programming and algorithm for 6th grade students
TRANSCRIPT
PROGRAMMING AND ALGORITHM
For 6th Grade Students
PAGE 1
PAGE 2
TABLE OF CONTENT
PREFACE…………………………………………………………………………………………………………………... 2
TABLE OF CONTENT………………………………………………………………………………………………...3
ABSTRACT……………………………………………………..…………………………………………………..………4
GLOSSARY…………………………………………………………………...…………………………………………….5
ELEMENTS OF ALGORITHM………………………………………………………..…………………….....6
FLOWCHART…………………………………………………………………………………………………………………………...7
SHAPES OF FLOWCHART…………………………………………………………………………………………………………..…..8
FLOWCHART EXAMPLE …………………………………………………………………………………………………………….… 9-10
MAKE YOUR OWN FLOWCHART TEMPLATE…………………………………………………...…………………………....11
WHAT IS PSEUDOCODE………………………………………………………………………………………………………………...12
INPUT/OUTPUT…………………………………………………………………………………………………………………………....13
EXAMPLE……………………………………………………………………………………………………………………………………..14
WHAT IS PROGRAMMING……………………………………………………………………………………………………………..15
PROGRAMMING FOR KIDS (ADDITIONAL READI NG)…………………………………………………………………...16-18
LEARN WITH A FUN GAME…………………………………………………………………………………………………………….19
PROGRAMMING IN SCHOOL…………………………………………………………………………………………………………..20
WHAT IS THE PROGRAM OF ALICE……………………………………………………………………………………………....21
ALICE EXERCISE …………………………………………………………………………………………………………………………...22-24
WHAT IS THE SCRATCH…………………………………………………………………………………………………………...…..25-26
THE RELATION BETWEEN PROGRAMMING AND OTHER SUBJECT………………………………………..……...27
WHY STUDENTS NEED TO LEARN PROGRAMMING………………………………………………………………..…….28
OBJECTIVES…………………………………………………………………………………………………………………………………….29
ASSESMENT QUESTIONS……………………………………………………………………………………………………...…..30-32
ANSWER………………………………………………………………………………………………………………………………………….33-34
REFERANCE……………………………………………………………………………………………………………………………………..35
ABSTRACT
This workbook's main aim is to simplify the programming and
algorithm to 6th-grade students.
As we know, programming is a complicated topic to unders-
tand, especially for 10-12 years students. So workbook is de-
signed for them to facilitate each term and visuals in Algorithm
and Programming.
That range of students is of gaming age so that this book provi-
des some basic programming language for gathering unders-
tanding and taking attention of the children. This book also
combines daily activities and programming skills simultaneo-
usly with the help of a flowchart, which is based on the algo-
rithm.
Students can understand the relation between steps with the
help of a flowchart.
What is an Algorithm?
An algorithm (pronounced AL-go-rith-um) is a procedure or formula for solving a prob-
lem, In computing, algorithms provide computers with a successive guide to completing
actions. They’re comprised of a precise list of instructions that outline exactly how to
complete a task.
When we consider, in the most general way, an algorithm. An algorithm is a food recipe, an
algorithm is the tool you use to solve addition or long division problems, and an algorithm
is the process of folding a shirt or a pair of trousers. You might also consider your morning
routine an algorithm! In reality, here's what could look like your child's morning written
out as an algorithm:
Elements of Algorithm
Flowchart
Pseudo code
Input/Output
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Elements of Algorithm;
1) What is the Flowchart?
A flowchart is a type of diagram that reflects a process or workflow. It is also possible to de
scribe a flowchart as a diagrammatic algorithm representation, a step-
by step approach to solving a problem.
By linking the boxes with arrows, the flowchart displays the measures as boxes of different
kinds and their order.
Time taken : 15 minutes
Purpose: Before get star ted measure whether kids have existed knowledge about algo-
rithm or not .
Discussion topic: When to Draw Flowchar t?
Method: Divide whole class into groups, 5-6 members of each group. Then start discus-
sion. End of the discussion one person ,who is reporter, write answers
***
Possible answers
***Brain storming exercise***
It helps to clarify complex processes.
It identifies steps that do not add value to the internal or external customer,
including delays; needless storage and transportation; unnecessary work,
duplication, and added expense; breakdowns in communication.
It helps team members gain a shared understanding of the process and use
this knowledge to collect data, identify problems, focus discussions, and
identify resources.
It serves as a basis for designing new processes
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Time to read additional text
Flow charts are extremely flexible and can be used to display all manner of different procedures.
Some of the approaches you might have seen described in the past as flow charts include:
Instructions for placing a flat-packed shelf together.
Directions for making a pasta
Procedures at the workplace for running out of a building in case of a fire.
A butterfly's life cycle.
FLOWCHART
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THE SHAPES OF FLOWCHART
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Flowchart examples
First we should define problem then create flowchart as are shown in below some visual
examples of flow charts, taken from Twinkl resources. (Twinkle, n.d)
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Flowchart Example
Does the flowchart scare you? if so, let's see together how simple;
In the school morning, you wake up and you follow some daily step as usual in orderly
Wake up
Wash your face
Make breakfast
Brush your teeth
Go to school
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MAKE YOUR OWN FLOWCHART TEMPLATE
Now, it is your turn to make your own
flowchart :)
In this example, you will be given
steps of how to make milk with bana-
na, and shapes will be empty. What we
expect from you is, you will match the
steps with shapes in order. When you
are doing this, please be careful with
your order.
Don't worry!!
it is not that much hard
A) take a milk
B) mix them in a mixer
C) add a banana
D) put in a glass
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WHAT IS PSEUDOCODE ?
Pseudocode is an informal definition of programming that does not include any strict syn-
tax of the programming language or underlying technical considerations.
COMMON PSEUDOCODE NOTATION
There is no strict set of standard notations for pseudocode, but some of the most widely re-
cognised are:
INPUT – indicates a user will be inputting something
OUTPUT – indicates that an output will appear on the screen
WHILE – a loop (iteration that has a condition at the beginning)
FOR – a counting loop (iteration)
REPEAT – UNTIL – a loop (iteration) that has a condition at the end
IF – THEN – ELSE – a decision (selection) in which a choice is made
any instructions that occur inside a selection or iteration are usually indented.
Example,
FOR ;
FOR each month of the year (good) FOR month = 1 to 12 (ok)
FOR each employee in the list (good) FOR empno = 1 to listsize (ok)
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INPUT/OUTPUT
Communication between an information processing device such as a Computer,
and the outside world , possibly a person or other information processing sys-
tem, is input or I/O. Inputs are the system’s received signals or data and outputs
are the signals or data sent from it.
Output, it means to display some data on screen, printer, or in any file. C prog-
ramming provides a set of built-in functions to output the data on the computer
screen as well as to save it in text or binary files.
Several keywords are often used to indicate common input, output, and processing
operations.
Input: READ, OBTAIN, GET
Output: PRINT, DISPLAY, SHOW
Compute: COMPUTE, CALCULATE, DETERMINE
Initialize: SET, INIT
Add one: INCREMENT, BUMP PAGE 13
EXAMPLES
In this example we provide a basic example
about what I/O is. Words which are written in pa-
rentheses are our input. After executing this, we
see an output in the second line as a result.
Average Of Two
Input: Two numbers
1. Add the two numbers
2. Divide the result by 2
3. Return the result by step 2 End
print("hello world")
hello world
EXAMPLE OF I/O
START
READ A
READ B
SUM A+B
DIVIDE BY 2
STOP
In this example, it asks us to enter 2 num-
bers as input.
Then we reach the conclusion by adding the-
se two numbers and dividing them by two.
This example provides us with combined
pseudocode and flowchart.
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What is a Programming?
programming is the process of designing and building an
executable computer program to accomplish a specific com-
puting result
In order to work, a programming language is a written code that tells compute
rs what to do. Both computer programs and computer applications are made u
p of programming languages. A programming language is like a series of inst
ructions to do something that the machine follows.
A programmer writes the text of the source code to build programs in the
programming language which usually uses actual words for some of the
commands, so that it is easier for a person to read the language. Just like a
natural language, many programming languages use punctuation.
WHAT IS PROGRAMMING
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PROGRAMMING FOR KIDS
Ryan Barone (2019) states that “Learning a new language is difficult because without meaning, words are literally just random combinations of letters.
Thus, it’s not enough to just be able to pronounce something—you need to be able to understand what each and every word means in order to form a logical statement.
So, let’s dive into a few of the major terms your kids and teens are likely to encounter as they first embark upon their coding journey.”
“Programming”
Does your son or daughter have a dog? Has your family tried to train that dog?
The goal being, of course, is that you reach a point where you give a command and the dog responds appropriately based on your instruction. “Sit.” “Stay.” “Roll over.”
When it comes time for your kids to write a program, or program, they are doing much of the same. They, as the “owner,” are communicating a set of commands to a computer, with the expectation that the computer will respond accordingly.
Of course, the difference here is that, instead of sternly vocalizing those instructions with a liver -flavored treat hidden in their hand, kids will be writing instructions in a language that kind of resembles familiar English, but has a few additional parameters and rules. Programming is the foundation of robotics, video games, apps, computer graphics, and much more. And, every one of these programs is a set of instructions; a sequence of short commands, one after another, with programming used as the tool to write and disseminate those individual instructions.
CODING DEFINITIONS
ADDITIONAL READING TEXT
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ADDITIONAL READING
PROGRAMMING LANGUAGE
Based on the previous page, the crux of programming is the associated language. In order to converse with a computer, you need to speak in terms it understands.
First, think about the English language. We have words, but we also have punctuation. There are also different rules and guidelines around when you should use a particular form of a word, and when you should opt for another.
A programming language, then is made up of its own vocabulary and set of rules—the difference is, each language is based on its own unique syntax (grammatical structure) and semantics (meaning).
And yes, “each” language—as in there are multiple programming languages; each with
theirown rules and use cases.
ADITIONAL READING TEXT
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(POUTLER, M . n.d) PAGE 18
Let's learn with a fun game
Angry birds is a very enjoyable ga-
me application. Lets integrate angry
birds into programming.
In the example on the next side,
angry bird need to reach
piggy.What will be your steps until
reach piggy ??
Help me eliminate this bad piggy
with the least amount of blocks.
First step : Move forward
Second : Move forward
Third:Move forward
Fourth:Move forward
Fifth:Tur n left
Sixth :Move forward
Seventh: Move forward
Eight:Move forward
Ninth: reach piggy and destroy it.
First step : Move forward
Second step: Turn left
Third step : Tur n right
we reached the piggy
ANOTHER EXAMPLE
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Programming in school
How do we integrate Algorithm and Programming into 10-12 years old students?
Children between the ages of 10-12 are play-age children. So learning through the game
is a useful way for them. For this reason, children can program programming using
simple commands instead of advance programming languages(C++ or PHP) . Using
"Alice" or "scratch", which is an educational tutorial and also a fun program and
provides basic understanding for students.
PROGRAMMING IN SCHOOL
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WHAT IS THE PROGRAM OF ALICE
Alice is a useful 3D programming environment for creating an animation for the movie,
telling a story, and making interactive games. For a students to gain their first knowledge
of Object-oriented programming, Alice is a freely accessible educational method. Ani-
mated films and essential video games enable students to learn the basic concepts of
programming
The knowledge of computer science can be
created thanks to the easy to use interface
of Alice. The programming language is simi-
lar to standard programming languages in
its interactive interface. This program is a
program used in introductory courses and
will increase the experience. Creating ani-
mations by combining ready-made java co-
des can also be made more preferable by the free and open source program Alice.
Students will better realize their analytical skills thanks to the program. The fact that this
program, which increases the curiosity of students in software development, has Turkish
language support, will help them to perceive sharing more easily between the ages of
10 and 12.
The main goal is to develop software at a young age by developing creative creativity,
analytical thinking skills, collaborative work and information technology literacy skills.
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Exercise
Tutorial: Scene Building
Introduction – Wonderland Tea Party
This tutorial exercise provides step-by-step directions for building a scene. Here you will explore the different methods that can be used for each skill. This will provide an overview to the Alice Scene Editor and cover the basic skills to get you started.
In this exercise you will construct an Alice in Wonderland tea party similar to what is presented in the im-age above.
You will need to have access to alice.org to view the How To video content. These materials can be down-loaded and printed for offline use.
Remember to save your projects frequently.
Setting Up the Scene
For the following steps, you may wish to watch the How To: Scene Editor Overview and How to: Using Camera Markers videos or check the Quick Reference Guide associated with the videos.
Start Alice
Select the Wonderland template from the Blank Slates section of the Select Template Dialog box
Save the project right away so that your work will be safe and the backup saves will begin
Click on the Setup Scene button to go to the Scene Editor of Alice
Create a startingCamera camera marker,
Scroll to the bottom of the object properties panel and click the arrow to expand the Camer-Markers controls
Select Add Camera Marker…
Name the Camera Marker startingCameraLocation or similar using camelCase rules
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Adding Objects
For the following steps, you may wish to watch the How To: Adding Objects or check the Quick Reference Guide associated with the video.
From the Wonderland section of the Browse Gallery by Theme tab of the Gallery,
Add the TeaTable by double clicking it and adding it at the center of the world
Drag Alice into the scene
Add the CheshireCat using either method
Go to the Search tab of the Gallery, and do a search for “chair.” Select a chair and add it the scene
Positioning Objects
For the following steps, refer to the image above, or use your own ideas. You may wish to watch the How To: Positioning Objects or check the Quick Reference Guide associated with the video.
Place Alice at one end of the table using the mouse controls
Place the chair at the other end of the table from Alice. Try using the x, y, z text inputs
Using the handle styles or hotkeys, position the CheshireCat above the table, as if it is floating in the air
Orienting Objects
For the following steps, refer to the image above, or use your own ideas. You may wish to watch the How To: Rotating Objects or check the Quick Reference Guide associated with the video.
Turn Alice to face the table using the rotation handles
Turn the chair to face the table using a one shot
Save the project
Using Camera Controls
For the following steps, you may wish to watch How To: Moving The Camera and How To: Using Camera Markers or check the Quick Reference Guides associated with these videos.
Use the camera controls to position the camera to a closer / more interesting viewpoint of the scene that still shows all the characters and props
(Optional) Set a new camera marker at this position. Test the marker by moving the camera to a different position and then returning to that position
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Aligning Objects
For the following steps, refer to the image above, or use your own ideas. You may wish to watch How To: Using Camera Views or check the Quick Reference Guide associated with the video.
From the tea set section of the Wonderland section of the Gallery, add a teapot, a cup and saucer to the scene
Place the teapot in the center of the table
Place the saucer at the other end of the table, from where Alice is standing, then place the cup on the saucer. (Hint: Use the one-shot procedure to have the teacup moveAndOrientTo the saucer)
Optional: If there is time, add and place a cup and saucer for both Alice and the Cheshire Cat in the scene
Move the camera using a camera marker to return it to the starting position and/or use the differ-ent camera views to validate your alignments
Save the project
Manipulating Sub Joints
For the following steps, refer to the image above, or use your own ideas. You may wish to watch How To: Manipulating Object Joints and How To: Resizing Objects or check the Quick Reference Guides associated with the videos.
From the Wonderland section of the Browse Gallery by Theme tab of the Gallery, add the MadHatter to the Scene
Sit the MadHatter in the chair. Use one-shot procedures for the following:
Select the rightHip of the MadHatter and turn it backward 0.25 revolutions
Select the leftHip of the MadHatter and turn it backward 0.25 revolutions
moveAndOrient the MadHatter to the chair
Optional: You may want to resize the chair
Save the project
PAGE 24
Scratch helps young people acquire the essential skills of the 21st century,
such as creativity, causal relationship and result work.
What can we do with the help of “Scratch” ?
We can create computer games and animations
We can create our own characters using the Scratch program and create
a cartoon with these characters.
we can create interference stories with the Scratch program.
We can make an instrumential application which is created with sound
block.
WHAT IS THE SCRATCH
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Scratch is particularly used by individuals between the ages of 8 and 16 and also for the
age group. Scratch programs for millions of people in families,school,museums,libraries
and social centers.
Scratch is a MIT-developed graphical programming language, based on drag-and-drop
programming basics so kids can easily create interactive stories, comics, and more.
Scratch programming is popular for kids because instead of using lines of code, youth
users learn though colorful command coding blocks and cartoon sprites. This means that
without typing a single line of code, kids can get their feet wet with programming state-
ments and computational ideas, and begin to test their limits of creative thinking in order
to problem-solve.(Barone,R. 2019)
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THE RELATION BETWEEN PROGRAMMING AND OTHER LESSONS
Programming can be used in every area of school.
For example it can help science teachers to introduce computer science as a tool to te-
ach modeling and simulation.
This curriculum teaches computer science practices and concepts in the context of
life, physical and earth sciences.
Students can get better undertanding with the help of modelling.
For example, students can create 3D DNA chain or They can examine atomic models
thanks to computer science
Algorithm also adapt algebra-aligned curriculum to a block based course that teaches
algebraic and geometric concepts through computer programming. The lessons focus
on concepts like order of operations, the Cartesian plane, function composition and
definition, and solving word problems - all within the context of video game design.
Programming and Algorithm have created introductory tutorials.These activities are
an ideal for math, history, or other subject-area teachers interested in supplementing
their curriculum and allowing students explore the cross disciplinary aspects of com-
puter science. Activites are available for science, math, social studies, language arts,
and art/media/music classes.
PAGE 27
1)Programming helps children learn to problem-solve
Understanding computers and studying the coding fundamentals allows kids to gain an understanding of
how things work. In order to solve problems in a rational and imaginative way, it also shows them how
software engineers use math. This is an significant reason why coding in schools should be taught, so kids
learn these abilities when they are young.
2)Computer programming offers children a challenge and encourages them to create
resilience.
When kids learn to code, after failure, they build the capacity to bounce back. They realize that failure is
not always a negative thing and, in fact, since it acts as a learning experience, it can also be something
good. This is one of the most significant reasons why children should code, as they can soon discover that
it is half the fun to 'debug' the code.
3) Coding teaches children how to think
“ A computer is a bicycle for your mind” – Steve Jobs ,
Learning to code teaches how to think for kids. Computer programming does not only teach how to type
code lines. It is all about teaching kids how to think differently from each other. A programmer has to use
critical thinking to be able to code efficiently. To tackle it in an efficient way, they need to be able to see a
big problem and break it down into smaller bits. This is called decomposition and is one of computational
thinking's main characteristics.
WHY STUDENTS NEED TO
LEARN PROGRAMMING
PAGE 28
6th grade students will be able to define exactly what flowchart is.
6th grade students will be able to what pseudocode is and where is used.
6th grade students will be able to draw basic flowchart shapes.
6th grade students will be able to define exactly what programming is.
6th grade students can write basic algorithm commands.
6th grade students will be able to explain why they should learn an Algorithm.
6th grade students will be create basic program with the help of “Alice”
6th grade students will be able to create basic program with the helo of “Scratch”
6th grade students will be able to give the general and exact definition of Algorithm
PAGE 29
1-What is the definition of Algorithm?
A. ) Patterns and trends used to solve a problem
B. ) A set of step-by-step instructions to resolve a problem
C. ) A programming language
2) Which of the following is one of the elements of the algorithm?
Flowchart
Pseudocode
Input/output
A) Only I
B) I,II
C) I ,II,III
3)Which of the following is one of the programming languages ?
A)Java(Alice)
B)Cyberist
C)Tesla
ASSESMENT QUESTIONS
PAGE 30
ASSESMENT QUESTIONS
4) Write an algorithm in pseudocode that sum 2 number.
5) Write an algorithm in pseudocode that multiple 3 number:
6) Write an algorithm in pseudocode that sum 4 numbers and divide them by 8
7) Write an algorithm in pseudocode that write 2 numbers and find average of two
numbers.
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ASSESMENT QUESTIONS
8) PLEASE DEFINE ALGORITHM IN A ONE SENTENCE.
9) PLEASE DEFINE PROGRAMMING IN A ONE SENTENCE.
10) PLEASE WRITE AT LEAST 3 FLOWCHART SHAPE AND EXPLAIN THEM.
11) PLEASE CREATE A FLOWCHART ACCORDING TO YOUR DAILY ROUTI-
NE.
PAGE 32
1) The definition of Algorithm is A set
of step-by-step instructions to resol-
ve a problem . So the answer is B
2) Flowchart
Pseudocode
Input/output
All of items are elements of algorithm.
So the answer is I,II,III
3) Alice is the basic programming langua-
ge in java , the other options are not.. So
the answer is “A”
4) input num1
input num2
Sum num1+ num2
Output sum
5) input num1
input num2
input num3
num1*num2*num3
Output
6) input num1
input num2
İnput num3
İnput num4
Sum num1+num2+num3+num4
Result/8
Output
7) input num1
input num2
Sum num1+num2
Result/2
Output
PAGE 33
An oval represents start/end
A rectangle represent
proccess
An arrow shows connec-
tion
Wake up
Sleep
Do training
Sleep
8) An algorithm is a procedure or for-
mula for solving a problem,
9) programming is a set of comments
that tells to the computer what to do.
10)
11)
PAGE 34
REFERENCES
Maloof, M. (2016, September 22) “Elements of Algorithms” .
Retrieved from: http://people.cs.georgetown.edu/~maloof/idst010.f16/algorithms-
slides.pdf
Code academy (2020, July 22). “What is programming language” Retrieved from:
https://news.codecademy.com/programming-languages/
Kiddle Encyclopedia( 2020,December 6) “Programming language facts for kids”
Retrieved from: https://kids.kiddle.co/Programming_language
Ting,G. (2019,March 22) “Algorithms for Kids & Why They're Important to Learn”
Retrieved from: https://junilearning.com/blog/guide/importance-of-algorithms-
for-kids/
Utyumova, A.(2016 ,May 16), “Development of Algorithm Skills in Preschool Children”
Bonfiglio, C. ( 2020 ). “8 reasons why every child should learn to code” Retrieved
from: https://teachyourkidscode.com/why-coding-is-important-to-learn/
#:~:text=Programming%20helps%20children%20learn%20to%20problem%
2Dsolve&text=It%20also%20teaches%20them%20how,skills%20while%20they%
20are%20young.
Kaçmaz, E.(n,d) Programming Design: “ ALGORITHMS, FLOWCHARTS, DATA TYPES
AND PSEUDOCODE” Retrieved from : http://ceng.eskisehir.edu.tr/emrekacmaz/
bil158/Algorithms3.pdf
Alice(n.d). “Alice Tutorial ” <https://www.alice.org/>
Barone, R.(2019) “Programming for Kids”
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