0% found this document useful (0 votes)
29 views15 pages

Middlelevel CourseOutline

Uploaded by

Anupama Veluri
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)
29 views15 pages

Middlelevel CourseOutline

Uploaded by

Anupama Veluri
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/ 15

CBSE | DEPARTMENT OF SKILL EDUCATION

Modules for Middle School (class VI/VII/VIII)


CBSE has decided to offer students the flexibility of making a vocational choice of a short duration module,
of 12 hours for each module, at a stage in their early academic career (either at Class VI, VII or VIII). In this
way they will be able to spend relevant time period pursuing this choice as per convenience of school, while
benefitting from access to courses that are broader based. This would give them the necessary orientation
early on, so that they are able to make a choice at a later stage to pursue Skill courses at Secondary and
Senior Secondary level, or choose a higher vocational degree.

In essence this flexibility will keep multiple career possibilities open for each student, instead of the current
situation of rigidity once the first choice is made.

The following Skill Modules are being offered for students:

1. Artificial Intelligence
2. Beauty & Wellness
3. Design Thinking
4. Financial Literacy
5. Handicrafts
6. Information Technology
7. Marketing/ Commercial Application
8. Mass Media
9. Travel & Tourism

OBJECTIVES:
The main objective of these modules is to develop a readiness for understanding and appreciating the
various skills and their application in our lives.

SCHEME:
At Middle level (Classes VI to VIII), one Skill Module of 12 hours duration can be offered as an option to the
students for single academic session as per convenience of Schools.
Schools/students are free to opt for a Skill Module either at class VI or class VII or class VIII.
The marks distribution for each Skill Module is as follows:

Theory 15 marks

Practical 35 marks

Total 50 marks

The assessment shall be done internally by the school as per the above mentioned marks.
The details about Skill Module are as follows:

Page 1 of 15
1. INTRODUCTION TO ARTIFICIAL INTELLIGENCE
OBJECTIVES OF THE MODULE:
This module of Artificial Intelligence focuses on:
Helping learners understand the world of Artificial Intelligence and its applications through
games, activities, and multi-sensorial learning to become AI-Ready.
Allowing the learners to construct the meaning of AI through interactive participation and
engaging hands-on activities.
OUTLINE CURRICULUM:
MODULE SUB-UNIT DURATION
Excite 2.5 Hours
Introduction to Relate 02 Hours
Artificial Purpose 02 Hours
Intelligence Possibilities 02 Hours
AI Ethics 3.5 Hours
TOTAL DURATION 12 hours
TOTAL MARKS 50 marks (Theory = 15 + Practical 35)

DETAILED CURRICULUM:

SUB-UNIT LEARNING OUTCOMES SESSION / ACTIVITY / PRACTICAL


1. EXCITE  To identify and appreciate Session: Introduction to AI and setting up the
Artificial Intelligence and context of the curriculum
describe its applications in
Ice Breaker Activity: Dream Smart Home idea
daily life.
Learners to design a rough layout of floor plan
of their dream smart home.
 To relate, apply and reflect on Recommended Activity: The AI Game
the Human-Machine Learners’ to participate in three games based
Interactions. on different AI domains.
o Game 1: Rock, Paper and Scissors (based
 To identify and interact with on data)
the three domains of AI: Data, o Game 2: Mystery Animal (based on
Computer Vision and Natural Natural Language Processing - NLP)
Language Processing. o Game 3: Emoji Scavenger Hunt (based on
Computer Vision - CV)
 To undergo an assessment for Recommended Activity:
analysing progress towards AI Quiz (Paper Pen/Online Quiz)
acquired AI-Readiness skills.
 To imagine, examine and Recommended Activity: Writing a Letter to
reflect on the skills required one’s future self
for futuristic job Learners to write a letter to self-keeping the
opportunities. future in context. They will describe what
they have learnt so far or what they would like
to learn someday
2. RELATE  Learners’ to relate to Video Session: To watch a video
application of Artificial Introducing the concept of Smart Cities, Smart
Intelligence in their daily lives Schools and Smart Homes

Page 2 of 15
SUB-UNIT LEARNING OUTCOMES SESSION / ACTIVITY / PRACTICAL
 To unleash their imagination Recommended Activity: Write an Interactive
towards smart homes and Story
build an interactive story Learners’ to draw a floor plan of a Home/
around it. School/ City and write an interactive story
around it using the Story Speaker extension in
 To relate, apply and reflect on Google docs.
the Human–Machine
interactions.
3. PURPOSE  To understand the impact of Session: Introduction to UN Sustainable
Artificial Intelligence on Development Goals
Sustainable Development
Goals to develop responsible Recommended Activity: Go Goals Board Game
citizenship. Learners to answer questions on Sustainable
Development Goals

4. POSSIBILITIES  To research and develop Session: Theme-based research and Case


awareness of skills required Studies
for jobs of the future. Learners will listen to various case-studies of
inspiring start-ups, companies or
 To imagine, examine and communities where AI has been involved in
reflect on the skills required real-life.
for the futuristic Learners will be allotted a theme around
opportunities. which they need to search for present AI
trends and have to visualise the future of AI in
 To develop effective and around their respective theme.
communication and Recommended Activity: Job Ad Creating
collaborative work skills. activity
Learners to create a job advertisement for a
firm describing the nature of job available and
the skill-set required for it 10 years down the
line. They need to figure out how AI is going
to transform the nature of jobs and create the
Ad accordingly.
5. AI ETHICS  To understand and reflect on Video Session: Discussing about AI Ethics
the ethical issues around AI. Recommended Activity: Ethics Awareness
Students play the role of major stakeholders
and they have to decide what is ethical and
what is not for a given scenario.

 To gain awareness around AI Session: AI Bias and AI Access


bias and AI access. o Discussing about the possible bias in data
collection
o Discussing about the implications of AI
technology
 To let the students analyse the Recommended Activity: Balloon Debate
advantages and disadvantages Students divide in teams of 3 and 2 teams are
of Artificial Intelligence. given the same theme. One team goes in
affirmation to AI for their section while the
other one goes against it.
They have to come up with their points as to
why AI is beneficial/ harmful for the society.

Page 3 of 15
2. BEAUTY & WELLNESS
CAREERS:

Career in Beauty industry

TOPICS TO BE COVERED:

Teamwork: Learn How to shine with 21st century skills.

Link personal behaviours with positive and negative customer service in order to create a positive

impression at the workplace.

Awareness on Health & Wellbeing: Importance of trimming nail, cleaning hairs, skin care/ face

clean up and Healthy diet etc.

Makeup: Simple make up services, survey on makeup products.

Success stories: In Beauty & Wellness industry.

Page 4 of 15
3. DESIGN THINKING
TOPICS TO BE COVERED:

Teamwork: Learn How to shine with 21st century skills.

Who produces better ideas: Individual or Team?

How do designers think with things? Human factors & Ergonomics

Properties of materials, Simple ways to boost creativity ,

Invention & innovation, concept of Green/ Eco Design and Modeling.

Page 5 of 15
4. FINANCIAL LITERACY

TOPICS TO BE COVERED:

Teamwork: Learn How to shine with 21st century skills.

Introduction to financial literacy : Understanding basic financial concepts, Barter system, Needs

& Wants, Trade, Bill / Cash memo, Need & source of borrowing

Banking: Evolution of Money, Types of Bank, How to open a Bank Accounts, Banking operations.

Security: Role of RBI, Do’s & Don’ts for Online Banking.

Page 6 of 15
5. HANDICRAFTS (FOR CLASS VI/VII OR VIII)
Handicrafts comprise of crafts related to Paper Mache, Fashion Jewelry and others

LEARNING OUTCOMES:

The student will be able to make Paper Mache Crafts with specialized innovative techniques.
The student will be able to make 3D components of Paper Mache with the help of Sakhta Making.
The student will be able to do paint and polish to the craft products.
The student would be able to assemble their products.
The student will be able to make Jewelry components.
The student will be able to make crafts that are environmental friendly such as from (recyclable
products).
The student will be able to use basic tools and equipment required for making multiple crafts.

CURRICULUM OUTLINE:

S. DURATION
TOPIC SUB -TOPIC LEARNING OUTCOMES
NO. (Hours)
1 Introduction ● How to use recyclable ● To be able to identify the use of PPE 1
to Paper materials for making while making craft products.
Mache Crafts craft products. ● Differentiate the raw materials
● How to make craft between recyclable and non-
products based on recyclable types required for
environment friendly making craft products.
● Common tools and ● To be able to identify the type and
equipment required for usage of the tools and equipment
making different crafts required in craft making.
products.
2 Making of ● Preparation of Paper ● To be able to make mould as per the 2
Paper Pulp design.
Mache Crafts ● Making of Sakhta ● Perform the appropriate measures
with the ● Make New Design for drying the object
help of Trends ● Identify the use of adhesives such
paper pulp as fevicol and glue for separating
the object.
● Identify theme and style
requirements for designs
● Differentiate the use of tools and
equipment required for making
crafts.

Page 7 of 15
S. DURATION
TOPIC SUB -TOPIC LEARNING OUTCOMES
NO. (Hours)
3 Prepare ● Study and adapt to ● Use of creative designs based on 2
Paper design trends relevant the usage of Paper Mache Crafts
Mache Crafts to product class requirements.
with ● Specifying design ● Identify the different quality
innovative processes parameters required for making
ways ● Implementation of the products.
design processes ● Follow the standard procedures for
drying and finishing the final
product.

4 Understand ● Preparation of Lacquer ● Prepare the appropriate solution 2


the basic ● Apply the painting and required for paint the object based
activities polishing techniques on on design.
involved in the final product ● Differentiate the appropriate use of
finishing the brushes and clothes in order to
object achieve standard finishing on final
product.

5 Prepare the ● Collect Raw Materials ● Collect and arrange the materials 1
Fashion ● Arrange Tools and for process.
Jewelry Equipment ● Arrange the decorative jewel piece
components ● Selection of Design with gems, stones, stickers, bone,
horn and pearls.
● Interpret the design based on
standard parameters.

6 Make ● Assemble the Jewelry ● Perform coloring, pasting, cutting, 2


Jewelry components hammering, brushing etc.
decorative ● Check for defects ● Apply cleaning processes to make
jewelry ● Perform quality checks the product dust and sand free.
components on final product made. ● Evaluate the final product based on
design specifications.
7 Project ● Prepare the complete ● How to represent the product 2
Work final product which is effectively.
ready for showcasing. ● How to synthesize innovation and
creative knowledge while creating
the product.

TOTAL HOURS 12

Page 8 of 15
6. INFORMATION TECHNOLOGY

COURSE OUTCOMES: On completion of the course, students should be able to:

Identify the principal components of a computer system;


Demonstrate the basic skills of using computer;
Understand a problem and break it into logical steps to come to a conclusion
Identify IT/ Gamified solutions for small applications in the form of computer programmes
Use the computer for the data entry process with speed and accuracy.
Develop Scratch Programs
Understand basic cyber safety and security norms

SALIENT FEATURES OF THE COURSE

The course will equip students with skills to identify various devices of computer and their features.
Content of the course has been designed as such to make students capable of independently working on a
desktop and be able to develop applications to handle computations of small scale and record keeping.
Students will develop following skills:
- Improve Computational And Thinking Skills
- Problem Solving Skills
- Decision Making
- logical and analytical skills
Students will not only gain knowledge about the basics of computer but will also develop confidence in
developing small applications through gamification.

LIST OF EQUIPMENT AND SUPPORT MATERIAL

The list given below is suggestive and not an exhaustive list to be prepared by the vocational teacher. Only
basic tools, equipment’s and accessories should be procured by the institution so that the routine tasks
may be performed by the students:
- Computer/ Laptop / Tablet
- Scanner
- Projector
- Printer
- Software : Scratch, Draw (or any other open source to draw flowcharts)
- Hub/Switch
- Internet

Students should be exposed to various functional units, Office applications, Network security systems/
devices / field visits to gain knowledge and expertise.

Page 9 of 15
SCHEME OF UNITS

This course is a planned sequence of instructions consisting of units meant for developing employability
and vocational competencies of students of Class VI-VIII opting for vocational subject along with general
education subjects. The unit-wise distribution of hours and marks is as follows:

No. of Hours Max. Marks Max. Marks


Units for Theory for Theory for Practical
and Practical (15) (35)
1 UNIT -1 : FUNDAMENTALS OF COMPUTER 2 3 4 5
2 UNIT -2 : ALGORITHM & FLOWCHART 2 4 3 12
3 UNIT-3 : SCRATCH 6 8 3 15
4 UNIT-4: CYBER SECURITY 2 3 5 3
Total 12 18 15 35
Total Marks 50

UNIT WISE DETAILED CURRICULUM

Unit-1 Fundamentals of Computer

S. No. Learning Outcome Theory Practical


1. Understand and  Introduction to Fundamentals  Identify and enlist various
appreciate of Computer and its use applications of computer
fundamentals of  Characteristics of computer  illustrate various components of
Computer and its  Block diagram of computer computer under different blocks
characteristics  illustrate functions of various
components of computer

2. Understand the  Identify various components of  Application of various types of I/


components of computer (Hardware , Software O , Storage devices,
computer (Operating System examples)  Creating , Renaming , Deleting
 appreciate function and use of and arranging Files & Folders on
I/O devices, Storage devices a storage device
 various memory units of
storage
Understand the  Disk Space management  illustration to view the disk
3. importance of  Disk Cleanup storage
Utilities  Managing Recycle Bin  to apply Disk Cleanup utilities to
 learning disk defragmentation enhance performance of the
 restart the system system
 Learn to search for a file.  to identify, view and manage
Recycle Bin
 restart the computer
 to search different files using
various options and wildcard
characters

Page 10 of 15
Unit 2: ALGORITHM & FLOWCHARTS
S. No. Learning Outcome Theory Practical
1.  Define purpose and scope Introduction to Problem Write Algorithms & draw Flow
of the Problem Solving through Algorithm Chart-
Statement. and Flowcharts Examples:-
 Identify the tasks in Steps for Problem Solving  Calculate Square of a
chronological order. Representation of Number
 Organize them by type Algorithm through Flow  Check For leap year
and corresponding shape, Charts  Eligibility to Vote
such as process, decision, Basic Symbols and Shapes  Calculate Area and Perimeter
data, inputs or outputs. of Flowcharts of Rectangle
 Able to solve a problem
using Flowchart

Unit 3: SCRATCH
S. No. Learning Outcome Theory Practical
1. Understand and To understand the Interface and  Create a new Sprite.
Implement the make use of Sprites in Scratch  Adding new background
Interface of Scratch Making use of Online and Offline  Controlling the movement of
Interface Sprite
 Taking Input values into the
scratch
2. Using Various  Motion Blocks  Moving Sprite in various
Blocks  Pen Block directions
 Ask Block  Creating programs to make use of
 Answer Block Motion, Pen , Ask and Answer,
 Control Block – Conditional  Conditional and Iteration Blocks
Statements – If then else block
 Iteration Statements
- Repeat Until Block
- Forever Block
3. Implementing Event  Using and Implementing  Creating Programs using event
handlers Events Like When Clicked handlers
 When Key Pressed
 Broadcasting Messages
4. Using Variables  Defining Variables in  Developing Program using
Programs, Variables and Operators
 Using operators and Updating
the Values of Variables
5. Implement  Making use of simple  Creating an animated
Animation in Animation such as changing application:
Scratch Sprites, using different blocks.  Example – Changing location &
Costumes to give an effect of
animation

Page 11 of 15
Unit 4: CYBER SECURITY
S. No. Learning Outcome Theory Practical
1. Understand Internet  Define Internet, LAN, MAN,  Analyze the Bandwidth, to
and its terminology WAN , PAN, Bandwidth check/view Data transfer rate
in computer lab/ devices
2. Understand  Malware : Virus, Worm,  Find out the threats
cybercrime and the Trojan, Spam encountered and the security
need of Cyber Security  Types of Cyber Crime : measures used in a network.
- Cyber Trolling,  Reference Link:
- Cyber Bullying, https://www.cyberlawsindia.net
- Phishing,
- Cyber Stalking
 Cyber Security :
- Password
Protection,
- Firewall
 Antivirus
 Netiquettes
 Cyber law: Indian IT Act
2000

Page 12 of 15
7. MARKETING / COMMERCIAL APPLICATION

TOPICS TO BE COVERED:

Students learn how to shine with 21st century skills.

Basic Marketing Concepts , Types of Market

Factors influencing in customer choice : psychological, sociocultural, economic, government

Importance of Ethical Behaviour in Marketing : truth, accuracy and good taste in advertising,

products that may damage health, engaging in fair competition

Page 13 of 15
8. MASS MEDIA
CAREERS:

Influential effect of mass media on modern life around the globe.

TOPICS TO BE COVERED:

Teamwork: Learn How to shine with 21st century skills.

Mass-Media & Society: Communications models that explain the dynamics of mass media, the

nature of the transmissions of cultural contexts, and the impact of mass media on individuals and

communities in a society that has a free and independent press.

Media Literacy: Students will use their comprehension skills, knowledge base, and information

from various media sources to develop a broad perspective.

Writing Skills: Students write, present, or produce narrative in response to media stories and

reports to demonstrate command of language (Standard English/ Hindi/ Regional Language) with

critical thinking and an awareness of the intended audience.

Page 14 of 15
9. TRAVEL & TOURISM
CAREERS:

A world of discovery awaits in Travel, Tourism and Hospitality; look at opportunities and exciting
careers available.

TOPICS TO BE COVERED:

Teamwork: Students learn how to shine with 21st century skills.

Hospitality: Explore the café or restaurant scene and learn the basics from food hygiene to hot &

cold beverages. Then in small groups use your imagination and create your very own

café/restaurant along with name, logo and menu!

World Tourism Destinations: Explore some of the worlds key tourist destinations, what makes

them so unique and some of their cultural differences. Different types of Accommodation and

Transportation, Domestic and International Airports.

Incredible India Tourism: Look at the many types of tourists that visit India and the economic,

cultural and environmental impact they have on our nation.

Page 15 of 15

You might also like