ClassX Computer
ClassX Computer
Objectives:
Day 01
Methodology:
Discussion Method, Explanation Method
Teaching Aids:
White Board, Blue and Black markers, Duster.
Motivation: (5 mints)
Begin by asking students:
Have you ever faced a challenging situation or problem? How did you solve it?
Why do you think it’s important to have a structured approach to solving problems?
Introduction:
Introduce the topic by explaining the importance of problem-solving skills in both academic
and everyday life.
Explain that learning problem-solving strategies can help in tackling both simple and
complex problems effectively.
Developmental Activity/ Subject Matter Delivery: (30 mints)
Problem: A problem is any situation where a gap exists between the current state and a
desired state.
Recap: (5 mints)
Teacher will have a short recap of class by asking.
What is problem-solving?
Objectives:
Day 02
Methodology:
Discussion Method, Explanation Method
Teaching Aids:
White Board, Blue and Black markers, Duster.
Motivation: (5 mints)
Ask students:
"Have you ever faced a problem that required multiple solutions? How did you decide
on the best one?"
"Would you like to learn a structured approach to solving problems more
effectively?"
Explain that understanding the problem-solving process helps make informed decisions and
achieve better outcomes.
Introduction:
Explain that learning problem-solving strategies and processes can help in tackling both
simple and complex problems effectively.
Developmental Activity/ Subject Matter Delivery: (30 mints)
Clearly understanding and defining the problem is the first step. It involves identifying
the issue and its impact.
Brainstorming multiple solutions to address the problem. Consider various options and
approaches
Assess the feasibility, advantages, and disadvantages of each alternative. Select the most
viable solution.
Execute the chosen solution and monitor its effectiveness. Make adjustments if
necessary.
Recap: (5 mints)
Review the problem-solving process by asking:
Objectives:
Day 03
Methodology:
Discussion Method, Explanation Method
Teaching Aids:
White Board, Blue and Black markers, Duster.
Motivation: (5 mints)
Begin by asking students:
Introduction:
Recap: (5 mints)
Summarize the lesson by asking students:
What is an algorithm?
Can you name some daily life examples of algorithms?
What are the qualities of a good algorithm?
Can you explain the steps in the algorithm for making a cup of tea
General Information:
Unit: FGS Class: X-Sci
Topic: Problem Solving and Algorithm Designing Duration of Class: 40 mints
Subject: Computer Month: August’2024
Prepared by: Adina Fatima No of teaching day(s):10
Objectives:
Day 04
Methodology:
Discussion Method, Explanation Method
Teaching Aids:
White Board, Blue and Black markers, Duster.
Motivation: (5 mints)
Ask students:
Explain that algorithms are like recipes for solving problems and that flowcharts can
help visualize these instructions.
Introduction:
Examples of Algorithm: Examples of Algorithm that the teacher will discuss in this
lecture are
Definition of Flowchart:
Recap: (5 mints)
Summarize the lesson by asking students:
· How do you create a flowchart to represent an algorithm?
· Can you describe the steps for one of the algorithms discussed today?
General Information:
Unit: FGS Class: X-Sci
Topic: Problem Solving and Algorithm Designing Duration of Class: 40 mints
Subject: Computer Month: August’2024
Prepared by: Adina Fatima No of teaching day(s):10
Objectives:
Day 05
Methodology:
Discussion Method, Explanation Method
Teaching Aids:
White Board, Blue and Black markers, Duster.
Motivation: (5 mints)
Explain that flowcharts are similar to these maps and guides, providing visual
steps to solve problems or complete tasks.
Introduction:
Start the lecture by asking student “Have you ever used a diagram to plan out a
project or explain a process?" Then Introduce the topic by explaining the
significance of flowcharts in organizing and visualizing the steps in a process.
Write on the board: “A flowchart is a diagram that represents a process,
showing the steps as boxes of various kinds, and their order by connecting
them with arrows.” Highlight that flowcharts are used in various fields, including
computer science, engineering, and business.
Developmental Activity/ Subject Matter Delivery: (30 mints)
Definition of Flowchart:
Decision (Diamond): Indicates a decision point where the process can branch
based on a yes/no or true/false condition.
Connector (Circle): Used to connect parts of the flowchart, often when the
chart
Recap: (5 mints)
Teacher will have a short recap of class by asking.
Why are flowcharts important?
Objectives:
Day 06
Methodology:
Discussion Method, Explanation Method
Teaching Aids:
White Board, Blue and Black markers, Duster.
Motivation: (5 mints)
Begin by asking students:
·Have you ever used a diagram or a chart to solve a problem or to plan a project?
Introduction:
Introduce the topic by explaining that flowcharts are essential tools for
visualizing and organizing the steps needed to solve a problem.
Explain that flowcharts help break down complex problems into simpler,
manageable steps and are widely used in fields such as computer science,
engineering, and business. Also explain the difference between Algorithm and
flowchart.
Recap: (5 mints)
Summarize the lesson by asking students:
How does the flowchart help in understanding and solving the problem?
General Information:
Unit: FGS Class: X-Sci
Topic: Problem Solving and Algorithm Designing Duration of Class: 40 mints
Subject: Computer Month: August’2024
Prepared by: Adina Fatima No of teaching day(s):10
Objectives:
Day 07
Methodology:
Discussion Method, Explanation Method
Teaching Aids:
White Board, Blue and Black markers, Duster.
Motivation: (5 mints)
Explain that linear data structures help in organizing and managing data in a
sequential manner, similar to how lists help in everyday tasks.
Introduction:
Introduce the concept of Data Structure, linear data structures and their significance in
organizing and processing data. Write on the board:
Data Structure:
A data structure is a specialized format for organizing, storing, and managing data in a
computer to enable efficient access and modification.
Linear Data Structure:Linear data structures are used to store data in a linear
sequence, where elements are arranged one after another.
Recap: (5 mints)
Teacher will have a short recap of class by asking.
What is Data Structure?
Objectives:
Identify and describe the types of linear data structures: stack, queue, and
array.
Explain the use cases and basic operations of stacks, queues, and arrays.
Day 08
Methodology:
Discussion Method, Explanation Method
Teaching Aids:
White Board, Blue and Black markers, Duster.
Motivation: (5 mints)
Ask students:
"Have you ever used a list to manage items or tasks? How did you decide the
order of these items?"
"What if you needed to manage items in a specific order, like undoing actions
or scheduling tasks? How might you organize this data?"
Explain that linear data structures like stacks, queues, and arrays are essential
for organizing and managing data in these scenarios.
Introduction:
Introduce linear data structures as methods for storing and managing data in a
sequential manner. Write on the board "Linear data structures store elements in a
sequential order, allowing for efficient data management and retrieval."
Briefly introduce stacks, queues, and arrays as common types of linear data structures.
Developmental Activity/ Subject Matter Delivery: (30 mints)
3.Queue: A queue is a linear data structure that follows the First In, First Out (FIFO)
principle.
Recap: (5 mints)
Teacher will have a short recap of class by asking.
What is Linear Data Structure?
Can you describe the main differences between arrays, stacks, and queues?
General Information:
Unit: FGS Class: X-Sci
Topic: Problem Solving and Algorithm Designing Duration of Class: 40
mints
Subject: Computer Month: August’2024
Prepared by: Adina Fatima No of teaching day(s):10
Day 9
Methodology:
Discussion Method, Explanation Method
Teaching Aids:
White Board, Blue and Black markers, Duster.
Motivation: (5 mints)
Begin by asking students:
Explain that non-linear data structures help in organizing and managing data in a
hierarchical or networked manner, similar to how family trees and network diagrams
help in everyday life.
Introduction:
“Non-linear data structures are data structures where elements are not
arranged in a sequential order but in a hierarchical or interconnected
manner.”
Mention that non-linear data structures are crucial in various fields such as computer
science, biology, and social networks.
Recap: (5 mints)
Summarize the lesson by asking students:
· What is a non-linear data structure?
· Can you describe the main differences between trees and graphs?
Objectives:
Day 10
Methodology:
Discussion Method, Explanation Method
Teaching Aids:
White Board, Blue and Black markers, Duster.
Motivation: (5 mints)
· Ask students:
"Have you ever used a map to find your way or connect different places? How
does connecting these places help you?"
"In what ways do you think connections between different items or locations
could be represented in a computer system or application?"
· Explain that graphs are used to represent and analyze relationships between various
elements, similar to how maps show connections between locations.
Introduction:
Introduce graphs as structures consisting of nodes (vertices) and edges that model
relationships between objects. Write on the board: “A graph is a collection of nodes
(vertices) and edges (connections) that represent relationships between objects.”
Explain that graphs are categorized into directed, where edges have a direction, and
undirected, where edges have no direction.
Recap: (5 mints)
Summarize the lesson by asking students:
How do undirected and directed graphs differ?
General Information:
Unit: FGS Class: X-Sci
Topic: Introduction to Scratch Duration of Class: 40
mints
Subject: Computer Month: August’2024
Prepared by: Adina Fatima No of teaching day(s):10
Objectives:
Day 01
Methodology:
Discussion Method, Explanation Method
Teaching Aids:
White Board, Blue and Black markers, Duster.
Motivation: (5 mints)
Begin by asking · Begin by asking students:
"Have you ever wanted to create your own animations, games, or interactive
stories?"
"What do you think you need to learn to do that?"
Introduction:
“Non-linear data structures are data structures where elements are not
arranged in a sequential order but in a hierarchical or interconnected
manner.”
Mention that non-linear data structures are crucial in various fields such as computer
science, biology, and social networks.
Developmental Activity/ Subject Matter Delivery: (30 mints)
Scratch:
Practical Activity:
· Objective: Guide students through the download and installation process on their
computers.
· Steps:
1. Ensure all students have internet access and a web browser open.
2. Direct them to the Scratch download page.
3. Assist students in selecting the correct version for their OS.
4. Walk through the download and installation steps together, answering any
questions.
Recap: (5 mints)
Summarize the lesson by asking students:
Objectives:
Identify and describe the three basic components of the Scratch editor: Stage
or Stage Preview Window, Script Area, and Sprite List.
Understand the role of sprites and scripts in creating Scratch projects.
Navigate the Scratch environment and use its tools to create simple projects.
Day 02
Methodology:
Discussion Method, Explanation Method
Teaching Aids:
White Board, Blue and Black markers, Duster.
Motivation: (5 mints)
"Have you ever seen an animation or played a game and wondered how it was
created?"
"What do you think are the key elements needed to create such interactive
projects?"
Explain that Scratch is a platform where they can learn to create animations, games,
and interactive stories using a simple and intuitive interface.
Introduction:
· Introduce the basic components of the Scratch environment and their significance in
project creation.
Sprites: Sprites are the characters or objects in your Scratch project. They can
represent anything from a person to a car, an animal, or even abstract shapes.
Script:Scripts are sequences of instructions that tell sprites what to do in Scratch.
They are created by snapping together code blocks in the Script Area.
Definition: The Scratch editor consists of various components that allow users
to create and control their projects.
Stage or Stage Preview Window:The Stage is where the action happens. It displays
the sprites and their interactions.
Script Area: The Script Area is where you build scripts that control the behavior of
sprites.
Sprite List: The sprite list shows all the sprites in your project. Each sprite can have
its own scripts, costumes, and sounds.
Backdrop: The backdrop is the background image or scenery of the stage. You can
have multiple backdrops and switch between them in your project.
Script Blocks: Script blocks are the building blocks of Scratch programming. They
are categorized by color and function, such as motion, looks, sound, events, control,
sensing, operators, and variables
Steps:
Adding Sprites
Creating a Script
Changing the Backdrop
Running the Project
Saving the Project
Objectives:
Identify and use the Script Tab, Costume Tab, and Sound Tab in Scratch.
Utilize the cursor tool for basic sprite manipulation.
Understand the basics of creating a program in Scratch.
Day 03
Methodology:
Discussion Method, Explanation Method
Teaching Aids:
White Board, Blue and Black markers, Duster.
Motivation: (5 mints)
Begin by asking students:
"Have you ever created your own character or recorded your own sounds for a
project?"
"How do you think you can bring your characters and sounds to life in a
program?"
Explain that Scratch has various tools that allow them to do just that, making
programming fun and interactive.
Introduction:
Introduce the different tabs and tools in Scratch that help in creating interactive
projects Write on the board: “The Script Tab, Costume Tab, and Sound Tab in
Scratch help you program actions, design characters, and add sounds to your
projects.” Highlight the importance of these tools in creating a complete interactive
program.
Script Tab: The Script Tab is where you create the code that controls the behavior of
your sprites. Drag and drop different blocks (e.g., motion, looks, sound, events,
control) to create scripts.
Costume Tab: The Costume Tab allows you to design and edit the appearance of
your sprites.
Sound Tab: The Sound Tab is where you can add and edit sounds for your sprites.
Cursor Tool:The Cursor Tool allows you to select, move, and resize sprites and
objects on the stage.
Example Activity:
Demonstrate how to create a simple script to make a sprite move and say something
when the green flag is clicked.how to switch between different costumes,how to add a
sound to a sprite.
Recap: (5 mints)
Summarize the lesson by asking students:
Objectives:
Identify and use the Script Tab, Costume Tab, and Sound Tab in Scratch.
Utilize the cursor tool for basic sprite manipulation.
Understand the basics of creating a program in Scratch.
Day 04
Methodology:
Discussion Method, Explanation Method
Teaching Aids:
White Board, Blue and Black markers, Duster.
Motivation: (5 mints)
Begin by asking students:
"Have you ever created your own character or recorded your own sounds for a
project?"
"How do you think you can bring your characters and sounds to life in a
program?"
Explain that Scratch has various tools that allow them to do just that, making
programming fun and interactive.
Introduction:
Introduce the different tabs and tools in Scratch that help in creating interactive
projects Write on the board: “The Script Tab, Costume Tab, and Sound Tab in
Scratch help you program actions, design characters, and add sounds to your
projects.” Highlight the importance of these tools in creating a complete interactive
program.
* Explanation of book page no 129-131
Script Tab: The Script Tab is where you create the code that controls the behavior of
your sprites. Drag and drop different blocks (e.g., motion, looks, sound, events,
control) to create scripts.
Costume Tab: The Costume Tab allows you to design and edit the appearance of
your sprites.
Sound Tab: The Sound Tab is where you can add and edit sounds for your sprites.
Cursor Tool:The Cursor Tool allows you to select, move, and resize sprites and
objects on the stage.
Example Activity:
Demonstrate how to create a simple script to make a sprite move and say something
when the green flag is clicked.how to switch between different costumes,how to add a
sound to a sprite.
Recap: (5 mints)
Summarize the lesson by asking students:
Objectives:
Day 05
Methodology:
Discussion Method, Explanation Method
Teaching Aids:
White Board, Blue and Black markers, Duster.
Motivation: (5 mints)
"Have you ever thought about how animations and interactive stories are
created on the computer?"
"How would you like to create your own animation or game?"
Explain that Scratch is a tool that helps them bring their ideas to life through simple
programming steps.
Introduction:
Introduce the topic by explaining the steps involved in developing a simple program
in Scratch. Write on the board “Scratch allows you to create animations and
interactive stories by dragging and dropping code blocks.” Highlight the importance
of understanding the basic steps to start creating their own projects
Q7. What is the use of following codes; forever, wait, say, play, sound, goto x,y.
Recap: (5 mints)
Recape the lesson by asking
Objectives:
Day 06
Methodology:
Discussion Method, Explanation Method
Teaching Aids:
White Board, Blue and Black markers, Duster.
Motivation: (5 mints)
· Ask students:
"Have you ever wondered how animations or interactive stories are created in
Scratch?"
"Would you like to explore some cool commands to bring your Scratch
projects to life?"
· Explain that learning key commands and program development techniques will
enable them to create more engaging projects.
Introduction:
Begin by discussing how Scratch allows users to create engaging and interactive
projects through simple commands. Explain that Scratch provides tools to control
animations, sounds, and various elements in their projects. Write on the board:
Scratch empowers you to design interactive stories, games, and animations by using a
range of commands to control sprites, sounds, and more, making your projects come
to life.
* Explanation of book page no 134-142
Event:
o Command: when green flag clicked
o Use: Starts scripts when the green flag is clicked.
Motion:
Control:
Sound:
Looks:
Pen:
Practical Activity:
1. Changing Costume.
2. Adding and Moving Sprites.
3. Playing sound in Scratch.
4. Changing the Backdrop.
5. Taking inputs.
Q8. What is the difference between using Scratch online and offline.
Recap: (5 mints)
Review the key commands and development steps by asking: