The document outlines a comprehensive curriculum for coding and robotics, divided into chapters covering various topics and projects. It includes lessons on Pictoblox interface, advanced coding techniques, algorithms, and multiple projects such as calculators and games, as well as an introduction to robotics, electronics, and practical projects using Quarky. Each chapter has specific objectives and time allocations, aiming to enhance learners' understanding and skills in programming and robotics.
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Updated Grade 5 Syllabus For C&R
The document outlines a comprehensive curriculum for coding and robotics, divided into chapters covering various topics and projects. It includes lessons on Pictoblox interface, advanced coding techniques, algorithms, and multiple projects such as calculators and games, as well as an introduction to robotics, electronics, and practical projects using Quarky. Each chapter has specific objectives and time allocations, aiming to enhance learners' understanding and skills in programming and robotics.
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CODING
Chapter 1: Pictoblox and its Basic and Intermediate Blocks (2 hours)
Objective: Review the Pictoblox interface and concepts learned in Grades 3 and 4. 1.1 Navigating the Pictoblox Interface 1.2 Refreshing Basic and intermediate motion, looks, sound, events, control, sensing, and operator blocks 1.3 Some intermediate projects
and Operators Blocks (4 hours) Objective: Deepen understanding of the advanced features in Pictoblox. 2.1 Advanced motion blocks (e.g change x , change y ,set x , set y, direction) 2.2 Advanced looks blocks (e.g go to front layer, go forward 1 layer, costume number, backdrop number, size, take stage snapshot) 2.3 Advanced sound blocks (e.g. change pitch effect, set pitch effect, clear sound effect) 2.4 Advanced events blocks (e.g. when loudness/timer reaches to, creating new messages) 2.5 Advanced control blocks (e.g.create clone, when I start as a clone, delete clone) 2.6 Advanced sensing blocks (e.g.loudness, timer, reset timer, username, background # of stage, current year/month /day, days since 2000) 2.7 Advanced operators blocks [e.g.. Join, letter () of (), length of (), (apple) contains (a)?, () mod (), round (), abs of () ]
Chapter 3: Algorithms and Flowcharts(2 hours)
Objective: Understand the creation and use of Algorithms and Flowcharts 3.1 Introduction to Algorithm 3.2 How to create an Algorithm 3.3 Introduction to Flowchart 3.4 Symbols used in Flowchart 3.5 Example Questions
Chapter 4: Extensions in Pictoblox (2 hours)
Objective: Explore and utilize various extensions in Pictoblox. 4.1 Introduction to Pictoblox Extensions 4.2 Pen extension: Basics and drawing techniques 4.3 Music extension: Creating simple melodies and rhythms 4.4 Data logger extension: Understanding data collection 4.5 Text-to-speech extension
Objective: Understanding game design and navigation. 7.1 Introduction 7.2 Sprites and Backdrops Used 7.3 Coding the Game 7.4 Output
Chapter 8: Project 4 - Tracing Different Shapes using Pen Extension (2
hours) Objective: Applying the pen extension for artistic coding. 8.1 Introduction 8.2 Sprites and Backdrops Used 8.3 Coding the Game 8.4 Output
Chapter 9: Project 5 - Drawing Different Patterns (like DNA and
Tornado Patterns) using Cloning (2 hours) Objective: Exploring the use of cloning for pattern creation. 9.1 Introduction 9.2 Sprites and Backdrops Used 9.3 Coding the Game 9.4 Output
Chapter 10: Project 6 - Advanced Snake Game (2 hours)
Objective: Enhancing previous game concepts with new features. 10.1 Introduction 10.2 Sprites and Backdrops Used 10.3 Coding the Game 10.4 Output
Chapter 11: Project 7 - Space Battle Game (2 hours)
Objective: Learning about collision detection and scoring systems, and shooting bullets. 11.1 Introduction 11.2 Sprites and Backdrops Used 11.3 Coding the Game 11.4 Output
Chapter 12: Project 8 - Road Sign Detection Using AI (2 hours)
Objective: Integrating AI concepts into real life. 12.1 Introduction to Road sign 12.2 Types of Road signs 12.3 Recognition Extension in Pictoblox 12.4 Coding and Testing
Chapter 13: Project 9- QR code book Scanner
Objective: To create a QR code scanner that retrieves and displays book details. 13.1 Introduction 13.2 Setting Up the Environment 13.3 Programming the Scanner 13.4 Testing the Scanner 13.5 Enhancements 13.6 Conclusion
Chapter 14: The World of AI
Objective: To use AI extensions like speech recognition and Text to Speech, available in Pictoblox 13.1 Introduction 13.2 How do humans learn a language? 13.3 Loading the extension 13.4 Coding the Project 13.5 Testing the Project ROBOTICS Chapter 1: Introduction to Robotics (2 hours) Objective: To introduce learners to the fundamentals of robotics, its history, types, and real-world applications. 1.1 What is Robotics? 1.2 Importance of Robotics 1.3 Applications of Robotics in Everyday Life 1.4 Parts of Robots 1.5 Types of Robots
Chapter 2: Introduction to Basic Electronics Components (2 hours)
Objective: To provide foundational knowledge about essential electronic components and their roles in building circuits. 2.1 Resistors and Their Uses 2.2 Capacitors and Their Functions 2.3 Understanding Diodes and LEDs 2.4 Role of Switches in Circuits 2.5 Power Sources: Batteries
Chapter 3: Basic Circuits (2 hours)
Objective: To help learners understand and construct basic circuits, including series, parallel, and logic-based configurations. 3.1 Series and Parallel Circuits 3.2 Circuit with Multiple Switches 3.3 Circuit with LED Glowing Only When Both Switches Are On 3.4 Circuit with LED Glowing Even When One Switch Is On 3.5 Circuit with LED Glowing When Switch Is Off
Chapter 4: Charging and Discharging Circuit (2 hours)
Objective: To teach the principles of charging and discharging in circuits using capacitors and their practical applications. 4.1 Capacitor as a Charging and Discharging Device 4.2 Creating a Simple Charging Circuit 4.3 Understanding RC Circuits 4.4 Applications of Charging and Discharging Circuits
Chapter 5: Introduction to Quarky (2 hours)
Objective: To familiarize learners with Quarky’s hardware, built-in sensors, and AI capabilities, preparing them for hands-on robotics projects. 5.1 Overview of Quarky Components 5.2 Understanding Quarky Sensors 5.3 Introduction to Quarky’s Features 5.4 Projects using Quarky
Chapter 6: Controlling Quarky Using Laptop and Cable (2 hours)
Objective: To enable learners to establish a wired connection with Quarky, write programs, and control its basic functionalities. 6.1 Connecting Quarky via USB Cable 6.2 Writing and Uploading Simple Programs 6.3 Exploring Wired Control Features Chapter 7: Wirelessly Controlling Quarky (2 hours) Objective: To introduce wireless control of Quarky, including Bluetooth setup, programming, and troubleshooting wireless features. 7.1 Connecting Quarky via Bluetooth 7.2 Programming Quarky Wirelessly 7.3 Troubleshooting Wireless Connections 7.4 Exploring Wireless Features
Chapter 8: Robo-Soccer Project (2 hours)
Objective: To guide learners in building and programming a soccer-playing robot using Quarky, fostering teamwork and strategic thinking. 8.1 Introduction to Robo-Soccer 8.2 Setting Up Quarky for Soccer Movements 8.3 Programming Soccer Strategies using Pictoblox
Chapter 9: Humanoid Robot Using Quarky (2 hours)
Objective: To enable learners to design, build, and program a humanoid robot with Quarky, integrating AI and robotics concepts. 9.1 Designing a Humanoid with Quarky 9.2 Programming Movements for the Humanoid 9.3 Adding AI Features to the Humanoid
Chapter 10: Smart Lamp using Quarky (2 hours)
Objective: To teach learners how to design and program a smart lamp with automated lighting control. 10.1 Understanding Smart Lighting Concepts 10.2 Building the Smart Lamp Circuit with Quarky 10.3 Programming the Lamp for Automated Lighting Control 10.4 Testing and Debugging the Smart Lamp
Chapter 11: Self Driving Car Using Quarky (2 hours)
Objective: To develop an autonomous car model using Quarky, focusing on steering and navigation. 11.1 Designing Steering Systems and sensors 11.2 Implementing Steering Logic for Movement 11.3 Programming Advanced Navigation Functions 11.4 Testing Autonomous Navigation
Chapter 12: Weather Monitoring System using Quarky (2 hours)
Objective: To create a weather monitoring system integrating robotics and IoT for remote data collection. 12.1 Introduction to in Weather Monitoring 12.2 Loading the Weather Monitoring Extension 12.3 Programming Quarky 12.4 Testing and Validating the Output
Afrocentricity and The Black Intellectual Tradition and Education: Carter G. Woodson, W. E. B. Du Bois, and E. Franklin Frazier - by Greg Wiggan, Ph.D.