SAMPLE MATERIAL Cambridge Primary Computing Learner’s Book 4 Roland Birbal Carissa Gookool Michelle Koon Koon Nazreen Mohammed Michele Taylor Series editor: Roland Birbal HCP_Computing_Spec_16 pages.indd 1 8/18/21 5:14 PM We are working with Cambridge Assessment International Education to gain endorsement for this forthcoming series. The Cambridge Primary Computing series consists of a Learner’s Book, Boost eBook and Teacher’s Guide with Boost Subscription for each stage. Help learners develop essential computing skills with an approach that uses real-life examples, reinforces key vocabulary and provides opportunities to learn, practise and apply throughout. Boost eBooks Cambridge Primary Computing Learner’s Book 4 l and interconnected d language specialists. tives for the Cambridge ramework and is mapped mework of Reference for Please provide new text relevant to Primary Computing. s. eaking, listening and use This resource is endorsed by Cambridge Assessment International Education Provides support as part of a set of resources for the Cambridge Primary English as a Second Language curriculum framework (0057) from 2020 Please provide new text relevant to Primary Computing. Has passed Cambridge International’s rigorous quality-assurance process high-quality programmes, assessments and a wide range of Primary. Visit www.cambridgeinternational.org/primary to For ideas on how to use the cover picture in lessons, please see the inside front cover. Roland Birbal Carissa Gokool Michelle Koon Koon Nazreen Mohammed Michelle Taylor Series editor: Roland Birbal Learner’s Book with the ith Boost Subscription. Cambridge Primary Computing Learner’s Book 4 Roland Birbal Carissa Gokool Michelle Koon Koon Nazreen Mohammed Michelle Taylor Series editor: Roland Birbal I nteractive, engaging and completely flexible. Boost eBooks use the latest research and technologies to provide the very best learning experience for learners. They can be downloaded onto any device and used in the classroom, at home or on the move. Personalise. Easily navigate the eBook with search, zoom and an image gallery. Make it your own with notes, bookmarks and highlights. Revise. Select key facts and definitions in the text and save them as flashcards for revision. Listen. Use text-to-speech to make the content more accessible to students and improve comprehension and pronunciation. Switch. Seamlessly move between the printed view for front-of-class teaching and the interactive view for independent study. Download. Access the eBook offline on any device – in school, at home or on the move – with the Boost Reader App (available on iOS and Android). Teacher’s Guide with Boost Subscription Created with teachers and students in schools across the globe, Boost is the next generation in digital learning for schools, bringing quality content and new technology together in one interactive website. The Cambridge Primary Computing Teacher’s Guide includes a print handbook and a subscription to Boost, where you will find a range of online resources to support your teaching. ● Confidently deliver the new curriculum framework: Expert author guidance on introducing new content, assessment ideas to check learners’ understanding and ideas for supporting and extending learners working at different levels. ● Develop key concepts and skills: Let learners see how their skills are developing with a range of activities and worksheets. ● Enrich learning: Character artwork taken from the Learner’s Book to be used front of class, audio recordings of the vocabulary in the Learner’s Book and flashcards with pictures and words based on the vocabulary covered. To explore the entire series, visit www.hoddereducation.com/cambridge-primary-computing We’re here to help! If we can help with questions, and to find out more, please contact us at: international.sales@hoddereducation.com HCP_Computing_Spec_16 pages.indd 2 8/18/21 5:14 PM Cambridge Primary Computing Learner’s Book 4 Roland Birbal Carissa Gookool Michelle Koon Koon Nazreen Mohammed Michele Taylor Series editor: Roland Birbal HCP_Computing_Spec_16 pages.indd 3 8/18/21 5:14 PM Cambridge International copyright material in this publication is reproduced under licence and remains the intellectual property of Cambridge Assessment International Education. Registered Cambridge International Schools benefit from high-quality programmes, assessments and a wide range of support so that teachers can effectively deliver Cambridge Primary. Visit www.cambridgeinternational.org/primary to find out more. Third-party websites and resources referred to in this publication have not been endorsed by Cambridge Assessment International Education. Acknowledgements The Publishers would like to thank the following for permission to reproduce copyright material. Every effort has been made to trace or contact all copyright holders, but if any have been inadvertently overlooked, the Publishers will be pleased to make the necessary arrangements at the first opportunity. Text acknowledgements Scratch is developed by the Lifelong Kindergarten Group at the MIT Media Lab. See http://scratch.mit.edu. Licensed under a Creative Commons Attribution-ShareAlike 2.0 Generic license (CC BY-SA 2.0) Photo acknowledgements p. 6 tr © Imtmphoto/Adobe Stock Photo; p. 7 cr © Insta Photos/Adobe Stock Photo; p. 13 tr © MediaPunch Inc/Alamy Stock Photo; p. 14 cc © Gajus/Adobe Stock Photo. t = top, b = bottom, l = left, r = right, c = centre Although every effort has been made to ensure that website addresses are correct at time of going to press, Hodder Education cannot be held responsible for the content of any website mentioned in this book. It is sometimes possible to find a relocated web page by typing in the address of the home page for a website in the URL window of your browser. Hachette UK’s policy is to use papers that are natural, renewable and recyclable products and made from wood grown in well-managed forests and other controlled sources. The logging and manufacturing processes are expected to conform to the environmental regulations of the country of origin. Orders: please contact Hachette UK Distribution, Hely Hutchinson Centre, Milton Road, Didcot, Oxfordshire, OX11 7HH. Telephone: +44 (0)1235 827827. Email education@hachette.co.uk. Lines are open from 9 a.m. to 5 p.m., Monday to Saturday, with a 24-hour message-answering service. You can also order through our website: www.hoddereducation.com © Roland Birbal, Carissa Gookool, Michelle Koon Koon, Nazreen Mohammed, Michele Taylor 2022 First published in 2022 by Hodder Education An Hachette UK Company Carmelite House 50 Victoria Embankment London EC4Y 0DZ www.hoddereducation.com Impression number 10 9 8 7 6 5 4 3 2 1 Year 2026 2025 2024 2023 2022 All rights reserved. Apart from any use permitted under UK copyright law, no part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying and recording, or held within any information storage and retrieval system, without permission in writing from the publisher or under licence from the Copyright Licensing Agency Limited. Further details of such licences (for reprographic reproduction) may be obtained from the Copyright Licensing Agency Limited, www.cla.co.uk Cover illustration by Vian Oelofsen Illustrations by James Hearne Typeset in FS Albert 15/17 by IO Publishing CC Printed in Italy A catalogue record for this title is available from the British Library. ISBN: 978 1 3983 6166 9 HCP_Computing_Spec_16 pages.indd 4 8/18/21 5:14 PM Contents Term 1 Unit 1 Scratch: Be a loop hero Unit 2 Google forms: Be a data controller Unit 3 Be a speed surfer Unit 4 Be a storyteller Term 2 Unit 5 Robots can work Unit 6 Be a musician Unit 7 Be a data boss Unit 8 Be an innovator Term 3 Unit 9 Be a code cracker Unit 10 Be a game developer Unit 11 Robots in control Unit 12 Be an artist HCP_Computing_Spec_16 pages.indd 5 8/18/21 5:14 PM Unit 1 Scratch: Be a loop hero Games with repetition Get started! Have you ever played a computer game that seemed to repeat the same thing over and over again, but you just couldn’t put it down? In a small group, discuss any computer games with repetition that you have played: • Which actions are repeated? • Do the repeated actions make the game fun? Usually these types of games • What has to be done to stop the repeated actions? have some sort of reward to keep you wanting to play! • How does the game keep you interested in playing? In this unit, you will create a game with repetition using Scratch and a feature called looping. You will learn to: • use and compare different looping blocks and describe how they work • create an algorithm that uses the forever loop, repeat loop and repeat until commands • explain situations in which looping would be useful • analyse code that contains loops and predict what it does • plan the instructions for objects within a program, including identifying inputs and outputs • create a program to produce different outputs from different inputs • add comments to blocks of code and explain why you have done so • test different parts of a program to identify and debug errors. 6 HCP_Computing_Spec_16 pages.indd 6 8/18/21 5:14 PM Unit 1: Scratch: Be a loop hero Warm up 1 Work in pairs. Follow the green blocks in the maze to FINISH. Copy and complete the table to create an algorithm for the moves. The first move is done for you. An algorithm is a step-bystep procedure used to solve a specific problem. Finish Start Move right, move right, move right, move right Move right 4 times Move up, move up, move up Move up Move right, move right Move right Move up, move up, move up Move up Move left, move left, move left Move left Move up, move up, move up Move up times times times times times 2 Discuss these questions with your partner. Give a reason for your answer. Did you notice any patterns in the maze? Which moves were repeated? Which instructions above were easier to follow? Those on the left or right? Do you remember? Before starting this unit, check that you can: • break a problem down into smaller parts • write a simple algorithm to solve a problem • do the following in Scratch: • Create a program that contains more than one object, including an object that does not move • Switch a sprite to another costume • Change the number of steps a sprite moves in a program • Test and a program to make sure it works. 7 HCP_Computing_Spec_16 pages.indd 7 8/18/21 5:14 PM Unit 1: Scratch: Be a loop hero Looping Forever loop Learn Think back to your discussion about games with repeated actions on page 6. Loops are used in programming to repeat a set of instructions a specific number of times. This is called repetition or looping. • In computer games, a loop repeats a series of actions until the user quits. • In Scratch, the two simplest loops are the forever loop and the repeat loop. If you want part of a game to repeat, you can use a forever block. This is found under the control group of blocks. All the code you put inside this block will repeat until you stop the program. For example: If you want to move a sprite 10 steps continuously, putting the code inside this forever block will do exactly that. Think about times when you want an action to occur without needing player input, such as having a sprite continue to move without needing to continuously click the green flag. Keywords repetition: the act of doing, saying or writing something more than once; in programming, this is called looping looping: the action of doing something over and over again forever loop: the blocks inside the loop continue in order, forever repeat loop: the blocks inside the loop continue a certain number of times forever block: a block that repeats a group of blocks over and over again until you tell it to stop 8 HCP_Computing_Spec_16 pages.indd 8 8/18/21 5:14 PM Unit 1: Scratch: Be a loop hero Practise 1 Predict what you think will happen to a sprite using this forever block. Tell a partner. Try it in Scratch to see if you are correct. 2 Try making a balloon sprite glide for two seconds to random positions (without stopping automatically) using a forever block. a Drag your mouse to the sprite icon and select Choose a Sprite. Search for the Balloon1 sprite and click to select it. b From the backdrop icon, select Choose a Backdrop. Search for the Blue Sky2 backdrop and click to select it. c Include an event block to start the program. Under the Events group of blocks, select the when clicked block. This means the program will only start when the green flag is selected. Keyword event block: an event block tells Scratch when to start running the program by setting a starting moment, such as clicking the green flag d Try your code to see if it works by clicking the green flag to start. 9 HCP_Computing_Spec_16 pages.indd 9 8/18/21 5:14 PM Unit 1: Scratch: Be a loop hero Go further 1 Create a program using the forever loop and the repeat loop with the following criteria: ❶ A butterfly sprite starts on the right and moves to left side of the screen. ❷ Then it glides for 2 seconds to the right side of the screen. Which loop will you use for steps 3 and 5? Tell a partner. ❸ Repeat actions 1 and 2 four times. ❹ As the butterfly glides, its wings flap. ❺ Finally, the butterfly remains on the right side of the screen flapping its wings continuously. 2 Create the 1st set of code to make the butterfly move across the screen: a Search for the Butterfly 2 sprite and click to select it. b Search for the Blue Sky backdrop and click to select it c Include an event to start the program. Under the Events group of blocks, select the block when clicked to start the program. d Under the Control group of blocks, select the repeat block and change the value from 10 to 4. e Set the butterfly to start at the left side of the screen. Go to the Motion group of blocks and select the following: The values of x: 28 and y: –7 show the current location of the sprite on the screen. Change the value for x to –160 and the value for y to 100. The sprite will move to the left side of the screen. The x value moves the sprite from left to right. The y value moves the sprite from top to bottom. 10 HCP_Computing_Spec_16 pages.indd 10 8/18/21 5:14 PM Unit 1: Scratch: Be a loop hero f Set the butterfly to glide for 2 seconds across the screen from left to right. In the motion group of blocks, select the following: Change the value for glide to 2 seconds, the value of x to 160 and the value of y to 100.The sprite will move to the right side of the screen. g Connect the blocks for this 1st set of code. h Try your code by clicking the green flag to start. What do you notice when the green flag is selected? Does the butterfly glide correctly? If not, correct your code. Computational thinking ? You can create a 2nd set of code to make the butterfly flap its wings. Before programming this code, decompose it into an algorithm (a step-by-step list) to help you. For example: ❶ Start the program when the green flag is selected. ❷ Include a forever loop. ❸ Switch the butterfly between costume a and costume b (so that it appears to be flapping its wings). ❹ Include a delay of 0.1 second to show the change between costumes. ❺ Connect the blocks by adding steps 3 and 4 into the forever loop. ❻ Stop the program only when the stop button is selected. 11 HCP_Computing_Spec_16 pages.indd 11 8/18/21 5:14 PM Unit 1: Scratch: Be a loop hero Challenge yourself! Modify the code on page 9 to do the following: 1 Add another sprite Bear-walking. 2 Change the backdrop to Forest. 3 Allow the code to run when the green flag is clicked. 4 Set the bear to start at the left side of the screen. Change the values of x = –140 and y = –10. 5 Insert a repeat loop of 50. 6 Let the bear move 10 steps inside the repeat loop. 7 Go to the Looks group of blocks and select the next costume block. Include this block in the repeat loop. The next costume block is in the repeat loop, so the bear will appear as though it is walking by changing from one costume to the next. 8 Try your code to see if it works. If not, correct it. 12 HCP_Computing_Spec_16 pages.indd 12 8/18/21 5:14 PM Unit 1: Scratch: Be a loop hero My project Stranded in space game 1 Create a game that is based on a space adventure. Mr Cat is lost in space. His friends are coming for him in their space rocket. Mr Cat is happy and can’t stop dancing and spinning in space as the space ship approaches the planet. a Plan and create your game by: • decomposing the problem (breaking it down into smaller steps) • identifying the key words that can help you solve the problem • looking for any repeated actions and thinking about when you will use a forever loop, a repeat loop or a repeat until command • thinking about the algorithm (series of steps) • coding the steps in Scratch. b Include these criteria in your game: ❶ A space backdrop ❷ A space rocket heading to a planet of your choice (with the size of the ship increasing as it gets closer to the planet) ❸ Mr Cat spinning and gliding in joy on the planet ❹ An asteroid (rock) bouncing on the edge of the screen ❺ A star twinkling in the sky. 2 Evaluate your game: a Test the code to make sure it works and, if not, correct it. b Check to see if your game matches the Can you change criteria above. the code to improve c Present your game to a small group and ask your game? for ideas to improve it. 13 HCP_Computing_Spec_16 pages.indd 13 8/18/21 5:14 PM Unit 1: Scratch: Be a loop hero Did you know? Did you know that there are loops all around us, even in nature? For example: • The week begins on a Sunday and ends on a Saturday 52 times in a year. • Spring, summer, autumn and winter occur every year. • The sun rises and sets every day. What can you do? Read and review what you can do. Well done! Now you can ✔ I can describe the different looping blocks use Scratch to create a available in Scratch and how they work. game using loops! ✔ I can explain why looping is useful. ✔ I can predict what code using a loop will do. ✔ I can use a forever loop command. ✔ I can use a repeat loop command. ✔ I can use a repeat until command. ✔ I can create an algorithm that uses repetition. ✔ I can add comments to blocks of code and explain why I have done so. ✔ I can plan and create a game that repeats a set of instructions with a variety of loop commands. ✔ I can test my game to identify errors and fix them. 14 HCP_Computing_Spec_16 pages.indd 14 8/18/21 5:14 PM Glossary A R algorithm: a step-by-step procedure used to solve a specific problem E repeat block: a block that repeats a group of blocks a certain number of times and then stops event block: an event block tells Scratch when to start running the program by setting a starting moment, such as clicking the green flag repeat loop: the blocks inside the loop continue a certain number of times repeat until: the blocks inside the loop continue until a certain statement is true F repetition: the act of doing, saying or writing something more than once; in programming, this is called looping forever block: a block that repeats a group of blocks over and over again until you tell it to stop V value: number of times an action will happen forever loop: the blocks inside the loop continue in order, forever I inputs: programming instructions L looping: the action of doing something over and over again looping blocks: blocks that repeat actions according to programmed instructions O outputs: the actions that result from the programming instructions 15 HCP_Computing_Spec_16 pages.indd 15 8/18/21 5:14 PM Cambridge Primary Computing Learner’s Book 4 Help learners develop essential computing skills with an approach that uses real-life examples, reinforces key vocabulary and provides opportunities to learn, practise and apply throughout. ● Encourage learners to become confident in working with information and ideas of their own and those of others with discussion tasks, as well as with What can you do? panels at the end of each unit for self-assessment. a clear pathway through the learning objectives with Practise tasks in each unit, as well as Go further and Challenge yourself! panels with questions designed to support differentiation. ● Provide and activate learners’ prior knowledge with Do you remember? activities and introduce new computing skills with Learn and Practise tasks. ● Recap Cross-curricular links boost self-reflection within and across multiple disciplines, enabling learners to enquire and extend understanding from a range of contexts. ducation m bridge A al E Ca 25 ss on W For over 25 years, we have been trusted by Cambridge schools around the world to provide quality support for YEARS teaching and learning. For this i es sm WITH rnat e n t In t e reason, we have been selected by Cambridge Assessment International Education as an official publisher of endorsed material for their syllabuses. king for ove or r This resource is endorsed by Cambridge Assessment International Education rovides support as part of a set of resources for P the Cambridge Primary Computing curriculum framework (0059) from 2021 as passed Cambridge International’s rigorous H quality-assurance process Registered Cambridge International Schools benefit from high-quality programmes, assessments and a wide range of support, so that teachers can effectively deliver Cambridge Primary. Visit www.cambridgeinternational.org/primary to find out more. This series includes eBooks and teacher support. Visit www.hoddereducation.com/boost to find out more. We are working with Cambridge Assessment International Education to gain endorsement for this forthcoming series. I S B N 978-1-3983-6166-9 9 HCP_Computing_Spec_16 pages.indd 16 781398 361669 8/18/21 5:15 PM