0% found this document useful (0 votes)
9 views

Syllabus Computer Science

Uploaded by

afsanajahan2342
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
9 views

Syllabus Computer Science

Uploaded by

afsanajahan2342
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 10

Al-hidaayah International School

Academic Year: 2024 - ’25


Grade Four(IV)
Term - 1 (C.T- 1)
 Scratch Programming
 Scratch Programming Introduction: Tools & Interface,
 Creating a simple sprite and using basic motion blocks.
 Sprites and Backdrops: Understanding sprites and backdrops,
 Adding multiple sprites to a project and switching between them,
 Changing costumes and backgrounds.
 Motion and Control Blocks: About XY coordinates, Using control blocks (if-else
statements, loops), Make a simple game using motion, XY coordinates, if else
statements

 Tech Topics
 Chapter 1(Computer evolution):
Early Counting, Generation of computers.
 Chapter 2(Data Storage media):
Measuring memory (Activity 4), Table 2.1, Types of
computer memory (Primary memory, secondary memory)
Computer hardware, Computer software, system
software, Application software, Programming languages
Term - 1 (C.T- 2)
 Scratch Programming
 Events and Broadcasting: Explaining how events trigger actions in
scratch,Broadcasting message.
 Custom Blocks:Creating custom blocks
 Introduction to game design: Discussing basic game design such as goals,
rules and feedback,
 Basic game mechanics: player movement, scoring, conditions.
 Advanced game design 1: Sprite control techniques: cloning, hiding and
showing,Debugging and testing games.
 Advanced game design 2: Learning about operator: Making game using
mathematical condition.
 Advanced Game Design 3:Making a game: using if condition, scoring, Use of
‘repeat’, ‘go to’ blocks.
 Chapter 2(Data Storage media)
Term - 1 (C.T- 3)
 Scratch Programming
 Advanced game design 1: Sprite control techniques: cloning, hiding and
showing,Debugging and testing games.
 Advanced game design 2: Learning about operator: Making game using
mathematical condition.
 Advanced Game Design 3:Making a game: using if condition, scoring, Use of
‘repeat’, ‘go to’ blocks.

Term - 2 (C.T- 1)
 MS Word (Advanced)

 MS PowerPoint
 Tech Topics (Reference Book: Terabytes 5 by Vaishali Sharma)
 Chapter 7(Dialog on the Internet)
 Chapter 8(Multimedia around us)

Term - 2 (C.T- 2)

 MS PowerPoint
 Chapter 8(Multimedia around us).
Grade Five(V)
Term - 1 (C.T- 1)
 Scratch Programming (Advanced) -Teachers Direction and Class Note
 Review of Scratch Programming
 Review of scratch basics: sprites, costumes, blocks,
 Advanced motion: motion blocks glide, set rotation style, change x, y coordinate , Animation
Techniques: animation using multiple costumes, sprite effects.
 Variables and data handling Explaining variables and their role in programming, Data
handling : lists Broadcast and messages Dialogues and character using broadcast messages,
 Create own stories
 Tech Topics
 Chapter-1 Computer Systema
Term - 1 (C.T- 2)

 Scratch Programming (Advanced) -Teachers Direction and Class Note


 Game Development : Review game design principles: player engagement, balance and
progression,
 Game mechanics: timers, counters and power ups
 Custom Blocks : Creating custom blocks for repeating actions,Encouraging code
modularity
 Introduction to game design
 Discussing basic game design such as goals, rules and feedback
 Basic game mechanics: player movement , scoring, condITions
 Tech Topics
 Chapter 3 (Computer Malware)

Term - 1 (C.T- 3)
 Scratch Programming (Advanced) -Teachers Direction and Class Note

 Advanced game design 1 :Sprite control techniques: cloning, hiding and


showing ,Debugging and testing games
 Advanced game design 2: Learning about operator: Making game using mathematical
condition, Learning XY coordinates: showing a example
 Advanced Game Design 3: Making a game : using if condition, scoring Advanced Game
Design 4 Making a game using ‘repeat’, ‘go to’ blocks
 Tech Topics (Chapter 1,3)
Reference Book: Terabytes 6 by Vaishali Sharma
Term - 2 (C.T- 1)
 MS Word (Advanced)

 MS PowerPoint (Advanced)
 MS Word (Advanced)

 MS PowerPoint (Advanced)
Term - 2 (C.T- 2)
 MS Excel (Intermediate) Reference Book: Terabytes 6 by Vaishali Sharma
 Tech Topics
Reference Book: Terabytes 6 by Vaishali Sharma- Chapter 8(AlgorIThm and flow charts).

Grade Six(VI)
Term - 1 (C.T- 1)
 Excel (Advanced)-
 Lesson-3: Analyse Data in Microsoft Excel
 Lesson-4: Representation of Data in Microsoft Excel

Reference Book: Terabytes 7 by Vaishali Sharma


 Photoshop Teachers Direction
 Editing, Retouching, reshaping images,
 Creating Banner for social media or any, Creating Visiting card etc (All Practical )

Term - 1 (C.T- 2)
 Adobe Photoshop (Beginner)- Teacher Direction
 Editing, Retouching, reshaping images,
 Creating Banner for social media or any, Creating Visiting card etc (All
Practical )

Term - 1 (C.T- 3)
 Number System( Theory)

Term 2 (C.T-1)

 Programming With Python

 Chapter – 10 : Coding club : Python Basics


 Chapter – 11 : Coding Club : Next Steps

Term 2 (C.T-2)

 Chapter – 5: Go Online

Grade 7(VII)
Term - 1 (C.T- 1)
 Lesson 6- website Designing HTML Basics

 Lesson 7-Website Designing: HTMLI Next Steps

 Project: Creating a multiple page website including image, links and table

Term - 1 (C.T- 2)
 Number System and Data Representation (Intermediate)
-Number System (conversion, Use of Hexadecimal, Addition of binary int 8 bit)
-Text Sound Image
-Data Storage and Compression (Memory Size / measurement of storage,
Necessity of data compression, Definition of lossy and lossless)
 Data Transmission
-Packets, USB, transmission Modes, Different Definitions.
 Hardware
-CPU, Embedded System + benefits-Drawbacks (Motor Vehicle)
-Barcode, Sensors, Primary-Secondary Memory, Ram-ROM
HDD, SSD, Cloud Storage (Benefit-draw backs)
-Mac-Address - IP Address,Wired VS Wireless
Term - 1 (C.T- 3)
 Algorithm, Programming and Logic Building
Term - 2 (C.T- 1)
 Boolean Logic
 Software
 Automated and Emerging Technologies
 Database
 The Internet and its Uses

Term - 2 (C.T- 2)
 Database –
 Algorithm

 Programming and Logic

Grade 8(VIII)
Term - 1 (C.T- 1)
Paper 1: Computer systems
Chapter 1: Data Representation

1.1 Number systems


1.2 Text, sound and images
1.3 Data storage and compression

Term-1 (C.T-2)
 Paper 2: Algorithms, programming and logic
 Chapter 7: Algorithm design and problem-solving
 1. Understand the program development life cycle, limITed to: analysis, design, coding
and testing
 2. (a) Understand that every computer system is made up of sub-systems, which are
made up of further sub-systems
 (b) Understand how a problem can be decomposed into ITs component parts
 (c) Use different methods to design and construct a solution to a problem
 3. Explain the purpose of a given algorithm
 4. Understand standard methods of solution
 5. (a) Understand the need for validation checks to be made on input data and the
different types of validation check
 (b) Understand the need for verification checks to be made on input data and the
different types of verification check
 6. Suggest and apply suitable test data
 7. Complete a trace table to document a dry-run
 of an algorithm
 8. Identify errors in given algorithms and suggest ways of correcting these errors
 9. WrITe and amend algorithms for given problems or scenarios, using: pseudocode,
program code and flowcharts
Term-1 (C.T-3)
 Chapter 6: Automated and emerging technologies
 6.1 Automated systems
 6.2 Robotics
 6.3 Artificial intelligence
 6.3 Artificial intelligence
Term - 2 (C.T- 1)
 Paper 1: Computer systems
 Chapter 2: Data Transmission
2.1 Types and methods of data transmission
2.2 Methods of error detection
2.3 Encryption
 Chapter 5: The internet and it’s uses
5.1 The internet and the world wide web
5.2 Digital currency
5.3 Cyber security
Term - 2 (C.T- 2)
Paper 2: Algorithms, programming and logic

Chapter 7: Algorithm design and problem-solving


Learning intention:
i. Understand and use pseudocode using conditional statements
ii. Understand and use pseudocode using the loop structures
iii. Understand and use pseudocode using the commands and statements
iv. Write and amend algorithms for given problems or scenarios, using: pseudo code

Chapter 9: Database

1. Define a single-table database from given data storage requirements


2. Suggest suitable basic data types
3. Understand the purpose of a primary key and identify a suitable primary key for a given
database table
4. Read, understand and complete structured query language (SQL) scripts to query data
stored in a single database table

You might also like