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Grade 6 Computational Thinking Reviewer

Grade 6 Computing (Oxford) Scratch reviewer.
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0% found this document useful (0 votes)
132 views3 pages

Grade 6 Computational Thinking Reviewer

Grade 6 Computing (Oxford) Scratch reviewer.
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 DOCX, PDF, TXT or read online on Scribd
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Grade 6 Computational Thinking Reviewer

1. Introduction to Computational Thinking

 Definition: Computational Thinking involves solving problems, designing systems, and


understanding human behavior by drawing on the concepts fundamental to computer
science.
 Core Concepts:
o Decomposition: Breaking down a complex problem into smaller, more
manageable parts.
o Pattern Recognition: Identifying similarities or patterns among small,
decomposed problems.
o Abstraction: Focusing on the important information only, ignoring irrelevant
detail.
o Algorithms: Developing a step-by-step solution to the problem, or the rules to
follow to solve the problem.

2. Algorithms and Programs

 Algorithm: A plan or sequence of steps to solve a problem.


o Example: An algorithm for adding ten numbers input by the user.
 Program: A set of instructions that a computer follows to perform a task.
o Example: Creating a Scratch program based on an algorithm.

3. Variables

 Definition: Variables are used to store information that can be used and manipulated
within a program.
o Example: A variable to store the total of numbers input by the user.

4. Loops

 Types:
oCounter Loop or Fixed Loop: Repeats a set number of times.
oConditional Loop: Repeats until a condition is met.
 Example: Using loops in Scratch to repeat actions like adding numbers multiple times.

5. Sequence

 Definition: The specific order in which instructions are executed in a program.


 Importance: Correct sequencing is crucial for the correct execution of algorithms.

6. Error Checking
 Common Errors: Mistakes in the sequence of instructions or logic errors.
 Debugging: The process of finding and fixing errors in a program.

7. Reuse and Repurpose

 Reuse: Using existing code for a new task with little or no modification.
o Example: Using a billing program for different businesses.
 Repurpose: Modifying existing code to perform a new task.
o Example: Changing a tax calculation program to calculate service charges.

8. Creating Programs

 Steps:
o Define the problem.
o Plan the solution (algorithm).
o Write the code (program).
o Test and debug.
o Document and maintain.

9. Combining and Upgrading Programs

 Combining Features: Using parts of different programs to create a new program.


 Example: Creating a program that calculates both the total and average of numbers input
by the user.

10. Programming a Game (Frog Maze)

 Sprites: Characters or objects in the game (e.g., frog, gift).


 Backdrop: Background scene of the game.
 Movement: Using arrow keys to move the frog sprite.
 Scripts: Sets of instructions controlling the sprites' actions.

11. Adding Challenges and Features

 Adding a Snake: Introducing obstacles like a snake that the frog must avoid.
 Conditional Loops: Loops that run based on specific conditions (e.g., if the snake
catches the frog).
 End of Game: Actions that happen when the game conditions are met (e.g., frog touches
the gift, the game ends with a celebration).

12. Modules

 Definition: A way to group related commands together to make programs easier to read
and maintain.
 Creating Modules: Storing movement commands or startup commands in modules to
simplify the main program.
13. Editing Scripts for New Tasks

 Changing Backdrops: Replacing the game's backdrop with a new image.


 Adapting Movement: Adjusting the movement speed or direction based on the game's
requirements.
 Collision Detection: Using sensing blocks to detect when the frog touches the maze
walls and respond accordingly.

14. Final Touches

 Adding Sounds: Including sound effects to enhance the game experience.


 Outputting Results: Displaying the results such as the number of inputs, total, and
average.

Practice Activities

1. Create an Algorithm
o Write an algorithm to calculate the average of ten numbers input by the user.
2. Write a Scratch Program
o Implement the algorithm in Scratch and test it.
3. Debugging
o Find and fix errors in a given Scratch program.
4. Game Development
o Develop a simple game using Scratch where a character moves through a maze.
5. Reuse and Repurpose
o Modify an existing Scratch program to perform a new task.

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