Page 10 - IT_V5.0_Class7
P. 10
Unit 2: Algorithm & Flowcharts
S. No. Learning Outcome Theory Practical
1. • Define purpose and • Introduction to Problem Write Algorithms & draw
scope of the Problem Solving through Flow Chart-
Statement Algorithm and Flowcharts Examples:-
• Identify the tasks in • Steps for Problem • Calculate Square of a
chronological order. Solving Representation of Number
• Organize them by type Algorithm through Flow • Check for leap year
and corresponding shape, Charts • Eligibility to Vote
such as process, decision, • Basic Symbols and • Calculate Area and
data, inputs or outputs Shapes of Flowcharts Perimeter of Rectangle
• Able to solve a problem
using Flowchart
Unit 3: Scratch
S. No. Learning Outcome Theory Practical
1. Understand To understand the Interface and • Create a new Sprite.
and Implement make use of Sprites in Scratch • Adding new background
the Interface of Making use of Online and • Controlling the movement of
Scratch Offline Interface Sprite
• Taking Input values into the
Scratch
2. Using Various • Motion Blocks • Moving Sprite in various
Blocks • Pen Block directions
• Ask Block • Creating programs to make
• Answer Block use of Motion, Pen, Ask and
• Control Block – Conditional Answer
Statements – If then else block • Conditional and Iteration
• Iteration Statements Blocks
- Repeat Until Block
- Forever Block
3. Implementing • Using and Implementing Events • Creating Programs using
Event handlers Like when clicked event handlers
• when key pressed
• Broadcasting Messages
4. Using Variables • Defining Variables in Programs • Developing Program using
• Using operators and Updating Variables and Operators
the Values of Variables
5. Implement • Making use of simple Animation • Creating an animated
Animation in such as changing Sprites, using application
Scratch different blocks • Example – Changing location
& Costumes to give an effect
of animation
(viii)

