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ICTL PRIMARY SCHOOLS

ICT Literacy for Primary Schools


TEACHING GUIDE
YEAR 5

Curriculum Development Division


Ministry Of Education Malaysia

2011
Cetakan Pertama 2011
© Bahagian Pembangunan Kurikulum
Kementerian Pelajaran Malaysia 2011

Tidak dibenarkan mengeluar ulang mana-mana bahagian artikel, ilustrasi, dan


isi kandungan buku ini dalam apa-apa juga bentuk dengan apa cara pun sama
ada secara elektronik, fotokopi, mekanik, rakaman, atau lain-lain cara sebelum
mendapat kebenaran bertulis daripada Pengarah Bahagian Pembangunan
Kurikulum, Kementerian Pelajaran Malaysia, Aras 4-8, Blok E9, Kompleks
Kerajaan Parcel E, Pusat Pentadbiran Kerajaan Persekutuan, 62604 Putrajaya.

Perpustakaan Negara Malaysia Data Pengkatalogan dalam Penerbitan Malaysia.


Bahagian Pembangunan Kurikulum
ICT Literacy for Primary School,Teaching Guide
Bahagian Pembangunan Kurikulum, Kementerian Pelajaran Malaysia
ISBN 978-967-5094-75-0

Dicetak oleh,
Percetakan Zainon Kassim Sdn. Bhd.
Kota Damansara
CONTENTS Contents

Foreword
Page

iv

Rukun Negara vii

National Philosophy of Education viii

Introduction ix

Aims and Objectives x

Implementation xi

Framework 1

Content Specifications 2

Preliminary 6

Word Processing
Module 1 Indentation 7
Module 2 Spacing 11
Module 3 Column 21

Spreadsheet
Module 4 Interface 27
Module 5 Key in data 35

Programming
Module 6 Concept 43
Module 7 Algorithm: Sequential 49
Module 8 Algorithm: Selection (IF) 55
Module 9 Flowchart: Sequential 61
Module 10 Flowchart: Selection (IF) 69

Programming Software: Scratch


Module 11 Getting Started With Scratch 81
Module 12 Develop a Program Using Scratch 97
Module 13 Mini Project 115

Internet
Module 14 Search Engine 119

iii
FOREWORD Malaysia is now moving towards producing an ICT literate
generation in line with the vision of developing human capital
as stated in the Education Development Master Plan 2006-2010.
With regard to this, steps and approaches have been taken to
equip pupils with the ability to use ICT skillfully and effectively. This
would entail equipping pupils with the skills to think creatively,
act rationally and practise lifelong learning skills.

The availability of the internet and hardware such as computers


in schools will provide opportunities for teachers and pupils to
expand their teaching and learning experiences in ICT.

In Malaysia today, many schools are equipped with computer


laboratory and ICT based resources. With these facilities,
teachers and pupils are encouraged to fully utilise the hardware
and software during the teaching and learning process.

In view of this, the Ministry of Education (MOE) has introduced


Information and Communication Technology Literacy (ICTL) for
Primary Schools programme. This programme is implemented in
stages beginning with Year 1 in 2005 and to be completed for
Year 6 in 2010. The programme consists of a new educational
approach that will organise the pupils’ concept, logic, and
the way of reasoning in line with the use of technologies and
communication.

With the implementation of the ICTL for Primary Schools


programme, the Curriculum Development Division (CDD) has
produced a guidebook for teachers. This guidebook comprises
of content specifications and relevant teaching and learning
modules to assist teachers in implementing the programme.

The programme, which has now reached Stage 2 of its


implementation, is build on and extends upon the skills introduced
in Stage 1. In Stage 2, pupils will master the use of basic computer
applications, 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.
Curriculum Development Division would like to extend its deepest
appreciation to all individuals who have contributed towards
this endeavour.

(DATO’ IBRAHIM BIN MOHAMAD)


Director
Curriculum Development Division
Ministry of Education
MALAYSIA

iv
RUKUN NEGARA

BAHAWASANYA negara kita Malaysia mendukung cita-


cita untuk mencapai perpaduan yang lebih erat di
kalangan seluruh masyarakatnya; memelihara satu cara
hidup demokratik; mencipta masyarakat yang adil bagi
kemakmuran negara yang akan dapat dinikmati bersama
secara adil dan saksama; menjamin satu cara yang liberal
terhadap tradisi kebudayaannya yang kaya dan berbagai-
bagai corak; membina satu masyarakat progresif yang
akan menggunakan sains dan teknologi moden;

MAKA KAMI, rakyat Malaysia, berikrar akan menumpukan


seluruh tenaga dan usaha kami untuk mencapai cita-cita
tersebut berdasarkan prinsip-prinsip yang berikut:-

KEPERCAYAAN KEPADA TUHAN

KESETIAAN KEPADA RAJA DAN NEGARA

KELUHURAN PERLEMBAGAAN

KEDAULATAN UNDANG-UNDANG

KESOPANAN DAN KESUSILAAN

vii
PHILOSOPHY OF EDUCAITON
NATIONAL
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 is designed 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.

viii
INTRODUCTION Malaysia has a vision to produce individuals that are
balanced in all aspects as stated in the National Education
Philosophy. In line with this, many ICT programmes have
been introduced in schools. The Ministry of Education
has made ICT facilities available for all pupils. These steps
would narrow the digital divide between those who have
and those who cannot afford to enjoy such technologies,
thus preparing them for the challenges of the “Information
Age”.

The Ministry’s computer laboratory project implemented in


schools throughout Malaysia will enable all pupils in primary
and secondary schools to acquire ICT skills.

ICT Literacy (ICTL) for Primary Schools is a programme


designed to lay the foundation for all pupils to develop their
ICT capabilities in future. Through this programme, basic
ICT literacy is packaged in teaching and learning modules
appropriate for pupils according to their academic levels.
The programme consists of ICT skills that are fundamental
and necessary in the use of computer hardware and
software applications. These basic ICT skills ensure that
pupils acquire sufficient knowledge and understanding of
ICT. Although the integrated approach can be adopted to
infuse the learning of ICT in existing school subjects, the ICTL
for Primary Schools programme is developed to enable
pupils to master basic ICT skills first, before applying them in
the respective subjects.

In order to assist teachers implement the ICTL for Primary


Schools programme, a teaching guide is provided for
all schools. This Teaching Guide consists of content
specifications and relevant teaching and learning modules
which builds on and extends upon the skills introduced in
Year 4. The Teaching Guide is designed to provide teachers
with ideas on how to carry out the lessons. Teachers are
also encouraged to use other resources or to create their
own modules based on the content specifications provided
and the level of their pupils’ computer skills.

ix
AIMS
AND OBJECTIVES
The primary school system comprises two stages. Stage 1
(Year 1, Year 2 and 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 to 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 to enable pupils to master the use of basic
computer applications, internet and creating 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.

x
IMPLEMENTATION IMPLEMENTATION IN SCHOOL

The ICTL for Primary Schools programme in national (SK) and


national type schools (SJK) is introduced after the Transition
Programme in Year 1. The programme is implemented from
Year 1 to Year 6, for 720 minutes per year in a continuous
three-month period. Two teaching periods or 60 minutes of
the timetable are allocated for this programme. It is to be
carried out during the English 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 teacher


readiness and the availability of ICT facilities. For Year 5
pupils, teachers need to supervise them during computer
classes by using appropriate methods and approaches
such as working in groups. Teachers are encouraged to get
pupils to produce a folio.

ASSESSMENT

Teachers are expected to conduct their own school based


assessment. Pupils’ competencies are graded according
to the learning outcomes. Teachers may use the pupils’
folio as part of the school-based assessment.

xi
FRAME WORK 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 in Computer Lab Management,
Computer Hardware and Computer Software in Stage 1.

Pupils in Stage 2 will continue with the same topics but at


a higher level. They will also be exposed to three more
domains: the Internet, Computer Maintenance and
Webpage. In addition, to equip pupils with the knowledge
in programming a topic on Programming is also introduced
under Application Software in Computer Software domain.

Stage 1 Stage 2
COMPUTER LAB MANAGEMENT COMPUTER LAB MANAGEMENT
• Computer Lab Location • Advance Computer Lab
• Computer Lab Plan Management
• Computer Lab Organisation
COMPUTER HARDWARE
COMPUTER HARDWARE • Computer Parts and
• Computer Parts Components
• Alphabet and Numeric Keys • Alphabet and Numeric Keys
• Function Keys • Function Keys
• Input and Output Devices • Input and Output Devices

COMPUTER SOFTWARE COMPUTER SOFTWARE


• Operating System/ • Operating System
Application Software • Application Software

INTERNET
• Netiquette
• Search Engine
• E-Mail

MAINTENANCE
• Virus Scan
• Disk Defragmentation
• Drive Clean
• Scandisk

WEBPAGE
• Creating Webpage

1
CONTENT
SPECIFICATIONS
The Content Specifications for the
What is it?
Information and Communication
Technology Literacy for Primary Schools:
Teaching Guide Year 5 contains the basic
requirements for primary school pupils to
attain computer literacy. The level of ICT
literacy differs from Stage 1. However,
some domains and topics are repeated
with different levels of complexity. For
example, pupils will be introduced to a new
topic which is Programming in Computer
Software domain.

These content specifications cover


five main domains. The domains are What does
Computer Lab Management, Computer it cover?
Hardware, Computer Software, Internet
and Maintenance.

The domains are presented in three


How is it
sections. The sections are Learning Areas,
organized?
Learning Outcomes and Suggested
Learning Activities. The activities suggested
in the Suggested Learning Activities section
are only recommendations proposed by
the Curriculum Development Division.
Teachers can devise their own activities
but they have to adhere to the topics and
contents prescribed in the specification.

Teachers need to identify the domain and


What should
topic to be taught. They will then plan their
be done?
teaching activities based on the intended
Learning Outcomes. Learning modules are
provided for certain suggested activities.
The learning modules are meant to serve
as a guide for teachers.

2
COMPUTER SOFTWARE YEAR 5
Learning Areas Learning Outcomes Suggested Learning Activities
1. Application Software Note: Pupils work individually, in pairs, or
in small groups.
1.1 Word Processing 1.1.1 Use tab key to create first line indentation • Create an essay of two or more
paragraphs.
a) Paragraph
- Indentation 1.1.2 Change the spacing of paragraph • Change the spacing of the text
- Spacing - Double from single to double and vice versa
- Single (Module 2).
b) Columns
1.1.3 Format page into two columns • Create a two columns article
(Module 3).
(2 Weeks)
1.2 Spreadsheet 1.2.1 Know the usage of the spreadsheet application • Pupils search the benefit of using the
spreadsheet on the Internet.
a) Introduction 1.2.2 Open and close the program

3
b) Interface 1.2.3 Identify the sheet application interface
- Cell
c) Data - Column
- Row
d Format Cell - Name box

1.2.4 Create border • Create an address book.


• Create Border (Module 4 and 5).
1.2.5 Key in data • Create timetable.

1.2.6 Save a file

1.2.7 Print a file (2 Weeks)


COMPUTER SOFTWARE YEAR 5
Learning Areas Learning Outcomes Suggested Learning Activities
2. Basic Programming

2.1 Programming Concept 2.1.1 Know the concept of • A Program: Write simple instruction on daily
a) A program activities such as brushing teeth or making
b) Programming coffee (Module 6).

• Programming: Demonstrate the use of


computer calculator application. Example:
354+213=? is generated or Screen Saver
Application.

2.2 Develop a Program 2.2.1 Write an algorithm • Write an algorithm based on daily life
a) Sequential activities (Module 7).
a) Algorithm b) Selection (IF)

b) Flowchart 2.2.2 Draw a flowchart • Draw a flowchart based on an algorithm

4
a) Sequential (Module 8).
b) Selection (IF)

2.2.3 Understand the programming concept • Programming software ‘Scratch’ can be


by manipulating the variables downloaded at http://www.scratch.mit.
edu/. Demonstrate how to use Scratch
(Module 11).

• Open existing project (in Scratch) and pupils


manipulate the variables (colour, sound
and steps). Pupils tell the effect of each
changed variable. Example: Trampoline or
Ping-pong games.

2.2.4 Create a program using a programming • Develop a project using programming


software software Scratch (Module 12).
(5 Weeks)
INTERNET YEAR 5
Learning Areas Learning Outcomes Suggested Learning Activities
1. Internet

1.1 Search Engine 1.1.1 Know features of search engine • Pupils are divided into two groups to
- Search box compare the different search engines
- Search button based on their search box, search
- Image menu button and image menu (Module 14).

1.1.2 State examples of search engines


(1 Week)
1.2 Use search engine
1.2.1 Use search engine to find • Demonstrate how to use the search
information engine.
• Identify and verify appropriate sources
1.2.2 Use keyword to get specific for specific information (Module 14).
information • Practise various ways to save

5
information from the internet
1.2.3 Save information - Save menu
- Right click mouse button
• Find information using text search.
• Pupils Project: digital folio, digital
scrapbook.
(2 Weeks)
PRELIMINARY Preliminary

This ICT Literacy for Primary Schools: Teaching Guide


Year 5 comes with fourteen (14) teaching and learning
modules. The modules cover certain topics in the Content
Specifications. They are meant to serve as a guide for
teachers. Teachers are encouraged to produce learning
modules suited to pupils’ ability and devise innovative
activities that develop pupils thinking skills. All the modules
provided in this teaching guide are presented with
graphic illustrations to help teachers carry out the activities
effectively.

The modules are developed based on the application


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

The topics developed for word processing are Indentation,


Spacing and create Border in Table. Search Engine modules
are developed for the topic on Internet.

Apart from continuing the skill from previous lesson they


will also learn a new topic on Programming in Computer
Software domain. The programming software used in
this topic is Scratch. Scratch can be downloaded free at
http://scratch.mit.edu. The pupils will develop their thinking
skill as well as do hands-on activities. This topic prepares
pupils with basic concept of programming where pupils will
be given the skill to think logically. The topic of programming
is introduced to Year 5 pupils provides a starting point in
developing pupils’ interest toward programming.

The logical thinking skill is introduced through activities


found in Module 6 to 10. However, teachers are advised
to apply suitable teaching approaches suited to pupils’
ability.

Teachers are also advised to adopt suitable teaching


methods and approaches when using these modules. They
are also encouraged to create learning modules based on
their pupils’ learning abilities.

6
Word P
roc
ess
ing
Indentation
1
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 Microsoft Office then


click at Microsoft Word as shown in Figure 1.

1
Figure 1

8
1
Step 2 : Ask pupils to type the passage below.

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 and some 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.

Step 3 : Place the cursor at the first letter of the paragraph as shown in Figure
2.

Figure 2

9
1
Step 4: Press on the keyboard. You will get the display as shown in
Figure 3.

Figure 3

Step 5 : Repeat step 3 for the next paragraph. You will get the result as shown
in Figure 4.

Figure 3

Figure 4

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

10
Word P
roc
ess
ing
Spacing
2
2
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 to


change 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 click Microsoft Office Word as shown in Figure 1.

Figure 1

12
2
Open the Whale file as shown in Figure 2.

Figure 2

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

Figure 3

13
2
Step 3 : Click Format at the menu bar. The Format pull down menu will be
displayed. Click Paragraph at the Format pull down menu as shown
in Figure 4.

Figure 4

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

Figure 5

14
2
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.

Figure 6

Step 6 : Click Double and then click OK as shown in Figure 7.

Figure 7

15
2
Step 7 : You will get a display as shown in Figure 8. Save it.

Figure 8

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

Step 1 : Open Whales file.

Figure 1

16
2
Step 2 : Highlight the whole text as shown in Figure 2.

Figure 2

Step 3 : Click Format at the menu bar. The Format pull down menu will be
displayed. Choose Paragraph as shown in Figure 3.

Figure 3

17
2
Step 4 : The Paragraph pop up menu will appear as shown in Figure 4.

Figure 4

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

Figure 5

18
2
Step 6 : Click Single to apply single spacing for the whole text. Click OK as
shown in Figure 6.

Figure 6

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

Figure 7

19
Word P
roc
ess
ing
Column
3
3
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 : Click Start, choose All Programs, select Microsoft Office and open
Microsoft Word Program.

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


Figure 1.

Figure 1

22
3
Step 3 : You will get a display as shown in Figure 2. Choose Two Columns and
click OK.

Two
Columns Figure 2

You will get a display as shown in Figure 3.

1 2

Two
Columns

Figure 3

23
3
Below is the text for the pupils to type. Choose Century Gothic font size 36.

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.

Step 4 : To change font, at the menu bar click Format and choose Font. You
will get a display as shown in Figure 4. Change the font size to 36.
Click OK.

Figure 4

24
3
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.

As you type,
the text will
fo down until
the second
column.
Figure 5

Activity: Create a two column article or essay.

25
Spreads
he
et

Interface
4
4
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.

Step 1 : Click Start, choose All Programs, select Microsoft Office and click
Microsoft Office Excel. You should get a display of boxes on the
workspace as shown in Figure 1.

Figure 1

28
4
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.

Cell

Figure 2

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


Figure 3.

Name box

Figure 3

29
4
Step 4 : Introduce Column as shown in Figure 4.

Column Figure 4

Step 5 : Introduce Row as shown in Figure 5.

Row

Figure 5

30
4
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.

Column Figure 6

Step 2 : Click File at Menu Bar then select Print Preview. You will get a display
as shown in Figure 7. The data will appear without border. Then click
Close and save your file.

Figure 7

31
4
Step 3 : To create border, highlight the cells and click Format at the Menu Bar.
The pull down menu will be displayed. Click Cells as shown in Figure
8.

Figure 8

Step 4 : You will get a display as shown in Figure 9. Choose Border then select
Outline and Inside. Click OK.

1 2

Figure 9

32
4
You will get a display as shown in Figure 10. Save your file.

Figure 10

Step 5 : Click File 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. Click Close.

Figure 11

33
4
Step 6 : Type height of each student in column C. Then, repeat Step 3 and 4
as shown in Figure 12.

Figure 12

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

Figure 13

34
Spreads
he
et

Key in data
5
5
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 : Click Start Select All Programs Click Microsoft Excel.

Step 2 : Create Border for 2 rows and 6 columns. Highlight row 1 and 2 from
column A to F as shown in Figure 1.

Figure 1

36
5
Step 3 : Click Format at the Menu Bar. The Format pull down menu will appear
as shown in Figure 2. Select Cells.

Figure 2

You will get a display as shown in Figure 3. Click Border.

Figure 3

37
5
Step 4 : To create border, click Outline and Inside as shown in Figure 4.

Figure 4

You will get a display as shown in Figure 5. Click OK.

Figure 5

38
5
Step 5 : The Border will appear as shown in Figure 6.

Figure 6

Step 6 : To preview Border, click Print Preview icon at the Menu Bar as shown
in Figure 7.

Figure 7

You will get a display as shown in Figure 8.

Figure 8

39
5
Step 7 : To close the Print Preview, click Close at the Menu Bar as shown in
Figure 9.

Figure 9

Step 8 : Save your file.

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

Day / 8.00 a.m 8.30 a.m 9.00 a.m 9.30 a.m 10.00 10.00 a.m
Time 8.30 a.m 9.00 a.m 9.30 a.m a.m 10.30 a.m
Monday Bahasa Mathematics Science Science Music
Malaysia
Tuesday Bahasa Bahasa Mathematics Science Science
Malaysia Malaysia

You will get a display as shown in Figure 10.

Figure 10

Some of the letters seem to be


hidden. This is because of the
column width is small.

40
5
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.

Figure 11

You will get a display as shown in Figure 12.

Figure 12

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

Figure 13

41
Program
mi
ng

Concept
6
6
Module Concept

Learning Area 2. Basic Programming


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.

Adam wakes up at 6.00 a.m everyday. Then,


she will brush his teeth cleanly. Next, he will take
a bath. Once done, Adam will put on his school
uniform. He will have her breakfast right after
that. After a nice and fulfilling breakfast, he will
make his way to school.

Figure 1

44
6
Step 3 : Example of daily life.

GET READY FOR SCHOOL Program

6.00 a.m - Wake up


6.15 a.m - Brush teeth
6.20 a.m - Take a bath set of
6.30 a.m - Wear school uniform instructions
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.

_______________________________
_______________________________
_______________________________
_______________________________
_______________________________

45
6
Activity 1.

Look at the instruction below:

Get a sweets.
Unwrap the sweets.
Put the sweets into your mouth.

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.

______________________________________

46
6
Activity 2

Look at the program.

a. Tell destination.

b. Pay money.

c. ____________.

d. Board on the bus.

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.

_____________________________________

47
6
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. _____________________________________________________________

48
Program
mi
ng
Algorithm
Sequential
7
7
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.

Teacher’s 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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7
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.

51
7
Step 2 : Read and understand the program and the situation below.

Situation:

A birthday party at Lela’s 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

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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7
Step 4 : To find the answer of 2 km + 465 m.

2 km + 465 m = ………… m

Algorithm

1. Start
2. Multiply 2 km with 1000
3. Add the answer with 465 m
4. The answer is 2465 m
5. End

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

12.5 km - 625 m = ………… m

Algorithm

1. Start
2. ……….....12.5 km with 1000
3. ………..... the answer with 625 m
4. The answer is ………...... m
5. End

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

53
7
Suggested activities:

Activity A

1. Teacher provides students with a set of procedures.


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

Example:
Instruction: Create an algorithm based on the
procedures provided.
Procedures:
1. Start
1. go to school
2. _____________________________________
2. breakfast
3. _____________________________________
3. wake-up
4. _____________________________________
4. take a bath
5. _____________________________________
5. put on uniform
6. _____________________________________
6. brush the teeth
7. _____________________________________

8. End

Worksheet A

Activity B

Teacher asks students to read a short Batrisyia wakes up at 6.30 a.m.


paragraph. everyday. She brushes her teeth
cleanly before taking a refreshing
Based on the paragraph, students bath. After that, Batrisyia puts on
identify the sequences. her school uniform. She makes
her way to school after a nice
Students create an algorithm based on and fulfilling breakfast.
the sequences.
Worksheet B

54
Program
mi
ng
Algorithm:
Selection (IF)
8
8
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 life


situations. 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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8
Step 3 : Based on the given example, pupils construct an algorithm. Pupils
write their answers on worksheet provided.

Example:

Activity A

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 ____________________________________

- bring umbrella __________________

End

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8
Activity B

Teacher’s note:
Pupils must read the whole text for this activity. Teacher assists pupils to help
them understand the situational question and instruction.

A birthday party will be held at Lela’s 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 Lela’s 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 Lela’s birthday program and her backup plan. Use the
worksheet provided.

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8
Worksheet (Activity B)
Put (IF) where necessary.

Start
__________

____________________________________

____________________________________

____________________________________

____________________________________

____________________________________

____________________________________

End
__________

59
Program
mi
ng
Flowchart:
Sequential
9
9
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

a. Flowchart
• Is a diagram of geometrical shapes with connected line.

b. Sequential
• A set of directions in order from beginning to end.

Types of shapes

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

PROCESS
Rectangular shape indicates an activity or task.

62
9
Activity 1 : Record the sequent on How to bake a cake.

Algorithm Flowchart

1.0 Start Start

2.0 Prepare the ingredients Prepare the ingredients

3.0 Add flour Add flour

4.0 Stir milk and baking powder Stir milk and baking powder

5.0 Mix butter, sugar, vanilla Mix butter, sugar, vanilla and egg
and egg

6.0 Bake the mixture Bake the mixture

7.0 End End

63
9
Activity 2 : Complete the flowchart.

Activity on Sunday

Algorithm Flowchart

1.0 Start Start

2.0 Wake up Wake Up

3.0 Take a bath

4.0 Gardening with parent

5.0 Wash hand

6.0 Take a lunch Take a lunch

7.0 End End

64
9
Activity 3 : Ask pupils to complete the flowchart.

Have a bath

Start

Wash your hair

End

65
9
Activity 3 : 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

66
9
Activity 5 : Think of an activity and write your own flowchart.

Activity: _______________________

67
9
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

Wake up

Wear school uniform

Brush teeth

Take a bath

End

Have a breakfast

Start

Go to school

68
Program
mi
ng
Flowchart:
Selection (IF)
10
10
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.

70
10
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.

71
10
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)

1.0 Start Start

2.0 Wake up Wake up

3.0 Take a bath Take a bath

4.0 Wear school uniform Wear school uniform

5.0 Have breakfast Have breakfast

6.0 If raining heavily


Yes
Raining heavily? Bring umbrella

6.1 Bring umbrella


No

7.0 Go to school Go to school

8.0 End End

Figure 1

72
10
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 walk to 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.

Yes

No

Figure 2

73
10
Sample of ‘Go to school’ flowchart using Selection (IF) as shown in Figure 3.

Start

Wake up

Take a bath

Wear school uniform

Breakfast

Yes (True)
Tired to walk By car

No (False)

Reach school

End

Figure 3

74
10
Step 4 : Activity 1.

Task : Go to school.

Question : IF it is raining?

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

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

75
10
b. Complete the flowchart in Figure 4 based on answer in Activity 1a.

Start

Wake up

Take a bath

Wear school uniform

Breakfast

Go to school

Yes (True)
Raining?

No (False)

End

Figure 4

76
10
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 ___________________________________ .

77
10
b. Complete the flowchart in Figure 5 based on your answer in Activity 2a.

Start

Wake up

Take a bath

Breakfast

Yes (True)
Raining?

No (False)

Enjoyable day

End

Figure 5

78
10
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

Watch television

Tea

Yes (True)

No (False)

79
Program
mi
ng
Sof
tware
Getting Started
With Scratch
11
11
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.

Teacher’s 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 click


Scratch application as shown in Figure 1.

1
Figure 1

82
11
You will get results as shown in Figure 2.

Figure 2

Blocks Palette Script Area Sprite List

Menu Bar Tool Bar Stage

83
11
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 (programmable character) 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 commands and click
on objects to perform an action.

To select and move sprite and blocks

To duplicate sprite, blocks and costumes

To delete sprite, blocks and costumes

To enlarge Sprite

To shrink Sprite

Step 2 : From the menu bar, choose ‘Want Help?’ button to learn more about
the Scratch software as shown in Figure 3.

Figure 3

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

84
Program
mi
ng
Sof
tware
Develop a Program
Using Scratch
12
12
Module Develop a Program Using Scratch

Learning Area 2. Basic Programming

2.2 Develop a program

Learning Outcome 2.2.4 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 : Click Start to open Scratch. Display shown in Figure 1 will appear.

Figure 1

98
12
Step 2 : Place pointer on Stage situated in sprite list area as shown in Figure 2
and click.

Click

Figure 2

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

Click

Figure 3

99
12
Step 4 : A new display will appear as shown in Figure 4. Click Import.

Click

Figure 4

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

Figure 5

100
12
Step 5 : Choose room3 as shown in Figure 6 and double click to select it.

Figure 6

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

Figure 7

Your new
background

101
12
Positioning Sprite: The Sprite in Figure 8 is a cat and the default location is in
the middle 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.

Figure 8 Click and


drag to the
new position
You will get a display as shown in Figure 9.

Figure 9

102
12
Inserting new Sprite: Food

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

Click

Figure 10

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

Figure 11

103
12
Step 2 : A display as shown in Figure 12 will appear.

Double
Click

Figure 12

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

104
12
A new display with your new Sprite (food) will appear as shown in Figure 13.

New sprite

Figure 13

Resizing Sprite: Reducing the size of food.

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

Click

Figure 14

105
12
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

Figure15

The food now becomes smaller.

Figure 16

106
12
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 17

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

Figure 18

107
12
You will get a display as shown in Figure 19.

Figure 19

Inserting movement: Cat moves towards food

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

Figure 20

108
12
The Sprite script area and Blocks palette will appear as shown in Figure 21.

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

Place pointer
here and click

Figure 22

The Blocks Palette for Control will appear as shown in Figure 23.

Figure 23

109
12
Step 3 : Start with clicking on whenever creating script and
drag the block to the Script area as shown in Figure 24.

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
Figure 25 here and click

110
12
The Blocks Palette for Motion will appear as shown in Figure 26.

Figure 26

Step 5 : Click and drag the to the Script area as shown in Figure
27.

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

111
12
Step 6: Double click to change the default value from 10 to 50 as shown in
Figure 28. Your cat will move 50 steps.

Double click here and


key-in the new value

Figure 28

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

Step 7: Then, click on the Control button (which is located at the Blocks
Palette)as shown in Figure 29.

Place pointer
here and click

Figure 29

Step 8 : This time, choose . Click and drag the block to the
Script area as shown in Figure 30. The cat will wait one second after
movement.

Figure 30

112
12
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 back
to the start position by adding one block? What would the value of
the new block?

How many steps?

Tips: You have to count the


total of the steps that the cat
took and put as negative
value.

Figure 31

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.

113
Program
mi
ng
Sof
tware
Mini Project
13
13
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.

Step 1 : Read the situation given.

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 2 : Write an algorithm based on the situation given.

1. Start

2. A butterfly is flying

3.

4.

5.

6. End

116
13
Step 3 : Fill in the flowchart given.

Start

It flies from one flower to


another flower

End

117
13
Step 4 : Start Scratch Software. Create a project based on the situation given
(Step 1). Figure 1 is an example of a project.

Figure 1

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

118
Internet

Search Engine
14
14
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 and image


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

120
14

Figure 2

Figure 3

121
14
Step 1 : Go to Start All Program Internet Explorer. By default the
MSN will display as shown in Figure 4.

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.

Menu
Search
Box

Figure 5

122
14

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


Click Google Search (search button) as shown in Figure 6.

Figure 6

Step 3 : You will get results as shown in Figure 7. There are so many information
on ‘flower’.

Results

Figure 7

123
14
Step 4 : Next, click on Images menu as shown in Figure 8.

Figure 8

Step 5 : You will get a display as shown in Figure 9.

Figure 9

124
14
Step 6 : To find specific type of flowers, type keywords in search box. Example
“hibiscus flower”. Next, click on Search Images button. You will get a
display as shown in Figure 10.

Specific
keywords

Image
Button

Figure 10

Step 7 : Click on one of the image if you want to get more information about
it as shown in Figure 11.

Figure 11

125
14
You will get a display as shown in Figure 12. Scroll the page to see more.

Scroll
down

Figure 12

Step 8 : 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

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.

126

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