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ICTL PRIMARY SCHOOLS

ICT Literacy for Primary Schools

TEACHING GUIDE
YEAR 5

Curriculum Development Division


Ministry Of Education Malaysia

2011

Cetakan Pertama 2011


Bahagian Pembangunan Kurikulum
Kementerian Pelajaran Malaysia 2011
Tidak dibenarkan mengeluar ulang mana-mana bahagian artikel, ilustrasi, dan
isi kandungan buku ini dalam apa-apa juga bentuk dengan apa cara pun sama
ada secara elektronik, fotokopi, mekanik, rakaman, atau lain-lain cara sebelum
mendapat kebenaran bertulis daripada Pengarah Bahagian Pembangunan
Kurikulum, Kementerian Pelajaran Malaysia, Aras 4-8, Blok E9, Kompleks
Kerajaan Parcel E, Pusat Pentadbiran Kerajaan Persekutuan, 62604 Putrajaya.
Perpustakaan Negara Malaysia

Cataloguing-in-Publication Data

ICT literacy for primary schools : teaching guide. Year 5 / Bahagian


Pembangunan Kurikulum
ISBN 978-967-5094-75-0
1. Information technology--Study and teaching (Primary)--Malaysia.
I. Malaysia. Kementerian Pelajaran. Bahagian Pembangunan Kurikulum.
004.071

Dicetak oleh,
Percetakan Zainon Kassim Sdn. Bhd.
Kota Damansara

CONTENTS

Contents

Page

Foreword

Rukun Negara

vii

National Philosophy of Education

viii

Introduction

Aims and Objectives

Implementation

Framework

Content Specifications

Preliminary

10

Word Processing
Module 1 Indentation
Module 2 Spacing
Module 3 Column

11
15
25

Spreadsheet
Module 4 Interface
Module 5
Key in data

31
39

Programming
Module 6
Module 7
Module 8
Module 9
Module 10

47
53
59
65
73

Concept
Algorithm: Sequential
Algorithm: Selection (IF)
Flowchart: Sequential
Flowchart: Selection (IF)

Programming Software: Scratch


Module 11 Getting Started With Scratch
Module 12 Develop a Program Using Scratch
Module 13 Mini Project

85
101
119

Internet
Module 14

123

Search Engine

iii

FOREWORD

Malaysia is now moving towards producing an ICT literate


generation in line with the vision of developing human capital
as stated in the Education Development Master Plan 2006-2010.
With regard to this, steps and approaches have been taken to
equip pupils with the ability to use ICT skillfully and effectively. This
would entail equipping pupils with the skills to think creatively,
act rationally and practise lifelong learning skills.
The availability of the internet and hardware such as computers
in schools will provide opportunities for teachers and pupils to
expand their teaching and learning experiences in ICT.
In Malaysia today, many schools are equipped with computer
laboratory and ICT based resources. With these facilities,
teachers and pupils are encouraged to fully utilise the hardware
and software during the teaching and learning process.
In view of this, the Ministry of Education (MOE) has introduced
Information and Communication Technology Literacy (ICTL) for
Primary Schools programme. This programme is implemented in
stages beginning with Year 1 in 2005 and to be completed for
Year 6 in 2010. The programme consists of a new educational
approach that will organise the pupils concept, logic, and
the way of reasoning in line with the use of technologies and
communication.
With the implementation of the ICTL for Primary Schools
programme, the Curriculum Development Division (CDD) has
produced a guidebook for teachers. This guidebook comprises
of content specifications and relevant teaching and learning
modules to assist teachers in implementing the programme.
The programme, which has now reached Stage 2 of its
implementation, is build on and extends upon the skills introduced
in Stage 1. In Stage 2, pupils will master the use of basic computer
applications, internet skills and webpage building.
The ICT Literacy for Primary Schools: Teaching Guide Year 5
was developed by a group of teachers and MOE officers.
Curriculum Development Division would like to extend its deepest
appreciation to all individuals who have contributed towards
this endeavour.

(DATO IBRAHIM BIN MOHAMAD)


Director
Curriculum Development Division
Ministry of Education
MALAYSIA

RUKUN NEGARA

BAHAWASANYA negara kita Malaysia mendukung citacita untuk mencapai perpaduan yang lebih erat di
kalangan seluruh masyarakatnya; memelihara satu cara
hidup demokratik; mencipta masyarakat yang adil bagi
kemakmuran negara yang akan dapat dinikmati bersama
secara adil dan saksama; menjamin satu cara yang liberal
terhadap tradisi kebudayaannya yang kaya dan berbagaibagai corak; membina satu masyarakat progresif yang
akan menggunakan sains dan teknologi moden;
MAKA KAMI, rakyat Malaysia, berikrar akan menumpukan
seluruh tenaga dan usaha kami untuk mencapai cita-cita
tersebut berdasarkan prinsip-prinsip yang berikut:

KEPERCAYAAN KEPADA TUHAN

KESETIAAN KEPADA RAJA DAN NEGARA

KELUHURAN PERLEMBAGAAN
KEDAULATAN UNDANG-UNDANG
KESOPANAN DAN KESUSILAAN

vii

NATIONAL
PHILOSOPHY OF EDUCAITON

Education in Malaysia is an on-going effort towards further


developing the potential of individuals in a holistic and
integrated manner, so as to produce individuals who
are intellectually, spiritually, emotionally and physically
balanced and harmonious, based on a firm belief in
and devotion to God. Such an effort is designed to
produce Malaysian citizens who are knowledgeable and
competent, who possess high moral standards, and who
are responsible and capable of achieving a high level of
personal well being as well as being able to contribute to
the harmony and betterment of the family, society and
nation at large.

viii

INTRODUCTION

Malaysia has a vision to produce individuals that are


balanced in all aspects as stated in the National Education
Philosophy. In line with this, many ICT programmes have
been introduced in schools. The Ministry of Education
has made ICT facilities available for all pupils. These steps
would narrow the digital divide between those who have
and those who cannot afford to enjoy such technologies,
thus preparing them for the challenges of the Information
Age.
The Ministrys computer laboratory project implemented in
schools throughout Malaysia will enable all pupils in primary
and secondary schools to acquire ICT skills.
ICT Literacy (ICTL) for Primary Schools is a programme
designed to lay the foundation for all pupils to develop their
ICT capabilities in future. Through this programme, basic
ICT literacy is packaged in teaching and learning modules
appropriate for pupils according to their academic levels.
The programme consists of ICT skills that are fundamental
and necessary in the use of computer hardware and
software applications. These basic ICT skills ensure that
pupils acquire sufficient knowledge and understanding of
ICT. Although the integrated approach can be adopted to
infuse the learning of ICT in existing school subjects, the ICTL
for Primary Schools programme is developed to enable
pupils to master basic ICT skills first, before applying them in
the respective subjects.
In order to assist teachers implement the ICTL for Primary
Schools programme, a teaching guide is provided for
all schools. This Teaching Guide consists of content
specifications and relevant teaching and learning modules
which builds on and extends upon the skills introduced in
Year 4. The Teaching Guide is designed to provide teachers
with ideas on how to carry out the lessons. Teachers are
also encouraged to use other resources or to create their
own modules based on the content specifications provided
and the level of their pupils computer skills.

AIMS
AND OBJECTIVES

The primary school system comprises two stages. Stage 1


(Year 1, Year 2 and Year 3) and Stage 2 (Year 4, Year 5 and
Year 6).

Stage 1

AIM
The aim of Stage 1 ICT Literacy for Primary Schools
programme is to enable pupils to use basic computer
applications and devices.
OBJECTIVES
By the end of the Stage 1 programme, pupils should be
able to:
identify the main parts of a computer system;
explain the concept of operating system and computer
application;
use basic operating system and computer application;
use function keys on a keyboard;
use basic typing techniques; and
do basic maintenance work.

Stage 2

AIM
The aim of Stage 2 ICT Literacy for Primary Schools
programme is to enable pupils to master the use of basic
computer applications, internet and creating webpage.
OBJECTIVES
By the end of the Stage 2 programme, pupils should be
able to:
perform steps in maintaining the computer system and
in handling data;
use the computer in a proper manner;
develop a basic webpage;
carry out internet activities; and
abide by and practise netiquette and copyright policy.
2

IMPLEMENTATION

IMPLEMENTATION IN SCHOOL
The ICTL for Primary Schools programme in national (SK) and
national type schools (SJK) is introduced after the Transition
Programme in Year 1. The programme is implemented from
Year 1 to Year 6, for 720 minutes per year in a continuous
three-month period. Two teaching periods or 60 minutes of
the timetable are allocated for this programme. It is to be
carried out during the English Language period for SK and
the Chinese Language or Tamil Language periods for SJKC
and SJKT.
TEACHING AND LEARNING APPROACH
The success of the programme depends highly on teacher
readiness and the availability of ICT facilities. For Year 5
pupils, teachers need to supervise them during computer
classes by using appropriate methods and approaches
such as working in groups. Teachers are encouraged to get
pupils to produce a folio.
ASSESSMENT
Teachers are expected to conduct their own school based
assessment. Pupils competencies are graded according
to the learning outcomes. Teachers may use the pupils
folio as part of the school-based assessment.

FRAME WORK

THE ICT LITERACY FOR PRIMARY SCHOOLS FRAMEWORK


The content of the ICTL for Primary Schools programme
covers six (6) main domains. The domains are Computer Lab
Management, Computer Hardware, Computer Software,
Computer Maintenance, Internet, and Webpage. Pupils will
acquire basic knowledge in Computer Lab Management,
Computer Hardware and Computer Software in Stage 1.
Pupils in Stage 2 will continue with the same topics but at
a higher level. They will also be exposed to three more
domains: the Internet, Computer Maintenance and
Webpage. In addition, to equip pupils with the knowledge
in programming a topic on Programming is also introduced
under Application Software in Computer Software domain.

Stage 1

Stage 2

COMPUTER LAB MANAGEMENT


Computer Lab Location
Computer Lab Plan
Computer Lab Organisation

COMPUTER LAB MANAGEMENT


Advance Computer Lab
Management

COMPUTER HARDWARE
Computer Parts
Alphabet and Numeric Keys
Function Keys
Input and Output Devices

COMPUTER HARDWARE
Computer Parts and
Components
Alphabet and Numeric Keys
Function Keys
Input and Output Devices

COMPUTER SOFTWARE
Operating System/
Application Software

COMPUTER SOFTWARE
Operating System
Application Software
INTERNET
Netiquette
Search Engine
E-Mail
MAINTENANCE
Virus Scan
Disk Defragmentation
Drive Clean
Scandisk
WEBPAGE
Creating Webpage

CONTENT
SPECIFICATIONS

The Content Specifications for the


Information
and
Communication
Technology Literacy for Primary Schools:
Teaching Guide Year 5 contains the basic
requirements for primary school pupils to
attain computer literacy. The level of ICT
literacy differs from Stage 1. However,
some domains and topics are repeated
with different levels of complexity. For
example, pupils will be introduced to a new
topic which is Programming in Computer
Software domain.
These content specifications cover two
main domains. The domains are Computer
Software and Internet.
The domains are presented in three
sections. The sections are Learning Areas,
Learning Outcomes and Suggested
Learning Activities. The activities suggested
in the Suggested Learning Activities section
are only recommendations proposed by
the Curriculum Development Division.
Teachers can devise their own activities
but they have to adhere to the topics and
contents prescribed in the specification.
Teachers need to identify the domain and
topic to be taught. They will then plan their
teaching activities based on the intended
Learning Outcomes. Learning modules are
provided for certain suggested activities.
The learning modules are meant to serve
as a guide for teachers.

What is it?

What does
it cover?
How is it
organized?

What should
be done?

d Format Cell

c) Data

b) Interface

a) Introduction

1.2 Spreadsheet

Create border

Key in data

Save a file

Print a file

1.2.4

1.2.5

1.2.6

1.2.7

Open and close the program

1.2.2

Identify the sheet application interface


- Cell
- Column
- Row
- Name box

Know the usage of the spreadsheet application

1.2.1

1.2.3

Format page into two columns

Change the spacing of paragraph


- Double
- Single

Use tab key to create first line indentation

Learning Outcomes

1.1.3

1.1.2

a) Paragraph
- Indentation

- Spacing

b) Columns

1.1.1

1.1 Word Processing

1. Application Software

Learning Areas

(2 Weeks)

(2 Weeks)

Create an address book.


Create Border (Module 4 and 5).
Create timetable.

Pupils search the benefit of using the


spreadsheet on the Internet.

Create a two columns article



(Module 3).

Change the spacing of the text


from single to double and vice versa
(Module 2).

Note: Pupils work individually, in pairs, or


in small groups.
Create an essay of two or more
paragraphs.

Suggested Learning Activities

COMPUTER SOFTWARE YEAR 5

b) Flowchart

Draw a flowchart
a) Sequential
b) Selection (IF)
Understand the programming concept
by manipulating the variables

Create a program using a programming


software

2.2.3

2.2.4

Write an algorithm
a) Sequential
b) Selection (IF)

Know the concept of


a) A program
b) Programming

Learning Outcomes

2.2.2

2.2.1

2.2 Develop a Program

a) Algorithm

2.1.1

2.1 Programming Concept

2. Basic Programming

Learning Areas

Develop a project using programming


software Scratch (Module 12).
(5 Weeks)

Open existing project (in Scratch) and pupils


manipulate the variables (colour, sound
and steps). Pupils tell the effect of each
changed variable. Example: Trampoline or
Ping-pong games.

Programming software Scratch can be


downloaded at http://www.scratch.mit.
edu/. Demonstrate how to use Scratch
(Module 11).

Draw a flowchart based on an algorithm


(Module 8).

Write an algorithm based on daily life


activities (Module 7).

Programming: Demonstrate the use of


computer calculator application. Example:
354+213=? is generated or Screen Saver
Application.

A Program: Write simple instruction on daily


activities such as brushing teeth or making
coffee (Module 6).

Suggested Learning Activities

COMPUTER SOFTWARE YEAR 5

1.2 Use search engine

1.1 Search Engine

1. Internet

Learning Areas

Save information

Use keyword to get specific


information

1.2.2
1.2.3

Use search engine to find


information

State examples of search engines

1.1.2

1.2.1

Know features of search engine


- Search box
- Search button
- Image menu

1.1.1


Learning Outcomes

Demonstrate how to use the search


engine.
Identify and verify appropriate sources
for specific information (Module 14).
Practise various ways to save
information from the internet

- Save menu

- Right click mouse button
Find information using text search.
Pupils Project: digital folio, digital
scrapbook.
(2 Weeks)

(1 Week)

Pupils are divided into two groups to


compare the different search engines
based on their search box, search
button and image menu (Module 14).

Suggested Learning Activities

INTERNET YEAR 5

PRELIMINARY

Preliminary
This ICT Literacy for Primary Schools: Teaching Guide
Year 5 comes with fourteen (14) teaching and learning
modules. The modules cover certain topics in the Content
Specifications. They are meant to serve as a guide for
teachers. Teachers are encouraged to produce learning
modules suited to pupils ability and devise innovative
activities that develop pupils thinking skills. All the modules
provided in this teaching guide are presented with
graphic illustrations to help teachers carry out the activities
effectively.
The modules are developed based on the application
software provided to the school computer laboratories
by the Ministry of Education. The application software
provided are MS Word, MS Excel, MS PowerPoint and
Internet Explorer.
The topics developed for word processing are Indentation,
Spacing and create Border in Table. Search Engine modules
are developed for the topic on Internet.
Apart from continuing the skill from previous lesson they
will also learn a new topic on Programming in Computer
Software domain. The programming software used in
this topic is Scratch. Scratch can be downloaded free at
http://scratch.mit.edu. The pupils will develop their thinking
skill as well as do hands-on activities. This topic prepares
pupils with basic concept of programming where pupils will
be given the skill to think logically. The topic of programming
is introduced to Year 5 pupils provides a starting point in
developing pupils interest toward programming.
The logical thinking skill is introduced through activities
found in Module 6 to 10. However, teachers are advised
to apply suitable teaching approaches suited to pupils
ability.
Teachers are also advised to adopt suitable teaching
methods and approaches when using these modules. They
are also encouraged to create learning modules based on
their pupils learning abilities.

10

Word P
roc
ess
ing
Indentation

1
Module Indentation
Learning Area
1.

1.1

Application Software
Word Processing
- Indentation

Learning Outcome
1.1.1 Use tab key to create first line indentation

Module Objective

By the end of the lesson, pupils should be able to


create indentation at the first line.

Step 1 : Click
. Choose All Programs. Select Microsoft Office then
click at Microsoft Word as shown in Figure 1.
3

Figure 1

12

1
Step 2 : Ask pupils to type the passage below.

Whales are mammals. They are warm-blooded


creatures. They live in the sea. They give birth to
their young.
Whales can be found around the world. Some
whales live near the Artic and some near the
Antarctic. Whales have a nose on top of their
head.
It is called a blowhole. They breathe through the
blowhole. Some whales have more than one
blowhole. Baleen whales have two blowholes.
Step 3 : Place the cursor at the first letter of the paragraph as shown in Figure
2.

Figure 2

13

1
Step 4: Press
Figure 3.

on the keyboard. You will get the display as shown in

Figure 3
Step 5 : Repeat step 3 for the next paragraph. You will get the result as shown
in Figure 4.

Figure 3

Figure 4
Step 6 : Save your work. Name it as Whales.

14

Word P
roc
ess
ing
Spacing

2
Module Spacing
Learning Area
1.

1.1

Application Software
Word Processing
- spacing

Learning Outcomes
1.1.2 Change the spacing of paragraphs

- double

- single
Module Objective

By the end of the lesson, pupils should be able to


change the spacing of the text from single to double
and vice versa in Microsoft Word.

1. Steps to change the text from single spacing to double spacing.


Step 1 : Click
. Choose All Programs. Select Microsoft Office, and
then click Microsoft Office Word as shown in Figure 1.
3

1
Figure 1

16

2
Open the Whale file as shown in Figure 2.

Figure 2
Step 2 : Highlight the whole text as shown in Figure 3.

Figure 3

17

2
Step 3 : Click Format at the menu bar. The Format pull down menu will be
displayed. Click Paragraph at the Format pull down menu as shown
in Figure 4.

Figure 4
Step 4 : The Paragraph pop up menu will appear as shown in Figure 5.

Figure 5
18

2
Step 5 : From the Paragraph pop up menu, go to Line spacing, click the arrow
down, and choose double spacing as shown in Figure 6.

Figure 6
Step 6 : Click Double and then click OK as shown in Figure 7.

Figure 7

19

2
Step 7 : You will get a display as shown in Figure 8. Save it.

Figure 8
2. Steps to change the text from double spacing to single spacing.
Step 1 : Open Whales file.

Figure 1
20

2
Step 2 : Highlight the whole text as shown in Figure 2.

Figure 2
Step 3 : Click Format at the menu bar. The Format pull down menu will be
displayed. Choose Paragraph as shown in Figure 3.

Figure 3
21

2
Step 4 : The Paragraph pop up menu will appear as shown in Figure 4.

Figure 4
Step 5 : From the Paragraph pop up menu, click pull-down button at Line
spacing as shown in Figure 5.

Figure 5

22

2
Step 6 : Click Single to apply single spacing for the whole text. Click OK as
shown in Figure 6.

Figure 6
Step 7 : You will get a display as shown in Figure 7. Save it.

Figure 7

23

Word P
roc
ess
ing
Column

3
Module Column
Learning Area
1.

1.1

Application Software
Word Processing
- Columns

Learning Outcome

1.1.3 Format page into two columns

Module Objective

By the end of the lesson, students should able to


create two column articles.

Step 1 : Click Start, choose All Programs, select Microsoft Office and open
Microsoft Word Program.
Step 2 : Go to Menu Bar. Choose Format and click on Columns as shown in
Figure 1.

Figure 1

26

3
Step 3 : You will get a display as shown in Figure 2. Choose Two Columns and
click OK.

Two
Columns

Figure 2
You will get a display as shown in Figure 3.

Two
Columns

Figure 3

27

3
Below is the text for the pupils to type. Choose Century Gothic font size 36.

My name is Sakinah. I am eleven years old. I have a


brother and a sister. My brother is twenty years old
and my sister is twelve years old. My father works as
an engineer. My mother is a housewife. I love my
family very much.
Step 4 : To change font, at the menu bar click Format and choose Font. You
will get a display as shown in Figure 4. Change the font size to 36.
Click OK.

Figure 4

28

3
Step 5 : Now you can start typing the text. As you can see, your text will
become large and fill the two columns as shown in Figure 5. Save it.

As you type,
the text will
fo down until
the second
column.

Figure 5

Activity: Create a two column article or essay.

29

Spreads
he
et
Interface

4
Module Interface
Learning Area

1.2 Spreadsheet

Learning Outcomes
1.2.3




Identify the spreadsheet application


- Interface
- Cell
- Column
- Row
- Name Box

1.2.4 Create border

Module Objectives

By the end of the lesson, pupils should be able to:


Identify cell, column, row and name box in the
spreadsheet.
Create border.

Step 1 : Click Start, choose All Programs, select Microsoft Office and click
Microsoft Office Excel. You should get a display of boxes on the
workspace as shown in Figure 1.

Figure 1
32

4
1. To identify cell, name box, column and row.
Step 2 : Each rectangular box is referred to as a cell as shown in Figure 2.

Cell

Figure 2
Step 3 : The Name Box shows C2 which is at column C row 2, as shown in
Figure 3.

Name box

Figure 3

33

4
Step 4 : Introduce Column as shown in Figure 4.

Column

Figure 4

Step 5 : Introduce Row as shown in Figure 5.

Row

Figure 5

34

4
2. Create border
Step 1 : Type numbers in column A and names in column B as shown in Figure
6. Use mouse or arrow key to move from one column to another.

Column

Figure 6

Step 2 : Click File at Menu Bar then select Print Preview. You will get a display
as shown in Figure 7. The data will appear without border. Then click
Close and save your file.

Figure 7

35

4
Step 3 : To create border, highlight the cells and click Format at the Menu Bar.
The pull down menu will be displayed. Click Cells as shown in Figure
8.

Figure 8
Step 4 : You will get a display as shown in Figure 9. Choose Border then select
Outline and Inside. Click OK.

Figure 9
36

4
You will get a display as shown in Figure 10. Save your file.

Figure 10
Step 5 : Click File at menu bar then select Print Preview. You will get a display
as shown in Figure 11. You can see the difference between Figure 7
and Figure 11. Click Close.

Figure 11

37

4
Step 6 : Type height of each student in column C. Then, repeat Step 3 and 4
as shown in Figure 12.

Figure 12
You will get a display as shown in Figure 13. Save your work.

Figure 13
38

Spreads
he
et
Key in data

5
Module

Key in data

Learning Area

1.2 Spreadsheet

Learning Outcome

1.2.5 Key in data

Module Objectives

By the end of the lesson, pupils should be able to:

Key in text and numerical data.


Insert data in table.

Step 1 : Click Start

Select All Programs

Click Microsoft Excel.

Step 2 : Create Border for 2 rows and 6 columns. Highlight row 1 and 2 from
column A to F as shown in Figure 1.

Figure 1

40

5
Step 3 : Click Format at the Menu Bar. The Format pull down menu will appear
as shown in Figure 2. Select Cells.

Figure 2
You will get a display as shown in Figure 3. Click Border.

Figure 3

41

5
Step 4 : To create border, click Outline and Inside as shown in Figure 4.

Figure 4
You will get a display as shown in Figure 5. Click OK.

Figure 5
42

5
Step 5 : The Border will appear as shown in Figure 6.

Figure 6
Step 6 : To preview Border, click Print Preview icon at the Menu Bar as shown
in Figure 7.

Figure 7
You will get a display as shown in Figure 8.

Figure 8

43

5
Step 7 : To close the Print Preview, click Close at the Menu Bar as shown in
Figure 9.

Figure 9
Step 8 : Save your file.
Step 9 : Type the data as shown in Table 1.
Day /
Time

8.00 a.m
8.30 a.m

8.30 a.m
9.00 a.m

9.00 a.m
9.30 a.m

9.30 a.m 10.00


a.m

10.00 a.m
10.30 a.m

Monday

Bahasa
Malaysia

Mathematics

Science

Science

Music

Tuesday

Bahasa
Malaysia

Bahasa
Malaysia

Mathematics

Science

Science

You will get a display as shown in Figure 10.

Figure 10
Some of the letters seem to be
hidden. This is because of the
column width is small.

44

5
Step 10 : To adjust the column width, place the cursor on the line between
columns. This
symbol will appear as shown in Figure 11. Click and
drag the cursor to the right to enlarge the column width. To reduce
the size of the column width, drag it to the left.

Figure 11
You will get a display as shown in Figure 12.

Figure 12
Step 11 : Type in the data as in Figure 13.

Figure 13

45

Program

mi
ng

Concept

6
Module Concept
Learning Area
2.

Basic Programming
Programming Concept

Learning Outcomes
2.1.1 Know the concept of

- A program

- Programming
Module Objectives

By the end of the lesson, pupils should be able to:

Write simple instruction.


Differentiate between program and instruction.

Step 1 : Introduce the concept of program and programming.


Program (general) - a set or list of instructions to follow.
Program (computer) - a set or list of instructions to direct the computer to
do a task.
Programming
- creating a sequence of instructions to enable the
computer to do something (act or activity).

Step 2 : Example of daily life.


Adam wakes up at 6.00 a.m everyday. Then,
she will brush his teeth cleanly. Next, he will take
a bath. Once done, Adam will put on his school
uniform. He will have her breakfast right after
that. After a nice and fulfilling breakfast, he will
make his way to school.

Figure 1

48

6
Step 3 : Example of daily life.

GET READY FOR SCHOOL

Program

6.00 a.m
6.15 a.m
6.20 a.m
6.30 a.m
6.45 a.m
7.00 a.m

set of
instructions

-
-
-
-
-
-

Wake up
Brush teeth
Take a bath
Wear school uniform
Have a breakfast
Go to school

Figure 2

Step 4 : List some example of programs:





a. Making coffee.
b. _________________________.
c. _________________________.
d. _________________________.

Step 5 : Write list of instructions of one of the programs.


_______________________________
_______________________________
_______________________________
_______________________________
_______________________________

49

6
Activity 1.
Look at the instruction below:
Get a sweets.
Unwrap the sweets.
Put the sweets into your mouth.

Answer the questions below.


1. What are the instructions tell you to do?
_____________________________________
2. How many instructions are there in this program?
______________________________________
3. Name the program.
______________________________________

50

6
Activity 2
Look at the program.

a. Tell destination.

b. Pay money.

c. ____________.

d. Board on the bus.

Answer the questions based on the above program.


4. What does this program tell you to do?
______________________________________
5. How many instructions are there in this program?

______________________________________
6. What is instruction C?
____________________________________
7. Name the program.
_____________________________________

51

6
Activity 3
A. Number the pictures below in the correct order.
Get ready for school.

B. Describe the pictures in the correct order.


1. _____________________________________________________________
2. _____________________________________________________________
3. _____________________________________________________________
4. _____________________________________________________________

52

Program

mi
ng

Algorithm
Sequential

7
Module

Algorithm: Sequential

Learning Area
2.2

Develop a program
- algorithm

Learning Outcome
2.2.1 Write a simple algorithm

- sequential
Module Objective

By the end of the lesson, pupils should be able to write


a sequence structure algorithm.

Step 1 : Explain the definition of algorithm.


Teachers note : Teacher explains the technical definition of algorithm before
proceeding with definition of sequence. Teacher may use the definition and
suggested activities below.

Definition : Algorithm - is a method or procedure or even a recipe for


carrying out particular task.
Situational example:
(1) Sequences or steps in cooking rice.
(2) Sequences or steps to bake a cake.
*In both situations, procedures must be followed in order to achieve the
desired goal.
(3) A birthday party one needs to follow each activity in order, beginning
with the first activity and ending with the last.
(4) Conducting science experiment one needs to follow each step in
sequence to achieve the desired outcome.

54

7
Suggested activities:
(Individual/Pair work)
Students identify at least five daily activities that involve sequence or
procedure. Then, students list down the procedures or steps accordingly to
its order.
For weaker students, teacher provides a random list of procedures. Then,
students rearrange the procedures accordingly in order.
*Example of daily activities: (1) kite-making, (2) baking a cake, (3) converting
a mixed number to improper fraction, (4) tying a shoes lace and (5) buying
food at the canteen.

55

7
Step 2 : Read and understand the program and the situation below.

Situation:
A birthday party at Lelas house. The guests need to follow the activities
during the party from the beginning to the end.
Tentative program:
4.00 p.m

Arrival of guests and friends

4.30 p.m

Welcome speech

4.45 p.m

Party starts

5.00 p.m

Cutting of the birthday cake

5.30 p.m

Lucky draw and games

7.00 p.m

Party ends

Step 3 : Write a sequence of a program using Microsoft Word application by


referring to the program in Step 2.

Example of sequence:
1. Start
2. The guests are expected to arrive at 4.00 p.m.
3. The host will deliver her speech at 4.30 p.m.
4. The party starts at 4.45 p.m.
5. The birthday cake will be cut at 5.00 p.m.
6. The lucky draw and games session start at 5.30 p.m.
7. The party will end at 7.00 p.m.
8. End
56

7
Step 4 : To find the answer of 2 km + 465 m.

2 km + 465 m = m

Algorithm

1. Start
2. Multiply 2 km with 1000
3. Add the answer with 465 m
4. The answer is 2465 m
5. End

Step 5 : To find the answer for 12.5 km 625 m.

12.5 km - 625 m = m

Algorithm

1. Start
2. .....12.5 km with 1000
3. ..... the answer with 625 m
4. The answer is ...... m
5. End

Step 6 : Write algorithm for other unit of measurement such as weight or area.

57

7
Suggested activities:
Activity A
1. Teacher provides students with a set of procedures.
2. Students convert the set of procedures to algorithm in the worksheet
provided.
Example:
Procedures:
1. go to school
2. breakfast
3. wake-up
4. take a bath
5. put on uniform
6. brush the teeth

Instruction: Create an algorithm based on the


procedures provided.
1. Start
2. _____________________________________
3. _____________________________________
4. _____________________________________
5. _____________________________________
6. _____________________________________
7. _____________________________________
8. End
Worksheet A

Activity B
Teacher asks students to read a short
paragraph.
Based on the paragraph,
identify the sequences.

students

Students create an algorithm based on


the sequences.

Batrisyia wakes up at 6.30 a.m.


everyday. She brushes her teeth
cleanly before taking a refreshing
bath. After that, Batrisyia puts on
her school uniform. She makes
her way to school after a nice
and fulfilling breakfast.
Worksheet B

58

Program

mi
ng

Algorithm:
Selection (IF)

8
Module

Algorithm: Selection (IF)

Learning Area
2.

2.2

Basic Programming
Develop a Program
- Algorithm

Learning Outcome
2.2.1 Write an algorithm

- Selection (IF)
Module Objective

By the end of the lesson, pupils should able to write


simple algorithm.

Step 1 : Definition of Selection (IF).


Definition:
Selection (IF) - used for decision or branching.

Step 2 : Teacher provides a sample of Selection (IF) based on daily life


situations. For example:


6:00 a.m

6:10 a.m

6:15 a.m

6:30 a.m

6:45 a.m

7:00 a.m

My Daily Activities
Wake-up.
Brush my teeth.
Take a bath.
Put on my school uniform.
Having my breakfast.
Go to school.
If it rains heavily, bring umbrella.

60

8
Step 3 : Based on the given example, pupils construct an algorithm. Pupils
write their answers on worksheet provided.
Example:
Activity A

Instructions: Rearrange the sequence accordingly. Write a simple algorithm


in the space provided.
Start
Put on school uniform ____________________________________
Take a bath ____________________________________
Go to school ____________________________________
Having breakfast ____________________________________
Walk to school ____________________________________
Wake-up ____________________________________
Brush teeth ____________________________________
IF rains heavily ____________________________________
- bring umbrella

__________________
End

61

8
Activity B
Teachers note:
Pupils must read the whole text for this activity. Teacher assists pupils to help
them understand the situational question and instruction.

A birthday party will be held at Lelas house. The guests need to follow the
activities during the party from the beginning to the end.
The program:
4.00 p.m.

Party starts

4.30 p.m.

Arrival of guests and friends

4.45 p.m.

Welcome speech

5.00 p.m.

Cutting the birthday cake

5.30 p.m.

Lucky draw and games

7.00 p.m.

Party ends

Situation:
The party will be held outside Lelas house on that day. However, Lela needs
to make a backup plan if the weather is bad on that particular day e.g.
raining.
Instruction: Based on the situation above, create an algorithm of Selection
(IF) to represent Lelas birthday program and her backup plan. Use the
worksheet provided.

62

8
Worksheet (Activity B)
Put (IF) where necessary.
Start
__________

____________________________________

____________________________________

____________________________________

____________________________________

____________________________________

____________________________________

End
__________

63

Program

mi
ng

Flowchart:
Sequential

9
Module

Flowchart: Sequential

Learning Area
2.

2.2

Basic Programming
Develop a program
- Flowchart

Learning Outcome
2.2.1 Draw a flowchart

- Sequential

Module Objective
By the end of the lesson, pupils should be able to
create story with flowchart.
Definition
a. Flowchart
b. Sequential

a. Flowchart
Is a diagram of geometrical shapes with connected line.

b. Sequential
A set of directions in order from beginning to end.

Types of shapes


START/STOP
Oval shape indicates a start or stop part of the flowchart.

PROCESS

Rectangular shape indicates an activity or task.

66

9
Activity 1 : Record the sequent on How to bake a cake.
Algorithm

Flowchart

1.0 Start

2.0

Prepare the ingredients

3.0

Add flour

4.0

Stir milk and baking powder

5.0

Mix butter, sugar, vanilla


and egg

6.0

Bake the mixture

Start

Prepare the ingredients

Add flour

Stir milk and baking powder

Mix butter, sugar, vanilla and egg

Bake the mixture

7.0 End

End

67

9
Activity 2 : Complete the flowchart.
Activity on Sunday
Algorithm

Flowchart

1.0 Start

2.0

Wake up

3.0

Take a bath

4.0

Gardening with parent

5.0

Wash hand

6.0

Take a lunch

Start

Wake Up

Take a lunch

7.0 End

End

68

9
Activity 3 : Ask pupils to complete the flowchart.
Have a bath
Start

Wash your hair

End

69

9
Activity 3 : How to fix a bicycle puncture. Draw the missing geometrical shape
and complete the flowchart.
Activity:____________________

Remove the tube from the tyre

Put the tube into a pail of water


to check for holes

Pump air into the tube

70

9
Activity 5 : Think of an activity and write your own flowchart.
Activity: _______________________

71

9
Activity 6
Step 1 : Open Microsoft Word application. Open a new file.
Step 2 : List down the activities.

Step 3 : By using the geometrical shape, draw a flowchart.

Make sure the activities are in the correct order.
Get ready for school

Wake up
Wear school uniform
Brush teeth
Take a bath
End
Have a breakfast
Start
Go to school

72

Program

mi
ng

Flowchart:
Selection (IF)

10

10
Module

Flowchart: Selection (IF)

Learning Area
2.2

Develop a Program
- Flowchart

Learning Outcome
2.2.2 Draw a flowchart:

- Selection (IF)
Module Objective

By the end of the lesson, pupils should be able to


make a decision using Selection (IF).

Step 1 : Definition of a flowchart.


a. Flowchart
b. Selection

a. Flowchart
Is a diagram of geometrical shapes with connected line.

74

10
Types of shapes
PROCESS

Rectangular shape shows interactions or actions.

DECISION

Diamond shape shows decision that must be made.

START/STOP
Oval shape shows the start or end of a program.

b. Selection (IF)
Used for decisions or choosing between two or more
choices.

75

10
Step 2 : Transformation from algorithm to a Selection (IF) flowchart shown in
Figure 1.
Go to school
Algorithm

Go to school
Flowchart using Selection Control Structure (IF)

1.0 Start

2.0

Wake up

3.0

Take a bath

4.0

Wear school uniform

5.0

Have breakfast

6.0 If raining heavily



Start

Wake up

Take a bath

Wear school uniform

Have breakfast

Yes
Raining heavily?


6.1 Bring umbrella

No

7.0

Go to school

Go to school

8.0 End

End

Figure 1

76

Bring umbrella

10
Condition in Figure 2:
There are two choices for you to go to school. You can walk to school or go to
school by car.
Question

IF you are tired?

IF you are tired, you go to school by car.


IF you are not tired, you walk to school.
Step 3 : A Selection (IF) flowchart shown in Figure 2.

Task :

Question : IF you are tired?

Yes (True)

Go to School.

1. IF you are tired, go to school by car.

No (False) 2. IF you are not tired, walk to school.

Yes

No

Figure 2

77

10
Sample of Go to school flowchart using Selection (IF) as shown in Figure 3.

Start

Wake up

Take a bath

Wear school uniform

Breakfast

Yes (True)
Tired to walk
No (False)
Reach school

End

Figure 3

78

By car

10
Step 4 : Activity 1.
Task

Go to school.

Question

IF it is raining?

a. Make a decision on how you go to school. Fill in the blanks below.


Yes (True)

1. IF it is raining, you go to school_________________________ .

79

10
b. Complete the flowchart in Figure 4 based on answer in Activity 1a.
Start

Wake up

Take a bath

Wear school uniform

Breakfast

Go to school


Yes (True)
Raining?

No (False)

End
Figure 4
80

10
Step 5 : Activity 2.
Task :

Activity on Sunday.

Question : IF there is no electricity?


a. Write two choices on how you can enjoy yourself on Sunday.
Yes(True)

1. IF there is no electricity, I ________________________________ .

No (False) 2. IF there is electricity, I ___________________________________ .

81

10
b. Complete the flowchart in Figure 5 based on your answer in Activity 2a.
Start

Wake up

Take a bath

Breakfast


Yes (True)
Raining?

No (False)

Enjoyable day

End
Figure 5
82

10
Step 6 : Draw your own flowchart based on the task given.
Task :

Activity in the evening.

After having tea, change into a tracksuit and go to the field to play
football with your friends. If your friends are not around, you will jog in
the park.

Start

Watch television

Tea


Yes (True)

No (False)

83

Program

mi
ng

Sof
tware
Getting Started
With Scratch

11

11
Module

Getting Started With Scratch

Learning Area

2.

Learning Outcome

Demonstrate how to use Scratch

Module Objective

By the end of the lesson, pupils should be able to use


Scratch programming language.

Teachers Note :

Install the Scratch software before lesson begin.

a) Scratch can be downloaded after filling a form at


http:// www.scratch.mit.edu/
b) The software can also be installed from the
CD-ROM given with this Teaching Guide.

Basic Programming

Step 1 : Click
, choose All Programs, select Scratch and click
Scratch application as shown in Figure 1.

Figure 1

86

11
You will get results as shown in Figure 2.

Figure 2

Blocks Palette

Script Area

Sprite List

Menu Bar

Tool Bar

87

Stage

11
Introduction to Scratch Interface
a. Menu Bar

: A region where Scratch menus are located.

b. Blocks Palette : Consist of graphic blocks. There are 8 colour coded


blocks according to the following categories: motion ,
looks , sound , pen , control , sensing , numbers
and variables . When the blocks are applied together
they are called scripts.
c. Scripts Area

: An area where sprite (programmable character) is


programmed by dragging out blocks from the blocks
palette.

d. Stage

: An area where the sprite is displayed and see the scripts


being presented.

e. Sprite List

: Displays all the sprites involved in a project.

f. Toolbar

: Provides access to commands that can be used to


interact and control. Select these commands and click
on objects to perform an action.

To select and move sprite and blocks

To duplicate sprite, blocks and costumes

To delete sprite, blocks and costumes

To enlarge Sprite

To shrink Sprite

Step 2 : From the menu bar, choose Want Help? button to learn more about
the Scratch software as shown in Figure 3.

Figure 3
Step 3 : The step-by-step Getting Started guide in the next page is to get
you started with Scratch.
88

Program

mi
ng

Sof
tware

Develop a Program
Using Scratch

12

12
Module

Develop a Program Using Scratch

Learning Area

2.

Basic Programming

2.2

Develop a program

Learning Outcome

2.2.4 Create a program using a programming tool.

Learning Objective

By the end of the lesson, pupils should be able to


create a program to show a cat moves towards food
complete with a background.

Inserting Background:
Step 1 : Click Start to open Scratch. Display shown in Figure 1 will appear.

Figure 1

102

12
Step 2 : Place pointer on Stage situated in sprite list area as shown in Figure 2
and click.

Click

Figure 2
Step 3 : Place pointer on Background tab as shown in Figure 3 and click.

Click

Figure 3

103

12
Step 4 : A new display will appear as shown in Figure 4. Click Import.

Click

Figure 4
A new pop-up window will appear as shown in Figure 5. Double click Indoors.

Figure 5

104

12
Step 5 : Choose room3 as shown in Figure 6 and double click to select it.

Figure 6
Once done, your selected background will appear as shown in Figure 7.

Figure 7
105

Your new
background

12
Positioning Sprite:

The Sprite in Figure 8 is a cat and the default location is in


the middle of the stage.

Step 1 : Click and hold the Sprite. Then, drag to the new position as shown in
Figure 8. This position is defined as Start position.

Figure 8
You will get a display as shown in Figure 9.

Figure 9

106

Click and
drag to the
new position

12
Inserting new Sprite: Food
Step 1 : Choose New Sprite button as shown in Figure 10.

Click

Figure 10
A new pop-up window will appear as shown in Figure 11. Double click Things.

Figure 11
107

12
Step 2 : A display as shown in Figure 12 will appear.

Double
Click

Figure 12
Step 3 : Choose cheesy-puffs and double click to select it.

108

12
A new display with your new Sprite (food) will appear as shown in Figure 13.

New sprite

Figure 13
Resizing Sprite: Reducing the size of food.
Step 1 : Click on Shrink sprite button as shown in Figure 14.

Click

Figure 14

109

12
Step 2 : A new pointer will appear
. Place the pointer on the food as shown
in Figure 15 and click on it to meet the desired size.

Place pointer
here and click
to make it
smaller

Figure15
The food now becomes smaller.

Figure 16

110

12
Positioning the food:
Step 1 : Click on Move button as shown in Figure 17 to exit the shrink mode.
Place pointer here and
click.


Figure 17

Step 2 : Now, move the food to the new position as shown in Figure 18.

Figure 18

111

12
You will get a display as shown in Figure 19.

Figure 19
Inserting movement: Cat moves towards food
Step 1 : Place pointer on Sprite1 as shown in Figure 20 and click.

Figure 20

112

12
The Sprite script area and Blocks palette will appear as shown in Figure 21.

Step 2 : Place pointer on Control button and click as shown in Figure 22.

Place pointer
here and click
Figure 22
The Blocks Palette for Control will appear as shown in Figure 23.

Figure 23
113

12
Step 3 : Start with clicking on
whenever creating script and
drag the block to the Script area as shown in Figure 24.

Figure 24

Note: Block
or

is not applicable if block


is used.

Step 4 : Click the Motion button as shown in Figure 25.

Figure 25

114

Place pointer
here and click

12
The Blocks Palette for Motion will appear as shown in Figure 26.

Figure 26

Step 5 : Click and drag the


27.

to the Script area as shown in Figure

Figure 27
Note: When you place the new block, please make sure the block is attached
together as shown in Figure 27 so that the script can function.
Test the script by clicking

115

12
Step 6: Double click to change the default value from 10 to 50 as shown in
Figure 28. Your cat will move 50 steps.

Double click here and


key-in the new value


Figure 28

Note: Before you test your script. Make sure the cat is in start position.
Step 7: Then, click on the Control button (which is located at the Blocks
Palette)as shown in Figure 29.

Place pointer
here and click
Figure 29

Step 8 : This time, choose


. Click and drag the block to the
Script area as shown in Figure 30. The cat will wait one second after
movement.

Figure 30

116

12
Step 9: Repeat step 5 to 8 until the cat reaches the food.
Note: Before you test your script. Make sure the cat is in start position.
Step 10: When the cat reaches the food, can you make the cat moves back
to the start position by adding one block? What would the value of
the new block?

How many steps?

Tips: You have to count the


total of the steps that the cat
took and put as negative
value.


Figure 31
When you have the answer, test it.
Exercise: Simplify the script in Figure 31, discuss and demonstrate the fastest
way to get the same result.
Explore the use of blocks palette for control and motion on the script and see
the effects of cat movements.

117

Program

mi
ng

Mini Project

Sof
tware

13

13
Module

Mini Project

Learning Area

2.

Learning Outcome
2.2


Module Objective

Basic Programming
Develop a Program
- create a mini project using Scratch
application

By the end of the lesson, pupils should be able to


create a mini project using Scratch software.

Reference
site:
Scratch
software
can
be
downloaded
at
http://scratch.mit.edu/. In this site, they are many projects to give you some
ideas on how to do your project. You can also share your Scratch project or
explore educational resources and strategies in this site.
Step 1 : Read the situation given.

Situation
In a garden there are a lot of beautiful flowers. A butterfly is flying in the
garden. It flies from one flower to another flower. It loves to get nectar from
the flowers. After a while, the butterfly flies home.

Step 2 : Write an algorithm based on the situation given.

1. Start
2. A butterfly is flying
3.
4.
5.
6. End

120

13
Step 3 : Fill in the flowchart given.

Start

It flies from one flower to


another flower

End

121

13
Step 4 : Start Scratch Software. Create a project based on the situation given
(Step 1). Figure 1 is an example of a project.

Figure 1
Step 5 : Pupils folio must include algorithm, flowchart and printed copy of the
project.

122

Internet

Search Engine

14

14
Module

Search Engine

Learning Area

1. Internet
1.1 Search Engine

Learning Outcomes
1.1.1


Know features of search engine


- Search Box
- Search Button
- Image Menu

1.1.2 State examples of search engines

Module Objectives

By the end of the lesson, students should be able to:


Identify the search box, search button and image
menu.
List different search engines.

Introduction :
There are many types of Search Engines.
Examples:
Google (Figure 1), MSN (Figure 2) and Yahoo
(Figure 3).

Figure 1

124

14

Figure 2

Figure 3

125

14
Step 1 : Go to Start
All Program
Internet Explorer. By default the
MSN will display as shown in Figure 4.

Figure 4
In this module, we will use Google search engine.
Type http://www.google.com in the address box and press Enter. You will see
a display as shown in Figure 5.

Menu
Search
Box

Figure 5

126

14
Step 2 : Type a keyword in the Search Box. Example flower.
Click Google Search (search button) as shown in Figure 6.

Figure 6
Step 3 : You will get results as shown in Figure 7. There are so many information
on flower.

Results

Figure 7

127

14
Step 4 : Next, click on Images menu as shown in Figure 8.

Figure 8
Step 5 : You will get a display as shown in Figure 9.

Figure 9

128

14
Step 6 : To find specific type of flowers, type keywords in search box. Example
hibiscus flower. Next, click on Search Images button. You will get a
display as shown in Figure 10.

Specific
keywords

Image
Button

Figure 10
Step 7 : Click on one of the image if you want to get more information about
it as shown in Figure 11.

Figure 11

129

14
You will get a display as shown in Figure 12. Scroll the page to see more.

Scroll
down

Figure 12
Step 8 : To save image, place cursor on image, right-hand click on the mouse
button and choose Save image as.. as shown in Figure 13.

Figure 13
Note:

The images shown might not be the same as in this module. This is
because the images are being updated from time to time.

Exercise: Find other information about animals in Malaysia.


130

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