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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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0% found this document useful (0 votes)
14 views9 pages

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.

Uploaded by

darlami939
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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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

Chapter 2: Advanced Motion, Looks, Sound, Events, Control, Sensing,


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

Chapter 5: Project 1 - Simple Calculator (2 hours)


Objective: Understanding user input and basic arithmetic operations.
5.1 Introduction
5.2 Sprites and Backdrops Used
5.3 Coding the Game
5.4 Output

Chapter 6: Project 2 - Area Calculator using My Blocks (2 hours)


Objective: Utilizing My Blocks to create reusable code.
6.1 Introduction
6.2 Sprites and Backdrops Used
6.3 Coding the Game
6.4 Output

Chapter 7: Project 3 - Multilevel Beetle Maze Game (2 hours)


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

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