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Grade-3 Cabridge Computing Chapter 3 Notes | PDF | Scratch (Programming Language) | Computing
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Grade-3 Cabridge Computing Chapter 3 Notes

Chapter 3 discusses computational thinking in Scratch, focusing on program inputs and outputs. It covers topics such as the 'Looks' and 'Sensing' blocks, the importance of saving programs, and how to use loops and operator blocks for mathematical operations. The chapter also emphasizes the need for planning before programming and includes various exercises to reinforce learning.

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0% found this document useful (0 votes)
44 views7 pages

Grade-3 Cabridge Computing Chapter 3 Notes

Chapter 3 discusses computational thinking in Scratch, focusing on program inputs and outputs. It covers topics such as the 'Looks' and 'Sensing' blocks, the importance of saving programs, and how to use loops and operator blocks for mathematical operations. The chapter also emphasizes the need for planning before programming and includes various exercises to reinforce learning.

Uploaded by

Aditya Shirke
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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Chapter 3: Computational Thinking: Turning Inputs

into Outputs
3.1 Program Output
Questions & Answers

• Q1: What does the 'Looks' block do in Scratch?

o A1: The 'Looks' block lets the sprite show words or talk on the screen.
It can make the sprite say "Hello!" or any words you want.

• Q2: How can you save your program in Scratch?

o A2: You can save your program by clicking ‘File’ and then choosing
‘Save’. This keeps your work safe so you can use it again.

Fill in the Blanks

1. Scratch programs are made by fitting together ___________.

(blocks)

2. The __________ block is used to make sprites say words on the screen.

(Looks)

3. Saving your program allows you to use it __________.

(again / later)

True or False

1. The 'Looks' blocks are green in Scratch.

(False)

2. Sprites can only move and cannot talk in Scratch.


(False)

3. You need to save your program so you can work on it later.

(True)

3.2 Program Input


Questions & Answers

• Q1: What is an input in Scratch?

o A1: An input is information we give to the computer, like typing a


name with the keyboard.

• Q2: What does the 'Sensing' block do?

o A2: The 'Sensing' block helps the program ask questions, like “What’s
your name?”, and waits for you to answer.

Fill in the Blanks

1. Input means giving ____________ to the computer.

(information)

2. The 'Sensing' blocks are _____________ blue in color in Scratch.

(light)

3. To start a program in Scratch, you can click on the _______________.

(sprite)

True or False

1. To give an input, we can use a mouse or keyboard.

(True)
2. The 'Sensing' block lets the computer ask you questions.

(True)

3. Scratch programs cannot take input from the user.

(False)

3.3 Turn Input Into Output


Questions & Answers

• Q1: What does the 'answer' block do in Scratch?

o A1: The 'answer' block remembers what you typed as an input, so the
sprite can use your answer in the program.

• Q2: How can you make the sprite say "Hello" and your name?

o A2: Use the green 'join' block to join "Hello" and your name (input)
together, so the sprite says both.

Fill in the Blanks

1. The block that joins words and answers together is called ______________.

(join)

2. When we type our name, it is called an _______________.

(input)

3. The sprite can use the _______________ block to say our answer.

(answer)

True or False

1. The 'join' block can join numbers and words.


(True)

2. The sprite cannot talk back what we type.

(False)

3. If you put a space after "Hello", the output looks better.

(True)

3.4 Simple Maths


Questions & Answers

• Q1: Which block helps you add numbers in Scratch?

o A1: The green 'add' block (with a plus sign) helps add numbers
together in Scratch.

• Q2: What can you do with the operator blocks?

o A2: Operator blocks help you do maths, like adding, subtracting, or


joining words and numbers.

Fill in the Blanks

1. The ____________ blocks are used to do maths in Scratch.

(operator)

2. To add 5 to your number, use the ____________ operator.

(add/plus)

3. The operator that joins two things together is called _____________.

(join)
True or False

1. Operator blocks can only join words, not numbers.

(False)

2. We can use Scratch to solve maths problems.

(True)

3. The 'answer' block cannot be used in maths blocks.

(False)

3.5 Plan and Do


Questions & Answers

• Q1: Why do we make a plan before making a program?

o A1: A plan helps us know what to do and keeps our program steps in
the right order.

• Q2: What is a prompt in a program?

o A2: A prompt tells the user what to type into the computer, like “Type
any word.”

Fill in the Blanks

1. First, a program gets the ____________ from the user.

(input)

2. To find out how many letters are in a word, use the _____________ operator.

(length)

3. The message that tells the user what to type is called a ______________.
(prompt)

True or False

1. The plan of a program shows the steps in any order.

(False)

2. "Length of answer" can tell how many letters are in a word.

(True)

3. We do not need a plan before making a program.

(False)

3.6 Inputs Forever


Questions & Answers

• Q1: What does a 'forever' loop do in Scratch?

o A1: A 'forever' loop repeats commands again and again, until you stop
the program.

• Q2: How can you stop a program running in a 'forever' loop?

o A2: You can click the red stop sign at the top of the Scratch stage to
stop the program.

Fill in the Blanks

1. The ____________ loop makes the program repeat again and again.

(forever)

2. To stop the program, click the red _____________ sign.

(stop)
3. The command inside the loop will keep ______________.

(repeating/going)

True or False

1. A 'forever' loop stops by itself after one time.

(False)

2. Commands outside the loop happen just once.

(True)

3. We use a 'forever' loop when we want to repeat things.

(True)

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