Computer Science
About the Book This book embodies the principles outlined in the National Education Policy (NEP) 2020. It unveils the world of computer science through a unique and captivating pedagogical approach—seamlessly integrating curriculum content into the mesmerizing adventures of Mel and Conji, fictional figures hailing from the enchanting world of Avora. Our aim is to prepare learners for the dynamic and technology-driven landscape of the 21st century, equipping them with the essential skills they need to thrive in an ever-evolving world.
(TERM II)
Special Features • Explore More: QR codes to explore an exciting application of the concept. This element builds curiosity in children and helps them grasp concepts through digital visual aids. 1
• Discuss: Questions to trigger engaging group discussions in the classroom. • Think and Tell: Probing questions to stimulate thinking at an individual level. • Did You Know? Interesting facts related to the application of a concept. • Points to Remember: Chapter end summary. • Do It Yourself: Milestone exercises to practice specific concepts. • Chapter Checkup: A pool of questions catering to all topics and skills covered in the chapter.
About Uolo Uolo partners with K-12 schools to bring technology-based learning programs. We believe pedagogy and technology must come together to deliver scalable learning experiences that generate measurable outcomes. Uolo is trusted by over 10,000 schools across India, South East Asia, and the Middle East.
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ICSE
COMPUTER SCIENCE Grade 1 Term II
Together We Learn and Grow
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Foreword
Standing at the forefront of the digital and AI revolution, the importance of coding and computational skills has reached unprecedented heights. In today’s professional landscape, whether it’s in the fields of medicine, space exploration, education, science, or business, no sector remains untouched by this transformative wave. To not just survive but thrive in the 21st century, basic computer literacy is no longer sufficient. Learners must evolve into “digital natives” who can fluently read, write, and communicate in the languages that machines and AI comprehend. Recognizing this imperative, the National Education Policy of 2020 (NEP 2020) has strongly recommended the integration of coding skills, computational thinking, critical analysis, and problem-solving abilities into the curriculum. Moreover, forward-looking subjects like AI, Data Sciences, Computer Applications, and IT have been introduced as elective subjects from grade 9 onwards. It wouldn’t be surprising if further transformative measures are taken even at the elementary education level. Uolo has introduced an innovative 360-degree program for a coding-focused computer science curriculum, known as Tekie, spanning grades 1 to 8. Tekie is a significant stride towards STEM education that aims at making learners future ready—enabling them with skills needed in the ever-changing, technology-driven, and dynamic 21st-century world. Tekie adopts a captivating and engaging approach to learning, in line with the recommendations of the NEP 2020. The curriculum is ingeniously woven into the thrilling adventures of Mel and Conji, fictional characters from the enchanting land of Avora. The Mel and Conji series epitomizes a modern method of acquiring Computer Science knowledge and honing coding skills and computational thinking. Tekie is a technology-empowered curriculum that encompasses a few key components: • • • •
Main Content Books: These introduce learners to the theory of computer science and the tools used in the field. Topics in AI are also covered, along with experiential and curiosity-based learning resources. Coding Book: Specifically designed to nurture coding skills, this booklet aligns with the experiential and contextual learning approach of the curriculum, fostering critical thinking and problem-solving abilities.
Animated Learning Videos: The program is powered by high-quality animation-based learning videos that deliver learning in an engaging manner. Teacher Manual: This valuable resource supports classroom instruction, ensuring that educators can effectively deliver the curriculum.
Welcome to the captivating realm of Tekie! We hope you relish this educational journey as it equips you with the tools you need to thrive in the exciting and ever-changing world of the 21st century.
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Key Chapter Elements Each chapter has been divided into two key sections. Section A: Story-based Comic In every grade, students embark on an immersive experience in the “Adventures of Mel and Conji”. Within each chapter, in the initial section (Section A), the story unfolds, enveloping learners in an exciting journey. Through the story, students actively connect with fundamental concepts in the realm of Computer Science. Section B: Computer Science Concepts This section of the chapter focuses on the essential academic content. It provides the learning goals and assists teachers in their classroom instruction. This section also includes the following academic assets: HOTS questions to trigger engaging group discussions in the classroom.
QR codes to explore an exciting application of the concept.
Discuss!
Tell five natural objects and five man-made objects.
This element builds curiosity in children and helps them grasp concepts through digital visual aids.
Explore More! Interesting facts related to the application of a concept.
There are other ways in which a computer is different from us.
Did You Know?
The first computer was called ENIAC. It was as big as a room!
This is the chapter summary. It enables learners to glance through all key concepts covered in the chapter. Probing questions to stimulate HOTS at individual level.
Think and Tell
What are some fun things you want to do using a computer?
Milestone exercises to practise specific concepts.
A pool of questions catering to all topics and skills covered in the chapter.
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Introduction to Avora
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Places in Avora
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Meet the Characters
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Contents
Main Book
1
2
3
Uses of a Keyboard ����������������������������������������������������������������������������������������������������������� 1
Keyboard
Alphabet and Number Keys
Special Keys
Fun with Paint ���������������������������������������������������������������������������������������������������������������� 14
Introduction to Paint
Drawing in Paint
Colouring in Paint
Saving a Drawing
The World of AI ��������������������������������������������������������������������������������������������������������������� 27
Introduction to Robots
Introduction to AI
Block Coding
1
Introduction to Coding �������������������������������������������������������������������������������������������������� 33
Block-based Coding
Problem Solving
2
Exploring Code.org ��������������������������������������������������������������������������������������������������������� 41
3
Command and Sequence ����������������������������������������������������������������������������������������������� 49
Command
Sequence
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Chapter 1 • Using a Keyboard
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Keyboard We write on paper with pencil. We write words and sentences.
What if we want words and sentences on the computer? How can we write on a computer? A keyboard is a part of the computer that helps us write on it. We use the keys on the keyboard to write what we want.
Writing on the computer using a keyboard is called typing. But how do we know where we are typing?
Did You Know?
A standard keyboard has 104 keys on it.
We have a blinking line on the screen! This blinking line is called a cursor. The cursor helps us to know where we can type on the screen. Chapter 1 • Using a Keyboard
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Cursor
Now, let us learn about the different types of keys.
Alphabet Keys We have 26 letters in the English alphabet. For each letter of the alphabet, we have one key on the keyboard. These keys are called alphabet keys. We can use these keys to type words and sentences on a computer. Alphabet keys
Think and Tell
Which keys will you use to type your name?
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Number Keys What if we want to type numbers? We can use the number keys to type numbers on the computer. Number keys
We have a key for each number: 0, 1, 2, 3, 4, 5, 6, 7, 8, and 9. We can type any number using these number keys.
Discuss!
Which number keys will you use to type your age?
Do It Yourself 6A Look at the keyboard below. Colour the alphabet keys blue and the number keys green.
Chapter 1 • Using a Keyboard
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Arrow Keys We have four arrow keys: up arrow key, down arrow key, right arrow key, and left arrow key.
Arrow keys
We use the left arrow key to move the cursor left. We use the right arrow key to move the cursor right. We use the up arrow key to move the cursor up. We use the down arrow key to move the cursor down.
Special Keys There are some special keys on a keyboard. Let us learn about them. Spacebar: The Spacebar helps us to make a space between two words. Pressing the Spacebar once makes the cursor move one place. In this way, a space is created every time the Spacebar key is pressed. The Spacebar is the largest key on the keyboard.
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Enter: The Enter key helps us to go to the next line while typing. The cursor goes to the next line when we press Enter.
Enter
Backspace: We could sometimes make mistakes while typing. The backspace key helps us to erase those mistakes. On pressing the backspace key, the letter or the number before the cursor is erased. Backspace
Explore More!
Learn more about typing!
Do It Yourself 6B Find the names of the keys of the keyboard in this word grid. S
P
A
C
E
B
A
R
K
S
R
A
N
U
L
P
H
P
R
Q
T
Y
P
L
F
L
O
W
E
T
H
J
G
M
W
R
R
D
A
H
Y
N
S
T
D
S
B
K
T
H
N
U
M
B
E
R
E
B
X
C
G
F
T
N
Chapter 1 • Using a Keyboard
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Points to Remember The keyboard helps us to type on a computer, just like a pencil helps us to write on a piece of paper.
1
The blinking line on the computer screen is called a cursor. It helps us to know where we can type on the screen.
2
The alphabet keys help us to type letters.
3
The number keys help us to type numbers.
4
The arrow keys help us to move the cursor up, down, left or right.
5
The Spacebar helps us to create space between two words.
6
The Enter key helps us to move the cursor to the next line.
7
The Backspace helps us to erase letters or numbers before the cursor. It helps us to correct our mistakes.
8
Chapter Checkup A. Fill in the Blanks. Hints:
spacebar
1
The
2
You can use the
3
A
4
The
5
Keys with numbers are called
number
Enter
keyboard
up
arrow key is used to move the cursor up. key to add space between two words. is the part of the computer that helps write things on the screen. key is used to move the cursor to the next line. keys.
B. Identify the Keys Correctly.
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C. Who Am I? 1
I have letters, numbers, and symbols on me.
2
I help you erase letters.
3
I am the key that takes you to a new line.
4
I help you create a space between words.
5
I am the blinking line that appears on the screen when you start typing.
D. Write T for True and F for False. 1
The backspace key is used to erase the letters.
2
The Spacebar is the largest key on the keyboard.
3
There are 3 arrow keys on a keyboard.
4
The number keys on the keyboard are used to type letters on the screen.
E. Answer the Following. 1
What is the use of a keyboard?
2
What do the arrow keys do?
3
What are number keys?
4
Why do we use the Spacebar key?
5
What are alphabet keys?
Chapter 1 • Using a Keyboard
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F. Apply Your Learning. 1
Charlie wants to type a letter for his teacher. Which keys will he choose to complete the letter?
2
Sanchit wants to type his father’s mobile number on the computer. Which keys will he use?
3
Sara made a mistake while typing. How can she correct it?
4
Gurung wants to take the cursor to the next line. What should he do?
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Chapter 1 • Using a Keyboard
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Chapter 2 • Fun with Paint
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Chapter 2 • Fun with Paint
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Introduction to Paint When we want to draw, we draw on paper. We use a pencil and crayons. We can draw on a computer as well. On the computer, we use MS Paint or simply Paint to draw and colour.
Starting Paint Let us first learn how to open Paint on the computer. To open Paint on your computer, follow these steps: 1. On your computer, click on the Search bar. Type “Paint” in it. 2. Click Paint in the menu.
Click on Paint
Type “Paint”
3. The Paint window opens.
Now that the Paint window is open, you can see that it has many parts in it. Let us learn more about them. 18
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Parts of the Paint Window Here are some of the important parts in the Paint window: 1. Title Bar: It shows the name of our drawing.
2. Tabs: It shows the options File, Home, and View.
3. Tools: This part has tools that help us select colours, fill in colours, type letters and words, erase them, use a pencil to draw, and zoom in and out. 4. Shapes: This part helps us to select and draw different shapes like squares, rectangles, ovals, and triangles. 5. Colors: This part helps us select and use colours.
6. Drawing area: This is the white area where we can draw and colour. Title Bar Tabs
Shapes Tools
Colors
Drawing Area
Do It Yourself 7A Match the pictures with their names. Shapes Tabs Title bar
Tools Chapter 2 • Fun with Paint
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Drawing in Paint Let us now learn to draw shapes in Paint. Drawing an Oval Follow these steps to draw an oval:
1. Open Paint and click on the Shapes group. 2. Click on the Oval shape.
Oval
3. After selecting the shape, go to the main drawing area.
4. Hold the left mouse button, move the pointer, and then release the button. You will see that an oval has been drawn. Drawing a Triangle Follow these steps to draw a triangle: 1. Click on the Shapes group.
2. This time, select the Triangle shape.
Triangle
3. After selecting it, go to the main drawing area.
4. Hold the left mouse button, move the pointer and then release the button. You will see that a triangle has been drawn.
In the same way, we can draw many shapes in Paint.
Discuss!
Which is your favourite shape? Which shapes do you want to draw in Paint?
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Do It Yourself 7B 1
How many squares does the engine have?
2
How many rectangles does the engine have?
3
How many triangles does the engine have?
4
How many circles does the engine have?
Colouring in Paint Now that we have learnt to draw the shapes, let us learn to colour them. To add colour to our shapes, follow these steps: 1. Click on the Fill Color tool.
2. Select the colour of your choice from the Colors group.
3. Click on the shape area that you want to fill the colour in. The shape will be coloured. Click on Fill Color tool
Choose colour
Do It Yourself 7C Colour the clown. Colour his: 1
hat red
6
stomach green
2
eyes black
7
hands purple
3
face yellow
8
legs blue
4
ears yellow
9
shoes pink
5
nose orange
Chapter 2 • Fun with Paint
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Saving a Drawing We have now drawn and coloured in Paint. But what if we want to see our drawing again tomorrow? Saving a file helps us to open our drawing again on the Paint. Let us learn to save our drawings.
Click on File Click on Save
1. When the drawing in Paint is open, click on the File tab. A list will open. 2. Click on Save.
3. The Save As box appears on the screen. 4. Type a name for your drawing in the File name box. 5. Finally, click on the Save button.
The drawing has been saved. It can be opened again later.
Type name of your drawing here
Click on Save button
Do It Yourself 7D Write T for True and F for False. 1
Saving our drawing helps us to see it again.
2
Saving means that our drawing is now lost.
3
We can give our drawing any name while saving it.
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Points to Remember 1
We can draw and colour shapes on Paint.
2
Title bar, Tabs, Shapes, Tools, Colors, and Drawing Area are the parts of Paint.
3
We can draw by selecting a shape.
4
The Fill Color tool helps us to colour our shapes.
5
Saving our drawing helps us to open our drawing again.
Chapter Checkup A. Fill in the Blanks. Hints:
saving
Oval
1
We can draw and colour using
2
We click on
3
The
Fill
Paint
on a computer. shape to draw a circle.
Color tool is used to colour shapes in Paint. helps us to see our drawings again later.
4
B. Tick () the Correct Option. 1
2
3
In which part of Paint do we draw shapes? a
Title Bar
b
Tabs
c
Drawing Area
d
Colour Area
Through which tab do we save our drawing? a
Home
b
File
c
View
d
Shapes
What part shows the name of your drawing? a
Colors
b
Tools
c
Drawing Area
d
Title Bar
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C. Who Am I? 1
I am a part of Paint where you draw.
2
I am a round shape that you can draw on Paint.
3
I am a button of the mouse that helps you draw shapes.
4
You click on me to save your drawings.
D. Write T for True and F for False. 1
You can draw and paint in Paint.
2
Triangle shape is used to draw circle.
3
The Fill Color tool is used to fill colours in shapes.
4
We need to select a colour to fill colours in our shapes.
E. Answer the Following. 1
What is the use of the Fill Color tool in Paint?
2
How you can save your files in Paint?
3
How is drawing a triangle different from drawing a circle in Paint?
F. Apply Your Learning. 1
Look at the picture given below. Draw it in Paint and fill with colours of your choice.
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Chapter 2 • Fun with Paint
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Introduction to Robots We love toy stores. Playing with toys is so much fun. We see many toys around us, like cars, rockets, and dolls. Do you know there are toys that look like people? These toys can walk on their own. Sometimes, they can talk too. These are called ‘robots’. Let us learn more about robots. A robot is a machine that can do things on its own. Robots can be of many types. We have robots that look like animals. Some can even look very strange. Some robots can move around. Some robots can pick things up. Some robots help with cleaning. Some robots can even talk to us.
Explore More!
Learn more about robots!
But how can robots do all this? Let us learn how robots work.
Introduction to AI Robots work on artificial intelligence, or AI. Humans can do many things. They can talk to each other. They can answer questions. They can do things that they are told to do. They can do things on their own, too. Humans are intelligent. 28
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Similarly, some machines can also do these things. They can talk to us. They can solve problems for us. This makes these machines intelligent too. But remember, machines are human-made. So this type of intelligence is also human-made. This type of human-made intelligence is called artificial intelligence, or AI. AI helps some robots to walk on their own. AI also helps some robots to talk to us. Did You Know?
There are robots that help doctors provide care for a patient.
Points to Remember 1
A robot is a machine that can do things on its own.
2
There are robots that can walk and talk on their own.
3
Robots work on artificial intelligence, or AI.
Chapter Checkup A. Who Am I? 1
I am a machine that can do things on my own.
2
Robots work because of me.
B. Write T for True and F for False. 1
A robot always looks like a human.
2
Some robots can even pick up things.
3
Some robots help with cleaning.
4
A robot can do smart things with the help of AI.
Chapter 3 • The World of AI
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C. Answer the Following. 1
What is a robot?
2
Write any two things that robots can do.
3
What is AI?
4
How does AI help robots?
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Block Coding
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1
Introduction to Coding
Do you like solving puzzles? Yes, right?
How do you solve a puzzle?
You need to put the pieces together in the right order.
Just like solving a puzzle, coding is putting the right instructions in the right order to tell the computer what to do.
An instruction means telling someone what to do. Coding language is the language used to give instructions to a computer. We use words to talk to each other.
But, a computer is a machine. It doesn’t understand our words. So, we use coding to talk to computers.
There are many different ways to code. One way is to use coding blocks. Each block is a different block which tells the instruction, like the computer to move an object upwards.
You can drag and drop the blocks together to make a code that tells the computer how to do something.
The coding language that uses blocks to give instructions is called Block-based coding.
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Block-based Coding
Block-based coding is a visual computer language that uses colourful blocks. In block-based coding, you join blocks just like Lego.
Now, we need to think about what we want the computer to do for us. We use computers to help us solve problems. What is a problem?
Let’s try to understand what a problem is and how we can solve it.
Problem Solving
Imagine you are trying to find your friend’s house, but you don’t know how to get there. That is a problem!
A problem is something that we need to solve. Here are some ways you can follow to solve this problem: •
Ask someone for directions.
• Call your friend and ask him to tell you how to get to his house. •
50
PARKING
Use a map to find your way.
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Let’s try another example.
Imagine you want to tie your shoes, but you don’t know how. The problem is that you don’t know how to tie your shoelace. What can be the solution?
You can ask your mother to help you.
The instructions your mother gives you on how to tie your shoelaces is the solution.
6
Hold each loop and pull to tighten.
Chapter 1 • Introduction to Coding
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Do It Yourself 1A Help the kitty reach her home.
Chapter Checkup A
Fill in the Blanks. Hints
computer
solved
blocks
1 A problem is something that needs to be
.
2 Block-based coding is a visual computer language that uses colourful
.
3 Coding is the language used to give instructions to a
.
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B
Tick () the Correct Option. 1
Shreya is hungry. Which of the following is the correct way to solve this problem?
a
2
b
c
Which of the following is the missing part of the puzzle?
a
Chapter 1 • Introduction to Coding
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b
c
d
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C
Who Am I? Find out who is in column A by matching it in column B. Column A
Column B
Problem
Solution
Solution
+
Problem
Block-based coding
D
Write T for True and F for False. 1 A computer is a machine. 2 Computers can understand our language. 3 Block-based coding uses blocks to give instructions.
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E
Answer the Following. 1 What is a problem?
2 What is coding?
3 What is block-based coding?
F
Apply Your Learning. 1 Find the right way for the honey bee to reach its honeycomb.
Chapter 1 • Introduction to Coding
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2 Join the dots in the order of the numbers to complete the picture. Then, colour it.
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2
Exploring Code.org
In the previous chapter, we learned about what coding is. It is now time to start our coding journey.
We will learn to code on a platform called Code.org. Code.org is an educational platform to learn coding in a fun and engaging way. Let us learn how to solve coding puzzles in the Puzzle Code Studio of the Code.org platform. A tour of the Puzzle Code Studio
The Puzzle Code Studio includes four main parts, as shown in the given picture.
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1
The play area is where the program will run.
2
The toolbox is the area that holds all the blocks needed to solve the puzzles.
3
orkspace is the area where you will drag the W blocks from the toolbox to code.
4
The instruction area holds the instructions to solve a puzzle.
But the puzzles we start with in this chapter will only have two parts: Instructions and Workspace.
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We will start by solving jigsaw puzzles in the Puzzle Code Editor.
A jigsaw puzzle is like a game where you put pieces together to make a picture.
Did You Know? The first jigsaw puzzle was a map of Europe.
Puzzle 1
Scan the QR Code to open the activity.
Complete the picture of the elephant. 1
Read the instructions
2
Observe the missing part Observe the missing part of the elephant in the Workspace.
3
Place the missing part Left click the missing part.
Hold the button and drag the picture block to complete the picture.
Once the puzzle is completed, a sound will be played. You will also see a message, as shown below.
1
Chapter 2 • Exploring Code.org
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X
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Puzzle 2
Scan the QR Code to open the activity.
Make a picture of the house with the given picture blocks. 1
2
Read the instructions
Observe the house Observe the house image to be made in the Workspace.
3
Place the missing part
4
Complete the Picture
Left click the missing part.
Hold the button and drag the picture block to complete the picture.
Once the puzzle is completed, a sound will be played. You will also see a message, as shown below.
2
X
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Scan the QR Code to open the activity.
Coding Challenge
Make a picture of a computer with the picture blocks.
Chapter Checkup A Fill in the Blanks. blocks
Hints
workspace
instructions
run
1
The play area is where your program will
.
2
The toolbox is the area that holds all the
needed to solve the puzzles.
3 4
is the area where you will drag the blocks from the toolbox to code. The instruction area holds the
Chapter 2 • Exploring Code.org
Term 2_Main Textbook-1.indb 45
to solve a puzzle.
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B Tick () the Correct Option. 1
Which of the following is the missing part of the puzzle?
? a
2
b
c
d
Which of the following is the missing part of the puzzle?
? a
b
c
d
46
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C
Who Am I? A
B
Toolbox
Workspace
Play area
Instruction area
D
Write T for True and F for False. 1
The toolbox on Code.org holds instructions for a puzzle.
2
Code.org has an Instructions section to drag and drop blocks.
3
The Toolbox holds all the blocks you will need to solve the puzzles.
Chapter 2 • Exploring Code.org
Term 2_Main Textbook-1.indb 47
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E
F
Answer the Following. 1
Name any two parts of the Puzzle Code Studio.
2
Name the part of the Puzzle Code Studio where your program runs.
Apply Your Learning. 1
Match the correct pieces to complete the jigsaw puzzle.
2
Match the animals with their names. Animals
Names
48
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3
Command and Sequence
Command
Sit
Look at the picture.
What is the man telling the dog to do?
The man is telling the dog to sit, right?
In coding, the instructions we give to a computer to do something are called commands. In block-based programming, the blocks are the commands.
We use the code blocks to give commands to a computer.
Let us learn about some of the command blocks and what they do. Block
To turn a character in a direction North or Up South or Down East or Right West or Left
Let us use these blocks and make the angry bird move to get to the pig. Scan the QR Code to open the activity.
Activity Follow the given steps:
1 Drag the East or Right Arrow
block and place it below when run
block in the workspace. 49
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2 Again, drag one more East or Right Arrow previous block.
block and join it with the
3
The code is complete as shown below.
4
Click on the Run
6
A sound will be played and you will see the following message:
5
button in the Play Area.
The angry bird will move and get to the pig.
If you accidentally drag out a block you don’t need, just drag it back into the toolbox to delete it.
The Run button allows you to run the code in your workspace.
Reset button allows you to reset the workspace.
50
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Do It Yourself 3A Select the correct option to help the angry bird get to the pig.
a
b
c
d
Sequence When we give more than one command in order, it is called a Sequence. Everything we do has a sequence, from getting ready for school to playing games or going to bed at night. Let us look at how a seed becomes a fruit. 1
Take a pot and fill it with soil.
3
With enough sunlight and water, the seed will sprout.
5
Then, the fruit will grow.
2
Put the seed in the pot and cover it with soil.
4
After a while, the plant will flower.
Chapter 3 • Command and Sequence
Term 2_Main Textbook-1.indb 51
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This sequence of a seed becoming a fruit cannot be changed. The seed will not grow into a fruit if the sequence is not followed. Similarly, to do anything in our day-to-day lives, we need a sequence of steps to do a task. But the sequence can be fixed or flexible. Fixed sequence : There is only one way to do the task. Flexible sequence : There can be more than one way to do the task. Let us understand the two by examples. Look at the picture. Is there more than one way to make the angry bird reach the pig? What type of sequence is this? Solution:
Fixed Sequence Only one way to do
Let us take another example. Look at the picture. Is there more than one way to make the angry bird reach the pig? What type of sequence is this? Solution:
2 1 3
1
2
3
Flexible Sequence More than one way to do the task.
52
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Scan the QR Code to open the activity.
Coding Challenge
Help the angry bird catch the pig.
Do It Yourself 3B 1 Number the pictures in the correct sequence. a
b
Chapter 3 • Command and Sequence
Term 2_Main Textbook-1.indb 53
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Chapter Checkup A Fill in the Blanks. sequence
Hints
fixed
instructions
1
Commands are the
we give to a computer to do something.
2
When we give more than one command in order, it is called a
3
There is only one way to do a task in a
.
sequence.
B Tick () the Correct Option. 1
Which of the following is the missing step in the sequence?
?
a
2
b
c
d
Which of the following is the missing step in the sequence?
?
a
b
c
d
54
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C
Who Am I? 1
Find all possible ways to help the dog get home.
Circle the correct type of sequence.
D
E
Flexible Sequence
Fixed Sequence
Write T for True and F for False. 1
Flexible sequence means there is only one way to complete a task.
2
A sequence is a specific order of steps to do a task, and it cannot be changed.
3
The
block is used to move the character towards left or west.
Answer the Following. 1
What is a command?
2
What is a sequence?
3
What are the different types of sequence?
Chapter 3 • Command and Sequence
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F
Apply Your Learning. 1
Number the pictures to put them in the correct sequence.
2
Follow the steps to draw an elephant face in the space and colour it.
3
1
2
3
4
5
6
Which of the following codes can help the scrat reach the acorn?
a
b
c
d
56
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4
What happens in the play area when we run this code?
a
Chapter 3 • Command and Sequence
Term 2_Main Textbook-1.indb 57
b
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Computer Science
About the Book This book embodies the principles outlined in the National Education Policy (NEP) 2020. It unveils the world of computer science through a unique and captivating pedagogical approach—seamlessly integrating curriculum content into the mesmerizing adventures of Mel and Conji, fictional figures hailing from the enchanting world of Avora. Our aim is to prepare learners for the dynamic and technology-driven landscape of the 21st century, equipping them with the essential skills they need to thrive in an ever-evolving world.
(TERM II)
Special Features • Explore More: QR codes to explore an exciting application of the concept. This element builds curiosity in children and helps them grasp concepts through digital visual aids. 1
• Discuss: Questions to trigger engaging group discussions in the classroom. • Think and Tell: Probing questions to stimulate thinking at an individual level. • Did You Know? Interesting facts related to the application of a concept. • Points to Remember: Chapter end summary. • Do It Yourself: Milestone exercises to practice specific concepts. • Chapter Checkup: A pool of questions catering to all topics and skills covered in the chapter.
About Uolo Uolo partners with K-12 schools to bring technology-based learning programs. We believe pedagogy and technology must come together to deliver scalable learning experiences that generate measurable outcomes. Uolo is trusted by over 10,000 schools across India, South East Asia, and the Middle East.
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