______________.

    Step 5 : Write list of instructions of one of the programs.

    __________________________

    __________________________

    __________________________

    __________________________

    __________________________

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    Get a sweets.

    Unwrap the sweets.

    Put the sweets into your mouth.

    Activity 1.

    Look at the instruction below:

    Answer the questions below.

    1. What are the instructions tell you to do?

    ______________________________________

    2. How many instructions are there in this program?

    ______________________________________

    3. Name the program.

    ______________________________________

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    a. Tell destination.

    b. Pay money.

    c.____________.

    d. Board on the bus.

    Activity 2.

    Look at the program.

    Answer the questions based on the above program.

    4. What does this program tell you to do?

    ______________________________________

    5. How many instructions are there in this program?

    ______________________________________

    6. What is instruction C?

    ____________________________________

    7. Name the program.

    _____________________________________

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    Activity 3.

    A. Number the pictures below in the correct order.Get ready for school.

    B. Describe the pictures in the correct order.

    1. _____________________________________________________________

    2. _____________________________________________________________

    3. _____________________________________________________________

    4. _____________________________________________________________

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    7

    Programming

    Algorithm:Sequential

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    Module Algorithm: Sequential

    Learning Area 2.2 Develop a program

    - algorithm

    Learning Outcome 2.2.1 Write a simple algorithm

    - sequential

    Module Objective By the end of the lesson, pupils should be

    able to write a sequence structure algorithm.

    Step 1 : Explain the definition of algorithm.

    Teachers note: Teacher explains the technical definition of algorithm before

    proceeding with definition of sequence. Teacher may use the definition and

    suggested activities below.

    Definition: Algorithm - is a method or procedure or even a recipe for carrying

    out particular task.

    Situational example:(1) Sequences or steps in cooking rice.

    (2) Sequences or steps to bake a cake.

    *In both situations, procedures must be followed in order to achieve the desired

    goal.

    (3) A birthday party one needs to follow each activity in order, beginning with

    the first activity and ending with the last.

    (4) Conducting science experiment one needs to follow each step in

    sequence to achieve the desired outcome.

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    Suggested activities:

    (Individual/Pair work)

    Students identify at least five daily activities that involve sequence or procedure.

    Then, students list down the procedures or steps accordingly to its order.

    For weaker students, teacher provides a random list of procedures. Then,

    students rearrange the procedures accordingly in order.

    *Example of daily activities: (1) kite-making, (2) baking a cake, (3) converting a

    mixed number to improper fraction, (4) tying a shoes lace and (5) buying food

    at the canteen.

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    Step 2 : Read and understand the program and the situation below.

    Situation:

    A birthday party at Lelas house. The guests need to follow the activities

    during the party from the beginning to the end.

    Tentative program:

    4.00 p.m Arrival of guests and friends

    4.30 p.m Welcome speech

    4.45 p.m Party starts

    5.00 p.m Cutting of the birthday cake

    5.30 p.m Lucky draw and games

    7.00 p.m Party ends

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    Step 3 : Write a sequence of a program using Microsoft Word

    application by referring to the program in Step 2.

    Example of sequence:

    1. Start

    2. The guests are expected to arrive at 4.00 p.m.

    3. The host will deliver her speech at 4.30 p.m.

    4. The party starts at 4.45 p.m.

    5. The birthday cake will be cut at 5.00 p.m.

    6. The lucky draw and games session start at 5.30 p.m.

    7. The party will end at 7.00 p.m.

    8. End

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    Step 4 : To find the answer of 2 km + 465 m.

    Algorithm

    Step 5 : To find the answer for 12.5 km 625 m.

    Algorithm

    Step 6 : Write algorithm for other unit of measurement such as weight or

    area.

    2 km + 465 m = m

    1. Start

    2. Multiply 2 km with 1000

    3. Add the answer with 465 m

    4.

    The answer is 2465 m5. End

    12.5 km - 625 m = m

    1. Start

    2. .12.5 km with 1000

    3. . the answer with 625 m

    4. The answer is .. m

    5. End

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    Batrisyia wakes up at 6.30 a.m.

    everyday. She brushes her

    teeth cleanly before taking a

    refreshing bath. After that,

    Batrisyia puts on her school

    uniform. She makes her way toschool after a nice and

    fulfilling breakfast.

    Suggested activities:

    Activity A1. Teacher provides students with a set of procedures.

    2. Students convert the set of procedures to algorithm in the worksheet provided.

    Example:

    Procedures:

    1.

    go to school

    2. breakfast

    3. wake-up

    4. take a bath

    5. put on uniform

    6. brush the teeth

    Worksheet A

    Activity B

    1. Teacher asks students to read a short

    paragraph.

    2. Based on the paragraph, students

    identify the sequences.

    3. Students create an algorithm based on

    the sequences.

    Instruction: Create an algorithm based on the

    procedures provided.1. Start

    2. _____________________________________

    3. _____________________________________

    4. _____________________________________

    5. _____________________________________

    6. _____________________________________

    7. _____________________________________

    8. End

    Worksheet B

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    8

    Programming

    Algorithm:Selection (IF)

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    Module Algorithm: Selection (IF)

    Learning Area 2. Basic Programming

    2.2 Develop a Program

    - Algorithm

    Learning Outcome 2.2.1 Write an algorithm

    - Selection (IF)

    Module Objective By the end of the lesson, pupils should

    able to write simple algorithm.

    Step 1 : Definition of Selection (IF).

    Definition:

    Selection (IF) used for decision or branching.

    Step 2 : Teacher provides a sample of Selection (IF) based on daily lifesituations. For example:

    My Daily Activities

    6:00 a.m Wake-up.

    6:10 a.m Brush my teeth.

    6:15 a.m Take a bath.

    6:30 a.m Put on my school uniform.

    6:45 a.m Having my breakfast.

    7:00 a.m Go to school.

    If it rains heavily, bring umbrella.

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    Instructions: Rearrange the sequence accordingly. Write a simple algorithm in

    the space provided.

    Start

    Put on school uniform____________________________________

    Take a bath ____________________________________

    Go to school ____________________________________

    Having breakfast ____________________________________

    Walk to school _________________________

    Wake-up ________________________

    Brush teeth ________________________

    IF rains heavily ________________________

    __________________

    End

    Step 3 : Based on the given example, pupils construct an

    algorithm. Pupils write their answers on worksheet provided.

    Example:

    Activity A

    -bring umbrella

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    A birthday party will be held at Lelas house. The guests need to follow the

    activities during the party from the beginning to the end.

    The program:

    4.00 p.m. Party starts

    4.30 p.m. Arrival of guests and friends

    4.45 p.m. Welcome speech

    5.00 p.m. Cutting the birthday cake

    5.30 p.m. Lucky draw and games

    7.00 p.m. Party ends

    Situation:

    The party will be held outside Lelas house on that day. However, Lela needs to

    make a backup plan if the weather is bad on that particular day e.g. raining.

    Instruction: Based on the situation above, create an algorithm of Selection (IF)

    to represent Lelas birthday program and her backup plan. Use the worksheet

    provided.

    Activity B

    Teachers note:

    Pupils must read the whole text for this activity. Teacher assists pupils to help

    them understand the situational question and instruction.

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    Worksheet (Activity B)

    Put (IF) where necessary.

    Start

    End

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    9

    Programming

    Flowchart:Sequential

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    Module Flowchart: Sequential

    Learning Area 2. Basic Programming

    2.2 Develop a program

    - Flowchart

    Learning Outcome 2.2.1 Draw a flowchart

    - Sequential

    Module Objective By the end of the lesson, pupils should

    be able to create story with flowchart.

    Definition

    a. Flowchart

    b. Sequential

    Types of shapes

    START/STOPOval shape indicates a start or stop part of the flowchart.

    PROCESS

    Rectangular shape indicates an activity or task.

    a. Flowchart Is a diagram of geometrical shapes with

    connected line.

    b. Sequential

    A set of directions in order from beginning to end.

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    Activity 1 : Record the sequent on How to bake a cake.

    Algorithm

    1.0 Start

    2.0 Prepare the ingredients

    3.0 Add flour

    4.0 Stir milk and bakingpowder

    5.0 Mix butter, sugar, vanilla

    and egg

    6.0 Bake the mixture

    7.0 End

    Prepare the ingredients

    Add flour

    Stir milk and bakingpowder

    Mix butter, sugar, vanilla

    and egg

    Bake the mixture

    Start

    End

    Flowchart

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    Activity 2 : Complete the flowchart.

    Activity on Sunday

    Algorithm

    1.0 Start

    2.0 Wake up

    3.0 Take a bath

    4.0 Gardening with

    parent

    5.0 Wash hand

    6.0 Take a lunch

    7.0 End

    Start

    Wake up

    Take a lunch

    End

    Flowchart

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    Activity 3 : Ask pupils to complete the flowchart.

    Have a bath

    Wash your hair

    Start

    End

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    Activity 4 : How to fix a bicycle puncture. Draw the missing geometrical

    shape and complete the flowchart.

    Activity:____________________

    Remove the tube from

    the tyre

    Put the tube into a pail of

    water to check for holes

    Pump air into the tube

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    Activity 5 : Think of an activity and write your own flowchart.

    Activity: _______________________

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    Activity 6

    Step 1 : Open Microsoft Word application. Open a new file.

    Step 2 : List down the activities.

    Step 3 : By using the geometrical shape, draw a flowchart.

    Make sure the activities are in the correct order.

    Get ready for school

    Have a breakfast

    Wear school

    uniform

    Take a bath

    Brush teeth

    Wake up

    Start

    End

    Go to school

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    10

    Programming

    Flowchart:Selection (IF)

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    Module Flowchart: Selection (IF)

    Learning Area 2.2 Develop a Program

    - Flowchart

    Learning Outcome 2.2.2 Draw a flowchart:

    - Selection (IF)

    Module Objective By the end of the lesson, pupils should be

    able to make a decision using Selection (IF).

    Step 1 : Definition of a flowchart.

    a. Flowchart

    b. Selection

    a. Flowchart Is a diagram of geometrical shapes with

    connected line.

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    Types of shapes

    PROCESS

    Rectangular shape shows interactions or actions.

    DECISION

    Diamond shape shows decision that must be made.

    START/STOP

    Oval shape shows the start or end of a program.

    b. Selection (IF) Used for decisions or choosing between two or

    more choices.

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    Step 2 : Transformation from algorithm to a Selection

    (IF) flowchart shown in Figure 1.

    Go to school Go to school

    Algorithm Flowchart using Selection Control Structure (IF)

    6.0 IF raining

    heavily

    6.1 Bring umbrella

    Wear school

    uniform

    RainingHeavil ?

    Figure 1

    Wake up

    Take a bath

    Have

    breakfast

    Go to school

    2.0 Wake up

    1.0 Start

    3.0 Take a bath

    4.0 Wear school

    uniform

    5.0 Have

    breakfast

    7.0 Go to school

    8.0 End

    Start

    No

    Yes

    End

    Bring umbrella

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    Condition in Figure 2:

    There are two choices for you to go to school. You can walk to school or go to

    school by car.

    Question : IF you are tired?

    IF you are tired, you go to school by car.

    IF you are not tired, you walkto school.

    Step 3 : A Selection (IF) flowchart shown in

    Figure 2.

    Task : Go to School.

    Question : IF you are tired?

    Yes(True) 1. IF you are tired, go to school by car.

    No (False) 2. IF you are not tired, walk to school.

    No

    Yes

    Figure 2

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    Sample of Go to school flowchart using Selection (IF) as shown in Figure 3.

    Figure 3

    Start

    Take a bath

    Wake up

    Tired?

    No (False)

    Yes (True)

    Wear school

    uniform

    By Car

    Reach theschool

    Walk

    End

    Breakfast

    Go to school

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    Step 4 : Activity 1.

    Task : Go to school.

    Question : IF it is raining?

    a. Make two decisions on how you go to school. Fill in the blanks below.

    Yes(True) 1. IF it is raining, you go to school_________________________ .

    No (False) 2. IF it is not raining, you __________ to school.

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    b. Complete the flowchart in Figure 4 based on answer in Activity 1a.

    Figure 4

    Start

    Take a bath

    Wake up

    Raining?

    No (False)

    Yes (True)

    Wear school

    uniform

    Reach theschool

    End

    Breakfast

    Go to school

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    Step 5 : Activity 2.

    Task : Activity on Sunday.

    Question : IF there is no electricity?

    a. Write two choices on how you can enjoy yourself on Sunday.

    Yes(True) 1. IF there is no electricity, I ________________________________ .

    No (False) 2. IF there is electricity, I ___________________________________ .

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    b. Complete the flowchart in Figure 5 based on your answer in Activity 2a.

    Figure 5

    Start

    Take a bath

    Wake up

    Noelectricit ?

    False (No)

    True (Yes)

    Breakfast

    Enjoyable

    day

    End

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    Step 6 : Draw your own flowchart based on the task given.

    Task : Activity in the evening.

    After having tea, change into a tracksuit and go to the field to play football with

    your friends. If your friends are not around, you will jog in the park.

    Start

    Tea

    Watchtelevision

    False (No)

    True (Yes)

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    11

    Program

    mingSoftwareGetting StartedWith Scratch

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    Module Getting Started With Scratch

    Learning Area 2. Basic Programming

    Learning Outcome Demonstrate how to use Scratch

    Module Objective By the end of the lesson, pupils should be

    able to use Scratch programming language.

    Teachers Note : Install the Scratch software before lesson begin.a) Scratch can be downloaded after filling a

    form at http:// www.scratch.mit.edu/

    b) The software can also be installed from the

    CD-ROM given with this Teaching Guide.

    Step 1 : Click , choose All Programs, select Scratch

    and clickScratch application as shown in Figure 1.

    Figure 1

    1

    2

    3

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    You will get results as shown in Figure 2.

    Menu Bar Tool Bar

    Script AreaBlocksPalette Sprite List Stage

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    Introduction to Scratch Interface

    a . Menu Bar : A region where Scratch menus are located.

    b. Blocks Palette : Consist of graphic blocks. There are 8 colour

    coded blocks according to the following

    categories: motion , looks , sound , pen ,

    control , sensing , numbers and variables .

    When the blocks are applied together they are

    called scripts.

    c. Scripts Area : An area where sprite (programmablecharacter) is programmed by dragging out

    blocks from the blocks palette.

    d. Stage : An area where the sprite is displayed and see

    the scripts being presented.

    e. Sprite List : Displays all the sprites involved in a project.

    f. Toolbar : Provides access to commands that can be used

    to interact and control. Select these commandsand click on objects to perform an action.

    To select and move sprite and blocks

    To duplicate sprite, blocks and costumes

    To enlarge Sprite

    To shrink Sprite

    To delete sprite, blocks and costumes

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    Step 2 : From the menu bar, choose Want Help? button to learn

    more about the Scratch software as shown in Figure 3.

    Step 3 : The step-by-step Getting Started guide in the next page is toget you started with Scratch.

    Figure 3

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    http://scratch.mit.edu

    GettingStartedGettingStarted

    SCRATCH is a new programming languagethat lets you create your own interactive

    stories, animations, games, music, and art.

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    http://scratch.mit.edu

    StartMovingStartMoving11

    Drag a MOVEblock into the Scripts area.

    Double-click the block to make the cat move.

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    http://scratch.mit.edu

    AddaSoundAddaSound22

    Drag out aPLAY DRUM and snap it onto the MOVE block.

    Double-click and listen.

    If you cant hear it, check that the

    sound on your computer is on.

    You can choose different drums

    from the pull-down menu.

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    http://scratch.mit.edu

    StartaDanceStartaDance33Add anotherMOVEblock, then

    type in a minus sign.

    Add anotherPLAY DRUM block, then choosea drum from the menu. Double-click again.

    Double-click anywhere

    on the stack.

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    AgainandAgainAgainandAgain44

    Drag out a FOREVER block and drop it on top of the stack.

    You want the mouth of the FOREVER to wrap around the other blocks.

    To drag a stack, pick it up from the top block.

    To stop, click the stop button

    at the top of the screen.

    Double-click to start.

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    GreenFlagGreenFlag55

    Whenever you

    click the green

    ag, your script

    will start. To

    stop, click the

    stop button.

    Drag out a block and snap it on top.

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    ChangeColorChangeColor66

    Double-click to see what it does.

    Drag out a CHANGE EFFECT block.

    Now try something different...

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    KeyPressKeyPress77

    Now press the space bar

    on your keyboard.

    Snap on a

    You can choose a different key

    from the pull-down menu.

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    http://scratch.mit.edu

    AddaSpriteAddaSprite88

    Paint your own sprite

    Choose a new sprite from a le

    Get a surprise sprite

    NEW SPRITE BUTTONS:

    Each object in Scratch is

    called a sprite.

    To add a new sprite, click

    one of these buttons.

    To add this sprite, click

    then go to the People folder

    and select jodi1.

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    Explore!Explore!99

    SAY SOMETHING

    Click inside the SAY block and

    type to change the words.

    Try theTHINK

    block, too...

    IMAGE EFFECTSUse the pull-down menu to choose

    different effects.

    Then double-click the block.

    To clear the effects, click the Stop button.

    Now you can tell the sprite what to do. Try the

    following, or explore on your own.

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    http://scratch.mit.edu

    ExploreMore!ExploreMore!1010ADD SOUND

    Click the SOUNDS tab.

    Record your own sound.

    Or IMPORT a sound le

    (MP3, AIF, or WAV format).

    ANIMATE

    By switching between costumes,

    you can animate your own sprite.

    To add a costume, click the

    COSTUMES tab.

    Then, click IMPORT to choose a

    second costume. (For example,

    try the image jodi2 from thePeople folder.)

    Now, click the SCRIPTS tab.

    Create a script that switches

    between costumes.

    Then, click the SCRIPTS tab,

    and use a PLAY SOUNDblock.

    Choose your sound from

    the pull-down menu.

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    12

    Program

    mingSoftwareDevelop a ProgramUsing Scratch

    Mo

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    Module Develop a Program Using Scratch

    Learning Area 2. Basic Programming

    2.2 Develop a program

    Learning Outcome 2.2.3 Create a program using a programming

    tool.

    Learning Objective By the end of the lesson, pupils should be able to

    create a program to show a cat moves towards

    food complete with a background.

    Inserting Background:

    Step 1 : ClickStart to open Scratch. Display shown in Figure 1 will appear.

    Figure 1

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    Step 2 : Place pointer on Stage situated in sprite list area as shown inFigure 2 and click.

    Step 3 : Place pointer on Background tab as shown in Figure 3 and click.

    Click

    Figure 2

    Figure 3

    Click

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    Step 4 : A new display will appear as shown in Figure 4. ClickImport.

    A new pop-up window will appear as shown in Figure 5. Double click

    Indoors.

    Click

    Figure 4

    Figure 5

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    Step 5 : Choose room3 as shown in Figure 6 and double click to select it.

    Once done, your selected background will appear as shown in Figure 7.

    Your new

    background

    Figure 6

    Figure 7

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    Positioning Sprite: The Sprite in Figure 8 is a cat and the default location is in themiddle of the stage.

    Step 1 : Click and hold the Sprite. Then, drag to the new position as shown

    in Figure 8. This position is defined as Start position.

    You will get a display as shown in Figure 9.

    Click and

    drag to the

    new position

    Figure 8

    Figure 9

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    Inserting new Sprite: Food

    Step 1: Choose New Sprite button as shown in Figure 10.

    A new pop-up window will appear as shown in Figure 11. Double click

    Things.

    Figure 10

    Figure 11

    Click

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    Step 2: A display as shown in Figure 12 will appear.

    Step 3: Choose cheesy-puffs and double click to select it.

    Figure 12

    Doubleclick

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    A new display with your new Sprite (food) will appear as shown in Figure 13.

    Figure 13

    New sprite

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    Resizing Sprite: Reducing the size of food.

    Step 1: Click on Shrink sprite button as shown in Figure 14.

    Step 2: A new pointer will appear . Place the pointer on the food as

    shown in Figure 15 and click on it to meet the desired size.

    Place pointer here

    and click to make it

    smaller.

    Figure 15

    Figure 14

    Click

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    The food now becomes smaller.

    Positioning the food:

    Step 1: Click on Move button as shown in Figure 17 to exit the shrink mode.

    Place pointer here and

    click.

    Figure 16

    Figure 17

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    Step 2: Now, move the food to the new position as shown in Figure 18.

    You will get a display as shown in Figure 19.

    Figure 18

    Figure 19

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    Inserting movement: Cat moves towards food

    Step 1: Place pointer on Sprite1 as shown in Figure 20 and click.

    The Sprite script area and Blocks palette will appear as shown in Figure 21.

    Figure 21

    Figure 20

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    Step 2: Place pointer on Control button and click as shown in Figure 22.

    The Blocks Palette forControl will appear as shown in Figure 23.

    Place pointer

    here and click.

    Figure 22

    Figure 23

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    Step 3: Start with clicking on whenever creating scriptand drag the block to the Script area as shown in Figure 24.

    Note: Block is not applicable if block

    or is used.

    Step 4: Click the Motion button as shown in Figure 25.

    Place pointer

    here and click

    Figure 24

    Figure 25

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    The Blocks Palette forMotion will appear as shown in Figure 26.

    Step 5: Click and drag the to the Script area as shown in

    Figure 27.

    Note: When you place the new block, please make sure the block is attached

    together as shown in Figure 27 so that the script can function.

    Test the script by clicking

    Figure 26

    Figure 27

    attached

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    Step 6: Double click to change the default value from 10 to 50 as shown inFigure 28. Your cat will move 50 steps.

    Note: Before you test your script. Make sure the cat is in startposition.

    Step 7: Then, click on the Control button (which is located at the Blocks

    Palette)as shown in Figure 29.

    Step 8: This time, choose . Click and drag the block to the

    Scriptarea as shown in Figure 30. The cat will wait one second after

    movement.

    Place pointer

    here and click

    Double click here and

    key-in the new value

    Figure 28

    Figure 29

    Figure 30

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    Step 9: Repeat step 5 to 8 until the cat reaches the food.Note: Before you test your script. Make sure the cat is in start

    position.

    Step 10: When the cat reaches the food, can you make the cat moves backto the start position by adding one block? What would the value of

    the new block?

    When you have the answer, test it.

    Exercise: Simplify the script in Figure 31, discuss and demonstrate the fastest way

    to get the same result.

    Explore the use of blocks palette for control and motion on the script and see

    the effects of cat movements.

    Figure 31

    How many steps?

    Tips: You have to count the

    total of the steps that the cat

    took and put as negative

    value.

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    13

    Program

    mingSoftwareMini Project

    Mo

    du

    le

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    Module Mini Project

    Learning Area 2. Basic Programming

    Learning Outcome 2.2 Develop a Program

    - create a mini project using

    Scratch application

    Module Objective By the end of the lesson, pupils should be

    able to create a mini project using Scratch

    software.

    Reference site: Scratch software can be downloaded at

    http://scratch.mit.edu/. In this site, they are many projects to give you some

    ideas on how to do your project. You can also share your Scratch project or

    explore educational resources and strategies in this site.

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    Situation

    In a garden there are a lot of beautiful flowers. A butterfly is flying

    in the garden. It flies from one flower to another flower. It loves to

    get nectar from the flowers. After a while, the butterfly flies home.

    Step 1 : Read the situation given.

    Step 2 : Write an algorithm based on the situation given.

    1. Start

    2. A butterfly is flying

    3.

    4.

    5.

    6. End

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    Step 3 : Fill in the flowchart given.

    End

    Start

    It flies from one flower to

    another flower

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    Figure 1

    Step 4 : Start Scratch Software. Create a project based on the situation

    given (Step 1). Figure 1is an example of a project.

    Step 5 : Pupils folio must include algorithm, flowchart and printed copy of

    the project.

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    14

    Internet

    Search Engine

    Mo

    du

    le

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    Module Search Engine

    Learning Area 1. Internet

    1.1 Search Engine

    Learning Outcomes 1.1.1 Know features of search engine

    Search Box Search Button Image Menu

    1.1.2 State examples of search engines

    Module Objectives By the end of the lesson, students should be

    able to:

    Identify the search box, search button andimage menu.

    List different search engines.Introduction : There are many types of Search Engines.

    Examples:-

    Google (Figure 1), MSN (Figure 2) and Yahoo

    (Figure 3).

    Figure 1

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    Figure 2

    Figure 3

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    Step 1 : Go to Start All ProgramInternetExplorer. By default the MSN

    will display as shown in Figure 4.

    In this module, we will use Google search engine.

    Type http://www.google.com in the address box and press Enter. You will see a

    display as shown in Figure 5.

    Figure 4

    Figure 5

    Search

    Box

    Menu

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    Step 2 : Type a keyword in the Search Box. Example flower.

    ClickGoogle Search (search button) as shown in Figure 6.

    Step 3 : You will get results as shown in Figure 7. There are so many

    information on flower.

    Figure 7

    Figure 6

    Results

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    Step 4 : Next, click on Images menu as shown in Figure 8.

    Step 6 : You will get a display as shown in Figure 9.

    Figure 9

    Figure 8

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    Step 7 : To find specific type of flowers, type keywords in search

    box. Example hibiscus flower. Next, click on SearchImagesbutton. You will get a display as shown in Figure 10.

    Step 8 : Click on one of the image if you want to get more information

    about it as shown in Figure 11.

    Specific

    Keywords

    Image

    Button

    Figure 10

    Figure 11

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    You will get a display as shown in Figure 12. Scroll the page to see

    more.

    Step 9 : To save image, place cursor on image, right-hand click on the

    mouse button and choose Save image as.. as shown in Figure

    13.

    Figure 13

    Figure 12

    Scroll

    down

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    Note: The images shown might not be the same as in this module. This is

    because the images are being updated from time to time.

    Exercise: Find other information about animals in Malaysia.