0% found this document useful (0 votes)
92 views30 pages

Digital Literacy Handout (Level I)

This document outlines chapters in a book about computing literacy. Chapter 1 discusses the basics of technology and computers. It explains what computers are and how they are used at home and school. Chapter 2 covers digital literacy, including how to navigate websites safely and what to do if something online makes you feel worried. Chapter 3 introduces computational thinking using the programming language Scratch. It explains inputs like mice and keyboards and outputs on screens. Chapter 4 continues programming with Scratch by adding sprites and using blocks. Chapter 5 is about multimedia and drawing on canvases. It describes using shapes, colors, erasing and undoing mistakes. Chapter 6 will discuss numbers, data, cells and making lists.

Uploaded by

Madiha Mushtaq
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
92 views30 pages

Digital Literacy Handout (Level I)

This document outlines chapters in a book about computing literacy. Chapter 1 discusses the basics of technology and computers. It explains what computers are and how they are used at home and school. Chapter 2 covers digital literacy, including how to navigate websites safely and what to do if something online makes you feel worried. Chapter 3 introduces computational thinking using the programming language Scratch. It explains inputs like mice and keyboards and outputs on screens. Chapter 4 continues programming with Scratch by adding sprites and using blocks. Chapter 5 is about multimedia and drawing on canvases. It describes using shapes, colors, erasing and undoing mistakes. Chapter 6 will discuss numbers, data, cells and making lists.

Uploaded by

Madiha Mushtaq
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 30

CONTENTS

S. No. TOPICS
1. Chapter # 1: The nature of technology: Computers everyday
1.1 What is technology?
1.2 My computing family
1.3 Computers in school
2. Chapter # 2: Digital Literacy: Rainforests
2.1 Look at a web page
2.2 Using the browser
2.3 Are you feeling worried?
2.4 Staying safe
3. Chapter # 3: Computational thinking: Catch the mouse
3.1 Hello Scratch
3.2 Chase the mouse
3.3 What Scratch does
3.4 Think about input and output
4. Chapter # 4: Programming: Play with Scratch
4.1 Green flag means start
4.2 What is a sprite?
5. Chapter # 5: Multimedia: Funny faces
5.1 The canvas
5.2 Drawing shapes
5.3 Erasing and undoing
5.4 Save for another time
6. Chapter # 6: Numbers and data: Toys long ago
6.1 Cells
6.2 Labels
6.3 Making a list
6.4 Number values
CHAPTER # 1: THE NATURE OF TECHNOLOGY
1.1 WHAT IS TECHNOLOGY?
Objective: Students will learn that how computers can help us.
Technology is any machine we can use to solve a
problem.
Computer is a machine which can do things
quickly. People tell computers what to do. A
computer has different parts, i.e. CPU, Keyboard,
Screen, Mouse.

1.2 MY COMPUTING FAMILY


Objective: Students will learn how people use
computers at home.
Computers can be used outside schools and offices
as well. Computers can also be used by people at home for different purposes.
 Computers can be used to find things out.
 Computers can be used to play games.
 Computers can be used to work.
 Computers can be used to talk to people in our family.

1.3 COMPUTERS IN SCHOOL


Objective: Students will learn how people use computers in school.
People use computers in different ways in school.
 The school head uses computers to work on important documents.
 The school librarian uses computers to check books in and out.
 The children use computers to help them learn.
 The office worker uses a computer to help run the school.
CHAPTER # 2: DIGITAL LITERACY: RAINFORESTS

2.1 LOOK AT A WEB PAGE


Objective: Students will learn what a web page is.
Computers are connected all over the world. We call these connected computers the
Internet.
Web pages are made by people and we can look at the web pages that people made. Web
pages consist of many pictures which can be seen by Scrolling.
Scrolling is a way to look through a big page by turning on the wheel of your mouse.
2.2 USING THE BROWSER
Objective: Students will learn how to move around the web.
Browser is a software you have used to look at the web pages.
Features of the browser will help you look at a website. A web
site can have more than one page.
One way to move to a new web page is to click on a hyperlink.
A Hyperlink is an electronic link. This link allows you to move
from one place on a web site to another place on the same web
site, or a different web site. A hyperlink can be made of letters.
They might be underlined or bold or a different colour. A picture
can be a hyperlink too.
While using the links, you can go back and forward by using the
arrow buttons on your browser.

2.3 ARE YOU FEELING WORRIED?


Objective: Students will learn what to do if you feel worried about something you
see online.
If you see something that worries or scare you, you should tell a teacher or adult.
You can use the report button or click on the word ‘Report’ on a page. The report button
tells the right people that there is something scary or worrying on a web page.

2.4 STAYING SAFE


Objective: Students will learn how to stay safe
when you use the internet.
Information about your life is called personal
information, for e.g. your name, your address or
your school is personal information. Personal
information should not be shared with strangers.
Personal information can be words, pictures, etc.
CHAPTER # 3: COMPUTATIONAL THINKING: CATCH THE
MOUSE
3.1 HELLO SCRATCH
Objective: Students will learn about Scratch.
Scratch is a programming language for children. Scratch will walk when you click with
the mouse. Scratch walks inside a square. The square is called the Stage.
The program tells Scratch to walk.
Icons are little pictures. They show you things the computer can do. To use an icon you
should:
 Move the mouse pointer to the icon.
 Click the icon
There are two icons at the top of the stage.
 The Green Flag
 The Red Button
The green flag makes the program start. The red button makes the program stop.
 Move the mouse pointer to the green
flag. Click on the green flag to make
Scratch walk.
 Move the mouse pointer to the red
button. Click on the red button to make
Scratch stop.

3.2 CHASE THE MOUSE


Objective: Students will learn about input.
Input is how you control the computer. You can
use a:
 Mouse
 Keyboard
The mouse pointer is on the screen. Move the
mouse and the mouse pointer will move too.
Keyboard lets you type letters, numbers, symbols, etc.
3.3 WHAT SCRATCH DOES
Objective: Students will learn about output.
Output comes out of the computer. The computer makes output. You can see or hear
output.
The output that you can see on the computer screen is called Visual output.
The sound might come out of the computer. It is called Sound output.

3.4 THINK ABOUT INPUT AND OUTPUT


Objective: Students will learn to think about input and output.
Input is what you do to control the computer.
Output is what comes out of the computer. The computer makes the output.

The Scratch program you used had input and output. Different types of computer have
different inputs and outputs.
CHAPTER # 4: PROGRAMMING: PLAY WITH SCRATCH

4.1 GREEN FLAG MEANS START


Objective: Students will learn to make a program start.
A program means some instructions. The instructions tell the computer what to do. The
program is made of blocks. The blocks are shapes that fit together. Each block makes the
computer do one thing. This block tells the computer to start the program. It has a green
flag on it.
You can move the blocks and fit them together. To move a block, you have to do the
following:
 Move the mouse pointer to the block.
 Press your finger on the mouse button. Keep pressing.
 Move the mouse.
The block will move along too. This is called dragging the block.
When the block is in the right place, let go of the mouse pointer. The block will drop into
the new place. This is called drag and drop.
4.2 WHAT IS A SPRITE?
Objective: Students will learn how to make a program start in a new way. They will
also learn what a sprite is.
A sprite is a picture on screen. A program makes the sprite move. Scratch is a sprite.
Some blocks have a curved top. A block with a curved top is a start block. A start block
makes the program start. There are two start block. One has got the green flag. The other
one says ‘when this sprite clicked’.

4.3 EXTRA SPRITES


Objective: Students will learn to add an extra sprite to a program.
Let’s say we have a program called The Hedgehog Game. Scratch must dodge the
hedgehog.
Scratch is a sprite. The program makes the sprite move. You have to press the space bar
to start the game.
There are two sprites in this game. Now you will add an extra hedgehog to the game.
CHAPTER # 5: MULTIMEDIA: FUNNY FACES
5.1 THE CANVAS
Objective: Students will learn how to make a drawing on a computer.
Drawing with the computer:
You can use your mouse to draw on a computer. If you have a tablet you can draw with
your finger. You can draw lines and shapes.
Draw lines:
In a drawing program, the white area is called the canvas. The canvas is where you can
draw. Above the canvas is a toolbar. The toolbar is a line of buttons. Click on a button to
choose what the computer will do.
5.2 DRAWING SHAPES
Objective: Students will learn how to draw shapes.
Shapes:
You can make amazing images using shapes. An image is a picture or part of a picture.
There are many shapes like square, rectangle, circle, etc.
Draw a shape:
While drawing a shape, following are the steps:
 Choose a shape
 Choose a colour
 Drag the mouse to draw the shape
Fill with colour:
The paint pot shape ‘pours’ paint into the shapes you make. Following are the steps:
 Choose the paint pot
 Choose a colour
 Click to pour colour into a shape
5.3 ERASING AND UNDOING
Objective: Students will learn how to rub out mistakes.
Making mistakes:
Drawing can be hard. We sometimes make mistakes. What do you do if you make a
mistake when you draw?
Erase:
You can use an eraser to rub out a mistake on paper. A drawing program has an eraser
too.
Undo:
What if you do something wrong in an image? ‘Undo’ reverses what you did. Press and
hold the ‘Control’ key on your keyboard. Now press the letter ‘Z’ on your keyboard.

5.4 SAVE FOR ANOTHER TIME


Objective: Students will learn how to save the work.
What does save mean?
When you switch the computer off your work is lost. But you can save your work for
another time. Draw an image on the screen. Then save the image.
How to save:
Find the ‘Save’ button. The ‘Save’ button is at the top of the screen.
Click on the ‘Save’ button. The button will save your work.
File name:
Your work is saved as a file. A file is a place to keep information on a computer. Type a
name for the file. The file name should remind you what is in the file.
New image:
Now your work is saved you can start a new image. Click the ‘New’ button to make a
new image.
You will see a new blank canvas ready to make your next image.
CHAPTER # 6: NUMBERS AND DATA: TOYS LONG AGO
6.1 CELLS
Objective: Students will learn:
 what a spreadsheet is
 how to choose a cell in a spreadsheet
A spreadsheet looks like a grid on the screen.
There are lines and boxes. Each box is a
cell.

A spreadsheet consist of letters and numbers. You can name each cell using letters and
numbers. The horizontal lines/boxes are called rows. The horizontal lines/boxes are
called columns.
Select a cell:
Move the mouse pointer to a cell. The mouse pointer looks like a cross. You can select
the cell by clicking the left button on the mouse. Select means you have chosen the cell.

6.2 LABELS
Objective: Students will learn:
 what labels are
 how to enter labels into a spreadsheet
You can use labels in a spreadsheet to talk about data. A label is a word, or a small
number of words.
(a) (b)
6.3 MAKING A LIST
Objective: Students will learn how to make a list in a spreadsheet.
Open a file:
Suppose you have names a file ‘Toys’. Open your file celled ‘Toys’.
Click ‘File’ with the left-hand mouse button

Click ‘Open’ with the left-hand mouse button.


Click the file ‘Toys’ with the left-hand mouse button. You might need to double-click.
Double-click means click two times quickly.

6.4 NUMBER VALUES


Objective: Students will learn:
 what spreadsheet values are
 how to enter values into a spreadsheet
Numbers in a spreadsheet are called values. Each cell holds a label or a value.

You might also like