CAMBRIDGE PRIMARY COMPUTING The series consists of Learner’s Books, Boost eBooks and Teacher’s Guides for each stage Mapping document Help students develop essential computing skills with an approach that uses real-life examples, reinforces key vocabulary and provides opportunities to “learn, practise and apply” throughout, mapped to the Cambridge Primary Computing curriculum framework (0059) from 2021. We are working with Cambridge Assessment International Education to gain endorsement for this forthcoming series. www.hoddereducation.com/cambridge-primary-computing Cambridge Primary Computing (0059) The curriculum is divided into five strands: Computational Thinking supports learners to create and present solutions to problems using algorithms, logic and precision. 1 Programming helps learners to understand the common constructs of programming languages and to appreciate the contribution that Computer Scientists make to our lives. Networks and Digital Communication shows how computers and other machines communicate with each other across networks and how the networks are created through a combination of hardware and data transmission protocols. 2 Managing Data encourages learners to reflect on how computers store and analyse data on an ever-increasing scale. 4 Computer Systems helps learners to understand that computers follow precise sets of instruction to process inputs that are given by humans, to make decisions and produce outputs. To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing 3 5 2 CAMBRIDGE PRIMARY COMPUTING 1 Chapter Chapter details Unit 1 Computers are everywhere In this unit, learners will learn about • the different types of computers and their functions. • They will recognise that different programs are used by computers to perform various functions. • They will learn about the different types of computers and identify the associated input devices responsible for putting data or information into the computer. Unit 2 Be an animator In this unit, the focus is on • understanding and writing algorithms, and converting algorithms into code. Unit 3 Be a data detective In this unit, learners will be introduced to Learning strands • Computational Thinking • English • Global Perspectives • Computational Thinking • Programming • Physical Education • Mathematics • Managing Data • • • • • • Computational Thinking • Programming • English • Art and Design • Networks and Digital Communication • English • Science • the idea that computing devices are used to answer questions, and they can be used in different ways to answer different questions. • the idea that answering these questions require data, and therefore that data is really important for all aspects of computing devices. Unit 4 Be a designer This unit builds on the work in Unit 2, looking at • how changing an algorithm can affect the outcome of the algorithm. While Unit 2 asked learners to identify some ScratchJr code blocks offline, in this unit learners will be expected to work with ScratchJr itself. • Learners will recreate some simple algorithms and predict their outcomes. Unit 5 We can network This unit introduces • the idea that computers can join together to form networks. Curriculum links To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing English Art and Design Mathematics Global Perspectives Science 3 Chapter Chapter details Learning strands Unit 6 Be a problem solver This unit builds on • Computational Thinking • Programming • English • Science • Global Perspectives • Computer Systems • English • Science • Global Perspectives • Managing Data • • • • • Computational Thinking • Programming • English • Art and Design • Networks and Digital Communication • English • Science • Global Perspectives • Computational Thinking • Programming • English • Mathematics • Art and Design • recreating algorithms as programs in ScratchJr from Unit 4 and further develops learners’ ability to solve problems by spotting errors in algorithms and programs. Unit 7 Computers control things In this unit, learners will • explain the different ways that computers can output information, using different devices. • They will identify that computers are in everyday devices and control what they do. • Learners will go on to look at features of a robot and identify a robot as a machine that can do certain jobs or tasks without the help of a person. • Learners will also be able to give some examples of where robots can be found in the real world. Unit 8 Be a data collector In this unit, learners will • need to manually enter data in forms using the keyboard and mouse. Unit 9 Be a games developer Unit 10 We are connected • This unit builds on the work from Unit 4, recreating algorithms as programs in ScratchJr. • It also builds on the concept of spotting errors in algorithms, from Unit 6, and introduces testing and debugging – finding and correcting of errors in programs. • Learners will run programs using ScratchJr and test to see if the desired results are achieved. In the process of running programs, learners will be able to find and fix errors. In this unit, learners will learn • that devices can connect to a network both with and without wires. • They will also learn that sometimes internet access is not available. Unit 11 Be an artist In this unit, learners will learn • about instructions to create drawings of shapes and use directions (backward, forward, left and right) to navigate a path. To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing Curriculum links English Global Perspectives Mathematics Science 4 CAMBRIDGE PRIMARY COMPUTING 2 Chapter Chapter details Unit 1 Be a game developer In this unit, learners will learn • Building on the knowledge from Stage 1, this unit emphasises that algorithms are a precise set of instructions to complete a task. • It then introduces the idea that programs tell computers how to run algorithms, and links instructions in algorithms to code blocks in ScratchJr. • Learners are then required to apply their knowledge of coding in ScratchJr from Stage 1 to produce programs for given algorithms. • Learners will program multiple characters simultaneously in some of their solutions. Unit 2 Be a data analyst In this unit, learners will learn Learning strands Curriculum links • Computational Thinking • Programming • English • Mathematics • Global Perspectives • Managing Data • Mathematics • English • Science • The advantages of storing data and information on computers. • They will also learn about categorical data, and investigate different ways of using computing devices to collect categorical data for a particular purpose. • Learners will work in groups to collect data, represent it in a table and create bar graphs using a suggested online chart creation website. • They will identify ways in which categorical data is collected via electronic forms, traffic flow systems on roads and checkout systems at supermarkets. To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing 5 Chapter Chapter details Unit 3 Computers and their functions In this unit, learners will learn Unit 4 Be an animator In this unit, learners will learn In this unit, learners will learn • Learners will build on their knowledge of devices that can connect to a network as they identify and interact with them in the environment. • They will be introduced to a wider range of devices that can connect to a network and to the internet. • They will learn the value of two devices working together and discover that connected devices can do things that neither device can do on its own. • Learners will also be introduced to the term ‘wireless network’ and learn about the benefits of both wired and wireless networks. Curriculum links • Computer Systems • English • Global Perspectives • Science • Computational Thinking • Programming • English • Science • Global Perspectives • Networks and Digital Communication • English • Global Perspectives • Science • The functions of basic hardware and software, using some technical terminology. • Learners will also identify features that make digital devices easy to use, which will cover their physical parts and their functions. • These features include portability, the use of wireless connections, the size of the screen and the use of a touchscreen. • Learners consider how user-friendly different devices are. • Finally, learners will build on their knowledge and understanding of input and output devices. They will further explain the difference between input and output devices, and be able to give examples of each. • Learners will build on their understanding that programs instruct computers how to run algorithms. • In this unit, learners will be able to find and correct an error in algorithms for an everyday event or task. They will identify the steps needed to perform a task in order to develop algorithms. • Furthermore, they will learn how to develop programs which use repeat loops. By the end of this unit, learners should be able to create algorithms and programs that repeat instructions. Unit 5 Devices and networks Learning strands To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing 6 Chapter Chapter details Unit 6 Be a designer In this unit, learners will learn • This unit builds on the exposure of learners to algorithms and programs in ScratchJr. • As learners follow and understand algorithms in this unit, they will begin to plan the instructions for sprites within the programs. • Learners will understand the value and benefit of working together. The inclusion of group work fosters communication, collaboration and teamwork, as learners debug errors in ScratchJr code. Unit 7 Be a data scientist In this unit, learners will learn Learning strands • Computational Thinking • Programming • • • • • Managing Data • English • Science • Global Perspectives • Computational Thinking • Programming • English • Art and Design • Mathematics • Networks and Digital Communication • English • Global Perspective • Digital Literacy • In the previous unit, learners were able to plan algorithms and work alongside others to debug programs. • In this unit, learners will be able to talk about types of data a question may generate. They will also be able to identify types of data that can be manually recorded using computing devices. • Furthermore, they would be able to solve problems using data. Unit 8 Be an artist In this unit, learners will learn • In this unit, learners will write instructions to complete certain tasks. • They will learn to write algorithms to follow directions. • They will create algorithms and programs to draw letters. Unit 9 Connected and sharing In this unit, learners will learn • Devices can connect to a network and may be able to identify devices which connect to a network. • They should remember that the internet is made up of many computers connected together with or without wires. • Learners will learn that networks may not always be available. They will become familiar with icons that show if a device is or is not connected to a network. They will see icons for connections with and without a wire. • Learners will also learn that devices on networks share information with each other. They will learn that there is a risk of sharing personal information with people you do not know when connecting to a network. • They will also learn about the risk of malware when connecting to a network. In conclusion, learners will also identify some simple tips to keep safe online. Curriculum links To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing English Physical Education Global Perspectives Science 7 Chapter Chapter details Unit 10 Be a storyteller In this unit, learners will learn • To predict what algorithms do. They will further learn that to predict the outcome of an algorithm they will need to input data and carry out instructions. • Learners will also learn why it is a good idea to regularly test programs when writing them. Unit 11 Computers and robots In this unit, learners will learn Learning strands Curriculum links • Computational Thinking • Programming • English • Mathematics • Computer Systems • • • • • In this unit, learners will encounter an array of activities and examples that explore the things that computers can do better than humans. • They will also learn about choosing computer devices based on its intended use, location and other factors. • They will also further explore robots, and the differences between real and fictional robots. To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing English Mathematics Global Perspectives Science 8 CAMBRIDGE PRIMARY COMPUTING 3 Chapter Chapter details Unit 1 Making programs clear In this unit, learners will learn • In this unit, learners will learn about editing and correcting written algorithms. They will then learn how to create programs with more concise code. • This will be accomplished by combining similar code instructions into one amalgamated block code. Learners will also learn to remove unnecessary code to increase program efficiency. • Finally, learners will learn how to add code to a program to reset an object to its original size and position when it is run again. Unit 2 Hardware and software work together In this unit, learners will learn Unit 3 Be a data expert In this unit, learners will learn Learning strands Curriculum links • Computational Thinking • Programming • • • • • • Computer Systems • English • Science • Global Perpectives • Managing Data • English • Mathematics • Global Perspectives • In this unit, learners will learn about the interdependability of the four main types of hardware and two main types of software for a working computer system. • They will then compare and contrast the major differences and roles of hardware and software. • Finally, learners will be introduced to the functions and applications of some manual and automatic input devices. • In this unit, learners will learn about problems involved when collecting and understanding data and how they can be solved. • They will learn the difference between discrete and categorical data and different ways of representing them using a digital tool. • Finally, they will learn how to record discrete and categorical data, using computing devices. To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing English Physical Education Mathematics Science 9 Chapter Chapter details Unit 4 Be a designer In this unit, learners will learn • In this unit, learners will learn about efficient algorithms, and that the most efficient algorithms are concise ones, free from unnecessary or redundant instructions. • Learners will learn to create efficient algorithms by identifying repeated steps in tasks. • Finally, they will learn how to create computer programs that run more than one algorithm at the same time. • Code will also be included in these programs to reset characters to their original states when it is run again. Unit 5 Networks are everywhere In this unit, learners will learn • Networks can be found all around us. In this unit, learners will first learn about devices found in familiar network environments, such as at school and at home, how they are connected to the network and the use of each device. • Next, learners will learn more about services available on a network. • Lastly, learners will identify advantages and disadvantages of a network. Unit 6 Be a storyteller In this unit, learners will learn • In this unit, learners will create and make changes to programs that tell a story using Scratch. Learners will analyse a situation and apply logical thinking to arrive at a sensible solution. • They will start by writing algorithms and then translate them to the corresponding code. • Learners will discover that programs can be developed with static objects, which do not have any code associated with them. Finally, learners will make changes to code to alter the outcome of a program. • Read the Using Scratch chapter if you need to review how to use this software. Learning strands Curriculum links • Computational Thinking • Programming • English • Physical Education • Global Perspectives • • Networks and Digital Communication • English • Global Perspectives • Computational Thinking • Programming • English • Mathematics • Science To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing 10 Chapter Chapter details Unit 7 Computers and robots In this unit, learners will learn Learning strands • Computer Systems • English • Science • Global Perspectives • Computational Thinking • Programming • • • • • Networks and Digital Communication • English • Global Perspectives • Computational Thinking • Programming • English • In this unit, learners will first learn about the different types of files that are stored on a computer. • They will then learn about how computer-controlled devices work and some of their applications. • Next, they will learn about the Internet of Things and its applications. • Lastly, they will learn about the three main uses of robots in the manufacturing industry. Unit 8 Be a musician In this unit, learners will learn • In this unit, learners will create music using MakeCode for micro:bit. They will apply their knowledge of algorithms to predict outcomes. • Learners will continue to convert algorithms to code and make changes to blocks of code to match a predicted outcome. • The highlight of this unit is for learners to experience the benefits of working in teams when creating programs. Unit 9 Sending secret messages In this unit, learners will learn • In this unit, learners will first learn that information on a network can be at risk of being viewed by people who do not have permission. • They will learn how ciphers can be used to keep the information safe between sender and receiver. • They will then learn how to code and decode messages using a simple cipher. Unit 10 Be a game developer • In this unit, learners will use Scratch to create games. Learners will be taught how to test the code and, if a program does not run, about debugging the program to get the desired output. • During that process, learners will discover that programmers make mistakes but can use them to inform the programs that they create. • Learners will develop an appreciation for dividing programs into smaller tasks to make them easier to follow and edit. Curriculum links To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing Music English Physical Education Global Perspectives 11 Chapter Chapter details Unit 11 Be a data designer In this unit, learners will learn Learning strands • Managing Data • English • Mathematics • Computational Thinking • Programming • English • Mathematics • Physical Education • Spreadsheets consist of rows and columns of cells, and that data can be entered into the cells. • Learners will also learn to format cells according to their purpose, such as date, currency and text. • They would further demonstrate how to select data based upon their characteristics to solve problems. Unit 12 Be a problem solver In this unit, learners will learn • How to identify the inputs to an algorithm and develop linear algorithms to produce an output based on an input to the algorithm. Curriculum links To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing 12 CAMBRIDGE PRIMARY COMPUTING 4 Chapter Chapter details Unit 1 Be an animator In this unit, learners will learn • How to create animations with repetition using the forever block in Scratch. To do so, learners will follow, understand, edit and correct algorithms that use repetition using a forever loop. • Learners will then go on to develop programs from these algorithms, add comments to blocks of code, and explain why these comments are useful. • There is an online chapter available at boost-learning.com about Scratch, which you can use to boost your own knowledge in order to help learners use the software. Unit 2 Be a data controller In this unit, learners will learn Learning strands Curriculum links • Computational Thinking • Programming • • • • • Managing Data • English • Mathematics • Global Perspectives • The place where data is stored is called a database. In this unit, learners will learn the difference between a computerised database (known as a digital database) and a paper-based database, known as a physical database. • They will also learn how to use a form to collect data for both types of databases. They will learn the difference between data and information, and how to sort data in the order needed. • A computer makes storing and retrieving data much faster, safer and more organised. Data can be stored or retrieved with just a few clicks of a mouse. • Microsoft Excel is used as the basis for instructions in this unit. Other spreadsheet software can be used but ensure you are familiar with any functions in your chosen software. To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing English Art and Design Physical Education Science 13 Chapter Chapter details Unit 3 Be a network designer In this unit, learners will learn • In this unit, learners expand their knowledge and understanding of the role of different devices on a network. • Learners will increase their technical vocabulary by learning the definitions for servers and clients. • They will also understand how these two major categories of devices on a network are differentiated based on their functionality, given real world examples. • Learners are then introduced to the largest network of them all, the internet. Learners will become familiar with services that are available on the internet, including the World Wide Web. • Technical terms such as web pages, websites, hyperlinks and browsers, and their interrelations, are introduced. • Finally, learners will compare and contrast the two main means of connectivity on a network, wired (Ethernet) and wireless (Wi-Fi®). Using this knowledge, they will then be able to comprehend and recommend which method of connectivity is best for a particular network. • Some common web browsers are listed in this unit. However, if they are not available in your territory you are encouraged to find alternative software. Unit 4 Be a storyteller In this unit, learners will learn • In this unit, learners will follow and edit algorithms that use iteration, focusing only on count-controlled loops. • Learners will discover that count-controlled loops make an algorithm shorter and more efficient. • Learners will implement count-controlled loops using the repeat block in Scratch, and will develop programs to produce a desired output. Unit 5 Be a computer scientist In your unit, learners will learn Learning strands Curriculum links • Networks and Digital Communication • English • Science • Global Perspectives • Computational Thinking • Programming • English • Music • Computer Systems • English • Science • Global Perspectives • This unit focuses on the role of computer scientists and the role of robots. Computer scientists are needed to design and create hardware and software to solve problems worldwide. • Robots are designed and created by computer scientists and are a great asset to many businesses and industries. • The unit defines a computer scientist, the skills they require, the tasks they perform and areas where they work. It also identifies different types of robots and what they do in the service industry. To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing 14 Chapter Chapter details Unit 6 Be a musician In your unit, learners will learn • This unit asks learners to create music using Scratch as another example of converting algorithms to programs. • Learners will be taught that a song has different musical note symbols and that each of these notes has a specific note length or value. Learners will be introduced to whole, half, quarter and eighth notes. • Learners will predict the outcome of algorithms with iterations and compare algorithms using different iterations to determine which is best suited for the stated task. • Learners will then learn about implementing algorithms that contain iteration through condition-controlled loops in Scratch. This will complement their understanding of count-controlled loops from Unit 4. • Using a mouse and keyboard, learners will input code (data) in Scratch and run the program. The song (information) is heard on an output device such as a speaker or headphones. • The definition of an algorithm will be reinforced while learners continue to develop an appreciation for music. Unit 7 Be a data boss In this unit, learners will learn Learning strands Curriculum links • Computational Thinking • Programming • English • Music • Science • Managing Data • English • Global Perspectives • This unit focuses on the structure of a database table. One of the reasons that computers are so useful is that they can store a large amount of related data in a database and allow users or programs to easily find it. • Much of the data that we look up on the internet is stored in database tables. • In this unit, learners will identify the parts of a data table (data, records and fields), identify appropriate data types for a field within a data table, and learn how to use a database to answer a single question. • Microsoft Excel is used as the basis for instructions in this unit. Other spreadsheet software can be used but ensure you can model any functions on your chosen software. To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing 15 Chapter Chapter details Unit 8 Be an innovator In this unit, learners will learn • One of the first computational thinking skills that needs to be developed is breaking tasks down into smaller more manageable parts. • Learners have been introduced to this concept in previous stages to help them make complex tasks easier to follow and edit. • In this unit, learners are introduced to the formal term for this computational thinking element, decomposition. • Using MakeCode for micro:bit, learners will first use decomposition to break a task into different parts that will make it easier to represent as algorithms and to code. • Learners will then be introduced to the inputs and outputs of micro:bit, a physical computing device, and go on to develop algorithms and code to obtain desired outputs based on specific inputs. • Only micro:bit v2 has a speaker and microphone. If you have micro:bit v1 then you will need to use the simulator for this unit. Unit 9 Be a code cracker In this unit, learners will learn • Learners have been briefly introduced to network risk and failure, as well as coding and decoding information to keep it secret, in previous stages. • In this unit, they will learn about the issues that result from network failure. • Learners will then explore the use of encryption as a way to securely store and transmit digital data on networks. • Finally, they will learn to encode and decode messages, using some of the oldest encryption methods, the Caesar Cipher and the Pigpen Cipher. Learning strands Curriculum links • Computational Thinking • Programming • English • Science • Networks and Digital Communication • English • Global Perspectives To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing 16 Chapter Chapter details Unit 10 Be a game developer In this unit, learners will learn • In this unit, learners continue to expand their understanding of algorithms, and how to convert those algorithms to programs in Scratch. • They will learn about the important concept of sub-routines. A subroutine is a subset of instructions or code that are frequently used during an algorithm or program. • For instance, in a computer game there are certain actions that a player repeats many times throughout the game, which would be controlled by a sub-routine. • Learners will follow and understand algorithms and programs that use sub-routines to reduce the number of repetitive steps and how to use repetition within sub-routines. They will go on to learn how to test Scratch code systematically against the algorithms the code represents. • There is an online chapter all about Scratch. You can find the meaning of Scratch code blocks in the online Coding Blocks chapter. Unit 11 Be a robot controller In this unit, learners will learn Learning strands Curriculum links • Computational Thinking • Programming • English • Art and Design • Global Perspectives • Computer Systems • English • Science • Global Perspectives • In earlier stages, learners learnt about many functions of computer systems found in everyday devices, as well as the various ways information is input and output. • In this unit, learners will firstly take a closer look at where control systems are found and identify the input, processing and output components and functions of these systems. • Learners will also distinguish between application software and system software. • This unit will then introduce learners to sensors as input devices in control systems, and devices that output processed data in various ways. Finally, learners will look at different file types, their file sizes and compare their storage requirements. To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing 17 Chapter Chapter details Unit 12 Be an artist In this unit, learners will learn • In this unit, learners will revisit the micro:bit physical computing device, and the MakeCode for micro:bit programming language. • Please note that this unit has been written for micro:bit v2. Learners without access to the micro:bit v2 can still use the simulator to test their code. • Learners will learn to produce different outputs from different inputs by writing algorithms and creating code for simple programs. • Then, learners will learn how to repeat instructions in MakeCode using countcontrolled and indefinite (forever) loops. • There is an online chapter all about MakeCode for micro:bit. Learning strands • Computational Thinking • Programming To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing Curriculum links • English • Mathematics • Art and Design 18 CAMBRIDGE PRIMARY COMPUTING 5 Chapter Chapter details Unit 1 Be an animator In this unit, learners will learn • How to create animations with repetition using the forever block in Scratch. To do so, learners will follow, understand, edit and correct algorithms that use repetition using a forever loop. • Learners will then go on to develop programs from these algorithms, add comments to blocks of code, and explain why these comments are useful. • There is an online chapter available at boost-learning.com about Scratch, which you can use to boost your own knowledge in order to help learners use the software. Unit 2 Be a data controller In this unit, learners will learn Learning strands Curriculum links • Computational Thinking • Programming • • • • • Managing Data • English • Mathematics • Global Perspectives • The place where data is stored is called a database. In this unit, learners will learn the difference between a computerised database (known as a digital database) and a paper-based database, known as a physical database. • They will also learn how to use a form to collect data for both types of databases. They will learn the difference between data and information, and how to sort data in the order needed. • A computer makes storing and retrieving data much faster, safer and more organised. Data can be stored or retrieved with just a few clicks of a mouse. • Microsoft Excel is used as the basis for instructions in this unit. Other spreadsheet software can be used but ensure you are familiar with any functions in your chosen software. To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing English Art and Design Physical Education Science 19 Chapter Chapter details Unit 3 Be a network designer In this unit, learners will learn • In this unit, learners expand their knowledge and understanding of the role of different devices on a network. • Learners will increase their technical vocabulary by learning the definitions for servers and clients. • They will also understand how these two major categories of devices on a network are differentiated based on their functionality, given real world examples. • Learners are then introduced to the largest network of them all, the internet. Learners will become familiar with services that are available on the internet, including the World Wide Web. • Technical terms such as web pages, websites, hyperlinks and browsers, and their interrelations, are introduced. • Finally, learners will compare and contrast the two main means of connectivity on a network, wired (Ethernet) and wireless (Wi-Fi®). Using this knowledge, they will then be able to comprehend and recommend which method of connectivity is best for a particular network. • Some common web browsers are listed in this unit. However, if they are not available in your territory you are encouraged to find alternative software. Unit 4 Be a storyteller In this unit, learners will learn • In this unit, learners will follow and edit algorithms that use iteration, focusing only on count-controlled loops. • Learners will discover that count-controlled loops make an algorithm shorter and more efficient. • Learners will implement count-controlled loops using the repeat block in Scratch, and will develop programs to produce a desired output. Unit 5 Be a computer scientist In your unit, learners will learn Learning strands Curriculum links • Networks and Digital Communication • English • Science • Global Perspectives • Computational Thinking • Programming • English • Music • Computer Systems • English • Science • Global Perspectives • This unit focuses on the role of computer scientists and the role of robots. Computer scientists are needed to design and create hardware and software to solve problems worldwide. • Robots are designed and created by computer scientists and are a great asset to many businesses and industries. • The unit defines a computer scientist, the skills they require, the tasks they perform and areas where they work. It also identifies different types of robots and what they do in the service industry. To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing 20 Chapter Chapter details Unit 6 Be a musician In your unit, learners will learn • This unit asks learners to create music using Scratch as another example of converting algorithms to programs. • Learners will be taught that a song has different musical note symbols and that each of these notes has a specific note length or value. Learners will be introduced to whole, half, quarter and eighth notes. • Learners will predict the outcome of algorithms with iterations and compare algorithms using different iterations to determine which is best suited for the stated task. • Learners will then learn about implementing algorithms that contain iteration through condition-controlled loops in Scratch. This will complement their understanding of count-controlled loops from Unit 4. • Using a mouse and keyboard, learners will input code (data) in Scratch and run the program. The song (information) is heard on an output device such as a speaker or headphones. • The definition of an algorithm will be reinforced while learners continue to develop an appreciation for music. Unit 7 Be a data boss In this unit, learners will learn Learning strands Curriculum links • Computational Thinking • Programming • English • Music • Science • Managing Data • English • Global Perspectives • This unit focuses on the structure of a database table. One of the reasons that computers are so useful is that they can store a large amount of related data in a database and allow users or programs to easily find it. • Much of the data that we look up on the internet is stored in database tables. • In this unit, learners will identify the parts of a data table (data, records and fields), identify appropriate data types for a field within a data table, and learn how to use a database to answer a single question. • Microsoft Excel is used as the basis for instructions in this unit. Other spreadsheet software can be used but ensure you can model any functions on your chosen software. To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing 21 Chapter Chapter details Unit 8 Be an innovator In this unit, learners will learn • One of the first computational thinking skills that needs to be developed is breaking tasks down into smaller more manageable parts. • Learners have been introduced to this concept in previous stages to help them make complex tasks easier to follow and edit. • In this unit, learners are introduced to the formal term for this computational thinking element, decomposition. • Using MakeCode for micro:bit, learners will first use decomposition to break a task into different parts that will make it easier to represent as algorithms and to code. • Learners will then be introduced to the inputs and outputs of micro:bit, a physical computing device, and go on to develop algorithms and code to obtain desired outputs based on specific inputs. • Only micro:bit v2 has a speaker and microphone. If you have micro:bit v1 then you will need to use the simulator for this unit. Unit 9 Be a code cracker In this unit, learners will learn • Learners have been briefly introduced to network risk and failure, as well as coding and decoding information to keep it secret, in previous stages. • In this unit, they will learn about the issues that result from network failure. • Learners will then explore the use of encryption as a way to securely store and transmit digital data on networks. • Finally, they will learn to encode and decode messages, using some of the oldest encryption methods, the Caesar Cipher and the Pigpen Cipher. Learning strands Curriculum links • Computational Thinking • Programming • English • Science • Networks and Digital Communication • English • Global Perspectives To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing 22 Chapter Chapter details Unit 10 Be a game developer In this unit, learners will learn • In this unit, learners continue to expand their understanding of algorithms, and how to convert those algorithms to programs in Scratch. • They will learn about the important concept of sub-routines. A subroutine is a subset of instructions or code that are frequently used during an algorithm or program. • For instance, in a computer game there are certain actions that a player repeats many times throughout the game, which would be controlled by a sub-routine. • Learners will follow and understand algorithms and programs that use sub-routines to reduce the number of repetitive steps and how to use repetition within sub-routines. They will go on to learn how to test Scratch code systematically against the algorithms the code represents. • There is an online chapter all about Scratch. You can find the meaning of Scratch code blocks in the online Coding Blocks chapter. Unit 11 Be a robot controller In this unit, learners will learn Learning strands Curriculum links • Computational Thinking • Programming • English • Art and Design • Global Perspectives • Computer Systems • English • Science • Global Perspectives • In earlier stages, learners learnt about many functions of computer systems found in everyday devices, as well as the various ways information is input and output. • In this unit, learners will firstly take a closer look at where control systems are found and identify the input, processing and output components and functions of these systems. • Learners will also distinguish between application software and system software. • This unit will then introduce learners to sensors as input devices in control systems, and devices that output processed data in various ways. Finally, learners will look at different file types, their file sizes and compare their storage requirements. To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing 23 Chapter Chapter details Unit 12 Be an artist In this unit, learners will learn • In this unit, learners will revisit the micro:bit physical computing device, and the MakeCode for micro:bit programming language. • Please note that this unit has been written for micro:bit v2. Learners without access to the micro:bit v2 can still use the simulator to test their code. • Learners will learn to produce different outputs from different inputs by writing algorithms and creating code for simple programs. • Then, learners will learn how to repeat instructions in MakeCode using countcontrolled and indefinite (forever) loops. • There is an online chapter all about MakeCode for micro:bit. Learning strands • Computational Thinking • Programming To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing Curriculum links • English • Mathematics • Art and Design 24 CAMBRIDGE PRIMARY COMPUTING 6 Chapter Chapter details Unit 1 Go with the flow In this unit, learners will learn • In this unit, learners will learn that flowcharts can be used to represent algorithms. • They will learn to identify the different symbols used in flowcharts and what they mean. • They will then learn to follow a flowchart and predict the outcome of a flowchart. Unit 2 Be a data manager In this unit, learners will learn Learning strands • Computational Thinking • English • Art and Design • Mathematics • Managing Data • English • Mathematics • Global Perspectives • Computer Systems • English • Global Perspectives • Computational Thinking • Programming • English • Mathematics • Global Perspectives • In this unit, learners will learn about the roles of computing tools used to collect and manage data and how to design some of these. Such tools will include: • forms to collect continuous data. • spreadsheets to perform calculations. • Learners will also learn about selecting the correct data in a spreadsheet for a particular task. Unit 3 Selecting hardware and software In this unit, learners will learn Unit 4 Variables in programming In this unit, learners will learn • In this unit, learners will learn more about units and types of computer storage. They will be introduced to the concept of primary and secondary storage. • Next, learners will be introduced to the parts and functions of a processor. • Lastly, learners learn about considerations when selecting hardware and software for a computer system. • In this unit, learners will create programs that use two or more variables. • Learners will also appreciate that the same variable can be used by different algorithms. • Learners will learn how to use various variable data types: integer, character and string. Curriculum links To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing 25 Chapter Chapter details Unit 5 Digital content In this unit, learners will learn • In this unit, learners will first learn that different types of digital content are stored on servers and transferred over the internet. • Next, learners will be introduced to how data is transferred wirelessly over Wi-Fi and cellular networks using radio waves. • Lastly, learners will learn the concept of network bandwidth and how it can affect network performance. Unit 6 Sub-routines in programming In this unit, learners will learn • In this unit, learners will learn how to use multiple sub-routines in algorithms and Scratch programs, and be able to evaluate programs based on certain criteria. Unit 7 Be a data architect In this unit, learners will learn Learning strands • Networks and Digital Communication • English • Global Perspectives • Computational Thinking • Programming • English • Mathematics • Music • Managing Data • English • Global Perspectives • Computational Thinking • Programming • Mathematics • English • Networks and Digital Communication • English • Global Perspectives • Science • In this unit, learners will design and create a single table database; they will also create phrases to search for data in a database. • Learners will also learn about different aspects of data industries and state how data is used to solve problems in several industries. Unit 8 Be an innovator In this unit, learners will learn • In this unit, learners will design and create a single table database; they will also create phrases to search. • In this unit, learners will first recap on the arithmetic operators (+, −) and then learn about the arithmetic operators (*, /) in algorithms. • Next, learners will use micro:bit to learn about constructs in programming, including sequence, selection and iteration, giving different outputs from a range of inputs. • Lastly, learners will learn more about how to test programs using a range of data. Unit 9 Keeping data safe In this unit, learners will learn • In this unit, learners will learn about the need to keep data safe during transmission. • They will learn some of the common ways in which data can be intercepted. • Learners will also learn about the authentication process that helps protect data by ensuring only authorised users can access a system, network or device. • They will further identify different types of user authentication. Curriculum links To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing 26 Chapter Chapter details Unit 10 Be a game developer In this unit, learners will learn • In this unit, learners will develop games using Scratch. • These games will contain multiple algorithms, multiple objects and multiple programming constructs. • Learners will also learn how different algorithms use the same subroutine. Unit 11 Autonomous robots In this unit, learners will learn Learning strands • Computational Thinking • Programming • English • Global Perspectives • Science • Computer Systems • English • Global Perspectives • Science • Programming • English • Global Perspectives • In this unit, learners will first learn about two main programming environments: text-based and block-based. • Next, learners will be introduced to the process of digitisation. • Lastly, learners learn more about autonomous robots and industrial robots. Unit 12 Be a problem solver In this unit, learners will learn Curriculum links • In this unit, learners will learn about prototypes, and how they are applied in designing programs and creating interfaces for programs. • Learners will follow these prototypes to test and improve programs in Scratch. • They will also learn about following project plans when creating new programs. • They will draw on lots of programming skills, concepts and ideas they have learnt through the course. To learn more about the series visit www.hoddereducation.com/cambridge-primary-computing 27 Cambridge Primary A collection of student and teacher focused resources that support delivery of the Cambridge Primary curriculum frameworks. Our resources encourage active learning, with engaging practical tasks and activities throughout, enabling learners to gain a deep understanding of each subject, while developing a sense of creativity and expression. Hodder Cambridge Primary Foundation Stage Hodder Cambridge Primary Stages 1-6 Cambridge Global Perspectives for Primary - Boost Subscription Available for English, Maths and Science Available for World English, English, Maths, Science and Computing Develop your student’s ability to think critically about issues on a local, national, and global level with a selection of 34 bundles of resources, each linked to a challenge, plus a bundle of resources to support the Team Project. • Teacher’s Pack • Fiction & Non-fiction books • Activity Pack These resources have not been through the Cambridge International endorsement process. • • • • • Learner’s Books Workbooks Teacher’s Guides Boost eBooks Ready to Go Lessons* • Revise for Primary Checkpoint Teacher’s Guide* • Revise for Primary Checkpoint Study Guide* *Not available for Cambridge Primary Computing We are working with Cambridge International to gain endorsement for Cambridge Primary Computing. Cambridge Primary World English, English, Maths and Science have been endorsed by Cambridge International. Ready to Go Lessons, Revise for Primary Checkpoint Teacher’s Guide and Study Guide have not been through the Cambridge International endorsement process. This title has not been through the Cambridge International endorsement process. To find out more about our Cambridge Primary resources visit www.hoddereducation.co.uk/cambridgeprimary