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Grade-1 Final Book

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0% found this document useful (0 votes)
48 views

Grade-1 Final Book

book

Uploaded by

Ayush Baiswar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Tech Tales: Exploring STEAM

GRADE I
Student Handbook
© Confidentiality & Proprietary Information
This is a confidential document prepared by WIZKLUB. This document, or any
portion thereof, should not be made available to any persons other than the
authorised and designated staff of the company/institution/vendor to which it has
been submitted. No part of this document may be reproduced, stored in a retrieval
system, or transmitted, in any form or by any means, electronic, mechanical,
photocopying, recording, or otherwise, without the prior written permission of
Wizklub.

About us
WizKlub is an Innovation platform to build Human-only skills, skills needed to succeed
in school today and in competitive exams and career later. Wizklub offers research-
based education programs designed to develop future skills across Logical Reasoning,
Critical Thinking, Problem Solving, Creation using Technology (coding and Robotics)
and applied Mathematical & Science for school students.

Our mission is to empower 10 million thinking minds who would solve real-world
problems and shape the future.
How to use the Self Learning Material
The pedagogy used to design this course is aimed at enabling learners to assimilate
concepts and processes with ease. The course is divided into 18 sessions, including
lab and theory components. Each theory session consists of the following elements:

Session Overview: Provides a concise summary of the topics, objectives, and


activities planned for a specific session

Instructional Objectives: ‘Learning Objectives’ defines what the session intends to


deliver

Self-assessment: ‘Self-assessment’ contains a set of questions to answer at the


end of each topic

Trivia Fact? Trivia fact is an interesting fact that helps improve learner knowledge
about the topic

Activity: ‘Activity’ is used to demonstrate the application of a concept. Activities


can be online and offline.
Program Description

The program is designed to foster foundational skills essential for the digital age.
Through engaging lessons, students will develop a basic understanding of computers,
cultivate creativity and problem-solving abilities through hands-on experience in
programming skills. Additionally, our curriculum introduces students to the
fascinating world of Electronics, where they will gain practical knowledge and
awareness of the technology that surrounds them. Through this diverse learning
experience students will embark on a journey of skill-building and discovery,
preparing them for future academic success and technological fluency.

Need of this course

By introducing basic computer skills and fundamentals of electronics early on,


students develop a solid understanding of technology concepts from a young age.
Through hands-on learning experiences, they not only gain practical skills but also
cultivate curiosity, critical thinking, and problem-solving abilities. This preparation
enables them to confidently navigate the digital landscape as they progress in their
academic and professional journeys, ensuring they are well-prepared for the
challenges and opportunities of the digital age.

By end this program students will be able to:

• Demonstrate proficiency in basic computer skills and performing simple


tasks
• Understand fundamental electronics concepts, such as electric current,
circuit components and basic circuit design
• Apply problem-solving strategies to troubleshoot common computer and
electronic issues
• Communicate effectively about technology-related topics and concepts, both
orally and in writing.
Table of Contents
1. Introduction to Platform ..........................................................
2. Machines ..........................................................................
3. Computer - An electronic Machine .............................
4. Mouse Skills .....................................
5. Mouse Skills-Click and Navigate ...............................................
6. Sequence ....................................
7. First, Next ...Last ...............................................
8. Algorithmic Thinking ...........................................................
9. Algorithmic Adventures .........................................................................
10. Exploring Power and Power supply modules ..........................................
11. Journey into Circuitry and Switches.........................................
12. Motor Modules ...................................................................
13. Motor Speed ......................................................................................
14. Thaumatrope ............................................................................
15. Crafting the Thaumatrope ...........................................................
16. Exploring Motion with Thaumatrope ..................................................
1. Introduction to Platform

This lesson is designed to introduce students to the importance of coding and


introduction to the Wizklub Futurz platform. Students will learn how to navigate

the platform, log in, and reach lessons in courses.

By the end of the lesson, you will be able to:


• Explore the Wizklub Futurz Platform

1.1 Introduction to Platform:

Are you looking for a platform to turn your dreams into reality?

Look no further! Allow me to introduce you to the WizKlub Futurz platform – your
gateway to the world of coding and creativity.

The Wizklub Futurz is an online platform where you can explore, create, and
innovate together.

Here, you'll find lots of coding lessons, projects, and challenges made to spark your
imagination and passion for coding. You can create your own games, animations,
apps, and websites – the options are endless!

Are you ready to start an exciting coding adventure and build your skills with the
Wizklub Futurz platform? Let's jump in and discover the coder in you!
1.2 Accessing the homepage and Login Process:

Listed below are the steps to guide you through accessing the homepage,
enrollment, and login process.

Step 1: How to access the Platform:

Click the link provided below to access the platform's homepage.


https://wizklub.com/

Fig 1.1- Homepage of Wizklub Futurz

Step 2: How to Log In?

To log in, click on the "LOG IN" option located in the top right corner of the
homepage.

Next, click on the option that will redirect you to a new pop-up window, as shown in
the figure.

Add your Username and Password here:

Username: ______________________

Password: _______________________
Fig 1.2- Homepage of Wizklub Futurz

Enter your user ID and password, then click on the "Verify and Proceed" option.
This will take you to the dashboard.

Enjoy your coding adventure with Wizklub Futurz!

In your next lesson, you will explore machines and their types, which are essential
for accomplishing tasks.
2. Machines

In this lesson, students will learn about machines, including various types such as
man-made and artificial. They will then explore an important artificial machine, the
computer. Through engaging activities, students will develop their skills such as
data analysis and problem-solving throughout the lesson.

By the end of this lesson, you will be able to:

• Explore natural and man-made objects


• Define machines
• Identify machines used in daily life

1. Pencil and eraser


2. Crayons

Have you ever looked around and noticed how awesome everything is?
Like the big, blue sky and the tall, green trees , the chair we sit on and the

car you ride in etc. We have so many things around us. Let's learn more about

them, but first, let's have some fun!

Activity -1

Can you colour the things given below?

Figure 2.1: Activity 1

In the images above that you colored, there are a few things like the sun, banana,
flower, butterfly, and apple, which exist in nature. The things which exist in nature
are called natural things.

There are also items like the pencil, table, bucket, and chair, which were created
by humans. The things which are made by humans are called Man-Made things.

There are many man-made things in our life, which make our life easy.
Your sharpener helps to make the pencils sharp; the school bus takes

you to school, your bicycle helps you travel around, and the refrigerator

keeps your food fresh.

• All these things make our work easy and makes it fast.
• It saves our time and energy.

These man-made things which help us to do our work are called Machines.

2.1 Machines
Machines are man-made things to help us to do work more easily.

Microwave Toaster Juicer


Figure 2.2: Different types of machines

These are the different types of machines.

Microwave for heating food, a toaster used for toasting bread, and a juicer for
making juice. These machines help people in many ways, and they have some
features.
Figure 2.3: features of a machine

These man-made things need some energy to run; it may be electricity, fuel, or
manpower.

• Machines run on electricity:

Refrigerator Washing Machine Mixer Grinder

Figure 2.4: Machines run on electricity


• Machines run on fuel:

Car Helicopter

Scooter Figure
2.5: Machines run on fuel

• Machines work with human power.

Bicycle Boat Shopping Cart

Figure 2.6: Machines run on human power


Imagine you have a magical machine at your home that can help you do lots of fun
things! When you want to draw a picture, you can use your magical machine to make
beautiful artwork.

If you want to learn about animals, your magical machine can show you pictures and
videos of all kinds of animals worldwide. And when you want to play games with your
friends, your magical machine has lots of fun games you can play together! This
magical machine is very special because it can help you do so many things, just like
having your own little helper at home.

Any guesses? What are we talking about?

Yes, if your answer is computer then you are right.

A computer runs on electricity and requires human power to operate.

2.2 Computer-A man made machine

Figure 2.7: Computer

“A computer is an electronic machine that uses electricity to work.”


Let us find out more about computers...

A computer has many features. It can do many things.

Figure 2.8: Features of a computer

Natural Things - Elements or objects created by nature, like trees, the sky,
mountains, sea etc.

Man-Made Things - Objects created by humans, such as toys, cars, houses, etc.

Machines- Man-made devices made to do a particular work.


• Things created by nature, like trees, the sky, etc. are Natural things.
• Things created by humans, such as toys, cars, houses, etc. are Man-made
things.
• Things made by people to help us do work easily are Machines.
• Computer is a man-made machine.

• Students applied logical thinking skills by distinguishing between man-made


and natural objects.
• They enhanced pattern recognition skills through image identification tasks.
• Students developed critical thinking skills by understanding the purpose and
utility of machines in everyday life.

Which topic from this lesson did you enjoy the most?
In your next chapter, you will discover what a computer is and all the amazing
things it can do!

Get ready to learn about how computers help us and what makes them unique!

I. Pick the natural things and man –made things from the following

(car, river, watch, mountain, sunflower, computer, house, moon, fan,


tree)

Natural Things Man-made Things


II. Colour the picture with CRAYONS of your choice.

III. Colour the machines.


Draw or paste three pictures of machines used by your mother.
Title: Machine Model Building

Description:

Build a simple model of any machines like car, computer, chair, washing machine

Microwave, Air conditioner, Robot, Clock

Materials needed:

Cardboard, paper, and tape. crayons, scissors.

Instructions:

• Choose the machine you want to build


• Seek assistance from your teachers or parents
• Carefully construct the machine model
• Present your completed model in class
3.Computer - An electronic Machine

In this session, we delve into the world of computers, exploring their diverse
functions and everyday utilities. Through interactive activities, we discover the
profound impact computers have on our daily lives.

By the end of this session, you will be able to:

• Define computer
• Explore the parts and applications of a computer
• Define Input and Output devices

1. Pencil and eraser


2. Crayons

Hey kids, you have been learning about machines, right? What is a machine? Let’s
recall.

A machine is a device designed for specific tasks, making our work easier
Activity 1:

Identify the given machines and number those machines according to their names.
4th is done for you!

Figure 3.1 Activity 1


Do you remember this machine which we saw in the last class?

Figure 3.2 Computer

Yes! It is a computer!
A computer is an electronic machine that runs on electricity. Unlike other
machines, computers can perform a wide range of tasks.

As you can see it helps you do a lot of things.

3.1 Uses of Computer

To play games To draw and colour pictures


To store information To type letters

To listen to music To watch cartoons and movies

To study different subjects To communicate with friends


Figure 3.3 Uses of Computer

Now that you're aware of how computers play an important role in our lives, did you
know they consist of various parts?

Let's explore them together.

3.2 Parts of a computer:

Just like we have different body parts, a computer also has many parts. Each part
does a special work.
All these parts together make up a computer.

Figure 3.4- Parts of a computer

A computer has four main parts, the monitor, keyboard, mouse, and CPU.

The other basic parts are the speaker, microphone, printer and UPS.

Let us see the use of each part!


Every component of a computer has its own job to do.

Activity 2: Name the body part and tell what it is used for .
Figure 3. 5: Parts of the body

Did you know there was a smart man named Charles Babbage?
People call him the 'father of the computer'! A long time ago,
before cars and airplanes, he had a big idea to make a special
machine that could do math problems all by itself. That's like our
computers today! Isn't that amazing?
Figure 3. 6: Charles Babbage

Imagine you have a fun toy car that you really like playing with. When you press the
buttons on the remote control, the car starts moving, right? That's because you're
telling the car what to do with the remote control.
Fig 3.7- Boy playing with remote controlled toy car

Just like your toy car, a computer also has special parts. Some parts are like the

buttons on the remote control – they help us tell the computer what to do. We call

these parts "input" because they take our instructions and give them to the

computer.

And just like how your toy car moves when you press the buttons, a computer also

does things when we give it instructions. We see what the computer does on the

screen or hear it through the speakers. These are like the fun things your toy car

does when it moves – we call these parts "output" because they show us what the

computer is doing.

Let's explore these parts together!

3.3 Input and Output Devices:

3.31 Input Devices:


An input device is a device used to enter information or provide instructions to the

computer system.

For example, when we want to type something, we use a keyboard. And when we
want to move a little arrow on the screen, we use a mouse!

There are different input devices in a computer system.


Fig 3.8- Mouse Fig 3.9- Keyboard Fig 3.10- Microphone

Fig 3.11- Joystick Fig 3.12- Web Cams

Activity 3: Name the device

Do you remember the devices used in the picture? If yes, fill in the blanks with
their correct names.

Figure 3.13: Output Devices

Great! All these devices are output devices.

3.32 Output Devices:


An output device is a display device connected to the CPU of a computer that
displays pictures or videos and produces sounds. Some common output devices
include:

Fig 3.14- Monitor Fig 3.15- Projector

Fig 3.16- Speaker Fig 3.17- Head phone

Machines- Man-made devices made to do a particular work.

Computer- Computer is an electronic machine.

• Computers are electronic machines that run on electricity.


• They are special because they work fast and give accurate results.
• Computers can store large amounts of information.
• They can do many things at the same time.
• They help us play games, draw pictures, store information, type letters,
listen to music, watch cartoons and movies, study different subjects, and
chat with friends.

• Enhanced identification skills are developed through engaging machine


identification activities.
• Students logically analyze the functions and capabilities of computers,
gaining a deep understanding of their vital role in daily life.
In this chapter, you learned about various uses of computers. In the next chapter,
you will learn about different places where computers are used!

I. Choose the right word to finish the sentence .

(electricity, music, draw, computer, electronic)

1. A computer is an __________________ machine.

2. You can __________ pictures on a computer.

3. __________________works very fast.

4. Computer runs on ________________________

5. You can listen to ________________ on a computer.

II. Answer the following:


1. Write any three uses of computers.
____________________________________________________

____________________________________________________

_____________________________________________________

III. Find the Jumbled Words:

1. E M C I H N A : __________________

2. O R C E P U M T : __________________

IV. Answer in one word:

1. Name anything you like to do on a computer. ___________

2. A cartoon that you have seen on a computer. ______________

3. Name a game you like to play on a computer. ________________

V. Join the dots and colour the picture.


4. Mouse Skills

In this session, students will explore mouse-handling skills, including identifying the

parts of the mouse and understanding the functionality of each button. They will

also practice scrolling and dragging while navigating the mouse.

By the end of this lesson, students will be able to:

• Discover the functions and purposes of mouse buttons

• Explain Mouse as an input device


1. Pencil and eraser
2. Crayons

Hey kids, have you ever seen a mouse in and around your home?

Figure 4.1: Mouse

Now, let us talk about the computer mouse!

Meet the computer mouse, like a little friend for your computer!

“It is an input device which helps you to click and move around just like a real

mouse, but in the digital world.”


Figure 4.2: Computer Mouse

Now let us explore the different parts of it.

4.1 Parts of a Mouse

A mouse has different parts, each of which helps to perform different tasks.

Figure 4.3: Parts of a Mouse

• The button on the left side is called the left button.

• The button on the right side is called the right button.

• The wheel in the middle of the mouse is called scroll wheel.

• The pad on which we move the mouse is known as the mouse pad.

4.2 Mouse Pointer


The mouse pointer is a slant arrow on the computer screen. When you move the

mouse, this arrow moves on the screen in the same direction.

Figure 4.4: Mouse Pointer

4.3 Handling a mouse

Look at the figure below:

Figure 4.5: Handling a mouse

• Place the mouse on a flat surface like a mouse pad or table.

• Place your hand on the mouse and hold it with your thumb and last two

fingers.
• Place your index finger for the left button and your middle finger for the

right button.

• Move the mouse by sliding it with your hand.

• The arrow on the screen moves as you move the mouse.

Did you know that the very first computer mouse was

made out of wood and had only one button on top? It was

invented a long time ago before the fancy mice we use

today, but it still helped people control computers! Isn't

Figure 4.6: Traditional mouse that interesting?

4.4 Functions of a Mouse

Figure 4.7: Function of a mouse

4.4.1 Clicking
When using a camera to capture a picture, have you ever noticed the distinct

'click' sound it produces when you press a button?

Figure 4.8: Camera clicks

Similarly, when you press and release any button on a computer mouse, it also

generates a clicking sound.

This action of pressing and releasing mouse buttons is commonly referred to as

clicking.

4.4.2 Left Click

This is the most common type of mouse click.

Pressing the left mouse button and releasing it immediately is called left

clicking.

Figure 4.9: Left click

Let us practice!

➢ Move the mouse pointer and point to any object on the monitor.

➢ Press down the left button and release it.


➢ The object will be selected.

4.4.2 Double clicking

Pressing the left mouse button twice without stopping and releasing it quickly is
called double-clicking.

Figure 4.10: Double click

Let us practice!

➢ Look for the picture that looks like a computer on your monitor.

➢ Move the mouse pointer to the computer icon.

➢ Press the left button two times fast.

➢ The computer window will open.

4.4.3 Right-clicking

Pressing and releasing the right mouse button once shows a list of

commands on the monitor. It is called right-clicking.

Figure 4.11: Right click


Let us practice!

➢ Look for the picture that looks like a computer on your monitor.

➢ Move the mouse pointer to the computer icon.

➢ Place the arrow on the computer icon.

➢ Click the right button once.

➢ You will see a menu with different options.

Figure 4.12: Right click on screen

4.4.4 Dragging

Dragging is a way to move an object on the computer screen.

Let us practice!

➢ Place the mouse pointer on the image.

➢ Press the left mouse button and keep holding it while you drag the image to

the desired location.


➢ Once you place the image in the desired location, lift your finger from the

left mouse button.

Figure 4.13: Dragging

4.4.5 Scrolling

The scroll button is used to move up and down a page. The action of moving up and

down a page is called scrolling.

Figure 4.14: Scrolling


Computer Mouse - Input device used to shift an arrow on the computer display.

Mouse Pointer -The arrow on the screen that moves when we move the mouse.

Double Clicking- Quickly pressing the left button twice.

Right-Clicking- Pressing the right button to see more choices.

Dragging- Holding the mouse button and moving the mouse button to move things

on the screen.

• Mouse helps us to draw and colour pictures on computer.


• Mouse has two buttons: left button and right button.
• Left click, Right click, and Double click are the three types of mouse clicks.
• The mouse is kept on a flat surface called mouse pad.
• Students learned about mouse handling skills, including how to place it on a

flat surface, hold it properly with fingers, and move it smoothly.

• Students discovered scrolling through mouse navigation.

Which topic from this lesson did you enjoy the most?
In this chapter, you gained knowledge about the computer mouse, understanding its

components and how it key functions. In the next chapter, you will explore the

keyboard.

I. In the picture of the mouse given below, colour the left button with
green colour, right button with red colour and scroll wheel with blue
colour.
II. Tick ( ) pictures that show the correct way to hold a mouse and

cross ( ) for the wrong ones.

III. Label the various parts of a computer mouse.


IV. Answer in one word.

1. Which finger must be placed on the left mouse button?

____________________________________________

2. How many times do you press the left mouse button for double

clicking?

_____________________________________________

3. Name any two things you can do using a mouse.

_______________________________________________
Title: Exploring Mouse Anatomy: Drawing, Coloring, and Labeling

Activity Description: In this engaging activity, students will unleash their


creativity by drawing, colouring, and labeling a computer mouse. Through this
hands-on exercise, they will familiarize themselves with the various components of
a mouse while honing their artistic and fine motor skills.

Materials Needed:

1. Drawing paper or sketchbook


2. crayons
3. Pencil
4. Eraser

Instructions:

1. Draw a picture of a computer mouse on your drawing page using a pencil.


2. Label and colour the mouse.
3. Seek help from your teacher/parents if needed.
4. Share your drawing with the class, discussing the different parts of the
mouse and their functions
5. Click and Navigate

By the end of this practical class, you will be able to,

• Discover how to navigate using the right mouse button and scroll wheel.

Project 1: Exploring Right Mouse Button Navigation

Description:
Discover how to navigate using the right mouse button.

Materials Required:
Step 1: Position your cursor at the top of the webpage where you can see the tab
for wizklub.com.
Step 2: While keeping the cursor on this tab, click the right mouse button.
Step 3: Upon right-clicking, a menu with various options will appear.

Step 4: Left click on the "Duplicate" option from the menu.


Step 5: You will observe a new tab of the WizKlub page opening on the right side.

Observations:
• The right mouse button plays a crucial role in navigation.
• We noticed that various options appeared when we clicked on the webpage
tab.
• We found it simpler to execute specific actions, such as duplicating a tab, by
using the right mouse button.

Results: Successfully opened the WizKlub.com page.

● Enhanced mouse skills and navigation skills by handling the mouse.

What did we learn?


--------------------------------------------------------------------------------------------

Project 2: Drag and drop the options to arrange the images in a sequence.

1.

2.

3.
4.

Description:
Use drag and drop technique and arrange the given options in a sequence.

You can also write the answers in the below box.

Observations and Results:

● Improved navigation skills by sliding the scrolling wheel of a mouse.


What did we learn?

1. Explore left mouse-button navigation.


2. Use the mouse to open the "Paint" application and experiment with the
program by creating shapes.
6. Sequence

In this session, we'll learn about the order of things in our day, like connecting
dots and completing missing words. We'll also get creative with storytelling and
practice putting things in order using blockly coding.

• Define a Sequence

• Apply sequencing to solve the problems

1. Pencil and eraser


2. Crayons

From the moment you wake up to when you go to bed, your day unfolds in a special
order. Have you ever noticed?

Like getting dressed for school or brushing your teeth before sleep.
This chapter will help you to understand this special order of events!
Let us have some fun learning before starting!

Activity –1
Look at the numbered dots below, from one to twenty. Can you connect them in
the right order, starting from one up to twenty? When you are done, you might
discover who is hiding there!

Figure 6.1 Activity 1

Excellent job!

6.1 Understanding Steps in Order

If we take an example of the morning routine,

First, you wake up in the morning.

Next, you brush and bathe.

Then, you get dressed.

After that, you eat breakfast.


Then, you get ready to go to school.

Finally, you arrive at school.

Figure 6.2: Daily Routine

When we follow these steps in order, everything goes smoothly.

If we change the order, we might forget something!


This is what sequencing is all about – doing things in a particular order to achieve
a desired outcome.
But when it comes to computers, we need to give them specific instructions to get

the work done.

If we don't give the instructions properly, computers can't understand what to do.

What is the sequence?


“Sequence is a set of ordered instructions or commands that helps to complete the

task properly.”

Activity –2

Time for a Fun Activity!

Get ready to complete the picture! Your task is to find the missing letters from
the options provided and fill in the blanks to finish the picture.

Figure 6.3: Activity 2


Activity –3

Look at the shapes and try to find the pattern. Draw the missing shapes.

Figure 6.4: Activity 3

Activity -4

Look at the picture below. Find what happens first, next, and last in the picture.
Use 'F' for what happens first, 'N' for what happens next, and 'L' for what
happens last.

Figure 6.5: Activity 4

You have been awesome at connecting dots, figuring out letters, and solving

puzzles! Guess what? All of this is like a super cool game called "sequencing."
It is just like putting things in order – like first, next, and last.

6.2 Creating your own Sequences

Now it's time to make your own sequences. Let us draw a picture together!

Activity –5

Here, follow the instructions:

First: Draw a circle.

Then: Add two eyes.

Next: Draw a smile.

Last: Put some hair on top!


Congratulations! You just made a sequence to draw a funny face.

6.3 Sequences in Blockly

Imagine you have a robot friend named Robo. You need to give Robo some tasks to

do, like asking Robo to bring you a coffee, or to play games with you. To

communicate with a Robo/computer for tasks like these, we use a special language

called programming language. One of the well-known programming languages is

Blockly.

In Blockly, we use several types of blocks to give Robo instructions. For instance,

there's a block that helps Robo to "Move forward."


Move forward block – Helps to move the character or object in the game one step

forward.

Fig 6.6: Move Forward block

Example: The rabbit in the figure has to reach its burrow.

Figure 6.7: Rabbit and its bungalow

By using move forward blocks, it can make the rabbit reach its home.

Figure 6.8: Rabbit reached his home

Would you like to do it on your own? Complete the activity given below. Take help

from your teacher or parents to complete.


Activity- 6

The boy in the figure has to reach his school. Use the move forward block as many

times as required.

In this chapter, you learned about putting things in order, like connecting dots,

filling in missing letters, and creating stories with a beginning, middle, and end.

Sequencing helps us to understand how things happen step by step!

Sequencing - Understanding the order in which events occur is called sequencing.

• Understanding the order in which events occur is called sequencing.

• Sequencing helps us to understand how things happen step by step.


• Improved sequencing skills through dot connections and completing letters

and understanding daily routine order.

• Enhanced fine motor skills through precise tasks like dot connections and

shape drawing.

• The lesson cultivates critical and creative thinking via pattern analysis,

storytelling, and sequence creation.

Which topic from this lesson did you enjoy the most?
Did you enjoy the lesson on sequencing? In the upcoming class, you'll delve into

algorithms, which play a vital role in comprehending computer coding and

accomplishing tasks.

I. Decide which action comes First and Which comes next. Write ‘F’

for First and ‘N’ for Next.


II. Number the stages in each life cycle in the correct order.

III. Write the time you do this activity. For morning write “M” for evening

write “E” for night write “N”.


IV. Write the number to sequence the story.
7. First, Next... Last

By the end of this practical class, you will be able to;

• Apply sequencing skills in problem-solving situations

• Computer or laptop
• Internet connection
• Worksheets and pens

Project 1:
Description:
Assist the boy in discovering the pathway that leads him to his school.
Materials Required:

Start
Step 1: Click on the CS block
Step 2: Drag and drop the Move Forward block under the Start block in blockly
environment
Step 3: Again, drag and drop the Move Forward block one more time
Step 4: Click on Run button to execute the program
Observations and Results:

● Enhanced mouse skills and navigation skills by handling the mouse.

What did we learn?

--------------------------------------------------------------------------------------------
Project 2: SORT
Description:
Drag and drop the options to arrange the images in a sequence.

1.

2.

3.

4.

Observations and Results:


● Students practice sequencing skills as they arrange the images in the
correct order to achieve the desired outcome.

What did we learn?


8. Algorithmic Thinking

In this skill-building lesson, students will grasp the concept of algorithmic thinking
and recognise the algorithms present in their daily lives. Through hands-on
activities, they will enhance their algorithmic thinking skills.

• Define Algorithms
• Learn to solve problems using Algorithmic Thinking

• Pencil
• Eraser

Imagine you are making a delicious bread and jam sandwich. Below are the steps
you can follow to make them:

Step 1: Place 2 slices of bread on the table

Step 2: Use a knife to spread jam on one slice of bread

Step 3: Put the other bread slice on top to make a sandwich

Step 4: Press it gently


Fig 8.1-Bread and jam

Hooray! Your delicious bread and jam sandwich is ready to eat!

In the steps above, you outlined how to make the sandwich. Similarly, computers
require step-by-step instructions to perform tasks.

In this chapter, we'll explore how computers follow these guidelines to solve
problems and complete tasks! Let’s get started with an activity.

Activity 1: Identify the images provided below and label each task you
perform sequentially from the time you wake up until going to school.

Have you ever wondered how video games are created?


Well, there's a special set of instructions called algorithms that computer
programmers use to make them.

Just like how you followed certain steps to prepare a bread and jam sandwich,
similarly, an algorithm tells the computer what actions to take to solve a problem
or make something happen.

Fig 8.2- Boy playing Video game

When you play a video game, the game has algorithms that control how the
characters move and what they can do.

Programmers write these instructions using special languages to make sure


everything works right. While we often associate algorithms with computer
science because they are crucial for programming and data processing, they exist
in many other fields too.

For example, algorithms are used in mathematics to solve equations, in cooking


recipes to prepare dishes, in manufacturing processes to optimize efficiency, and
even in everyday tasks like following driving directions. Algorithms are essentially
everywhere, there's a need to solve a problem systematically.

8.1 Algorithms play a big role in our daily lives!

1. When you search on Google, they decide which websites to show you first.
2. On YouTube, algorithms suggest videos based on what you like to watch,
aiming to recommend stuff you'll enjoy.
Activity 2:
Can you identify some of the events in our day-to-day life where we use algorithms
without realising it! Here are some examples for you. Identify the event and fill in
the space provided below!

8.2 When is Algorithmic Thinking Helpful?

1. When we need to break down a task into step-by-step instructions.


2. When solving a problem requires careful consideration of each necessary
step.

8.3 How to apply Algorithmic Thinking?

1. Algorithms are represented by steps shown with arrows.


2. Following these steps simplifies the task guiding us to completion. Let's
delve into Algorithmic Thinking with an example:

Example 1: Making a Tea


Fig 8.3- Making a Tea

Making tea is a fun and easy activity! First, we start by filling the kettle with
water and boiling it. Then, we pour the hot water into a cup. Next, we put a teabag
in the cup. After that, we pour in some milk and give it a stir with a spoon. Once
the tea is ready, we take out the teabag and enjoy our tasty tea! It's important to
remember to be careful with the hot water and to ask for help from a grown-up if
needed. If we follow these steps properly, we can make a perfect cup of tea.

Example 2: What do you do if the homework is due in next

12 hours?

Let’s analyse the task algorithmically using arrows.


Fig 8.4- Algorithmic steps

And here are the options.

A) Start working

B) Go play

C) Eat Cereal

D) Watch Cartoon

While starting to think algorithmically, the initial question arises: is there any
homework to do? If the answer is "no," then you can start playing, implying that
there are no immediate academic responsibilities. If the answer is "yes," indicating
that there is homework, and if the homework is indeed due in the next 12 hours,
then you have to start working, prioritizing the completion of the assignment
within the given timeframe.

Your question is whether you have pending work, then the answer should indeed be
"Start Working."

Therefore, the correct option is the first one. You can also check for other
possibilities. This demonstrates how we can use algorithmic thinking to identify the
output.

Did you know that when you follow a recipe to make your favorite cookies, you're
actually using something called algorithmic thinking? Just like following step-by-
step instructions to bake cookies, algorithms are like a special set of instructions
that help computers solve problems! So, when you're making cookies, you're already
thinking like a computer programmer!

Fig 8.5- Algorithmic steps


Activity 3:

Find the operation and its value for the given problem.

A) +2
B) +6
C) +4
D) +2

Answer: _______________________
• Algorithms are sets of instructions used to accomplish tasks.
• They resemble to following a recipe to prepare a dish.
• Algorithms are utilised in everyday activities such as searching on Google or
recommending videos on YouTube.

• Enhanced Algorithmic Thinking skills by solving problems.


• Problem-solving abilities were observed as students practiced breaking tasks
down into steps.
• Promoted critical thinking by identifying algorithms in daily activities.
Did you enjoy the class? In the next lesson, you will explore the fascinating realm
of power supply. You will discover various types of power supply modules and their
roles, while also examining the importance of LED colour indications.

I. Answer the following questions.

1. What is an algorithm?

2. List real-life scenarios where you use algorithms to solve tasks.

II. Answer the following questions:


1. Write the algorithmic steps for brushing teeth using arrows

3. Find out the correct output for the given problem statement.

Options:

A. 5
B. 3
C. 8
D. 6

Answer: ________________________

III. Can you write an algorithm to prepare Maggi?


9. Algorithm Adventures

By the end of this practical class, you will be able to;

• Apply algorithmic thinking skills in problem-solving situations

Project 1: Find the operation and its value for the given problem.

Description: Identify the correct option for the given problem statement

Options:
a. +3
b. +5
c. -5
d. +2

Below is your workspace to practice and solve the problem.


-----------------------------------------------------

Project 2:
Description:
Utilise algorithmic skills to find the sum of the numbers provided below using
blockly.
Activity: Find the sum of 5 and 3

Materials Required:

Start
1. Drag the notification block from the alert section
2. Now, click on the math block drag the arithmetic operation block, and then
drop it in the message section.
3. In the header section type the text as “Addition=”
4. Using maths block, enter the numbers you want add
5. Save the workspace
6. Click on the run to see the output

Observations and Results:

● Improved algorithmic skills through the addition of two numbers.

What did we learn?

10. Exploring Power and Power supply modules


In this lesson, students will explore the significance of power and power supply
modules in electronic devices. By the end of the lesson, students will have a solid
understanding of power supply principles and safety precautions when dealing with
electronics.

By the end of the lesson, you will be able to:


• Discover the function of a power supply modules and its role in powering
electronic devices
• Identify the objects around us that use electricity
• Explore Futurz Power Supply Module

• Pencil
• Eraser
• Crayons
Fig 10.1-Boy playing with a remote car Fig 10.2-Talking Tom Fig 10.3-Girl watching tablet

Have you ever played with a remote-controlled car, talked to a toy like Talking
Tom, or used a phone or tablet?

If your answer is yes, then you have used things that operate with the help of
power.

Just like how we need food to get energy, these devices need power to operate.

Let's explore how they get the energy they need to work! Before that let’s do an
activity.

Activity 1: Take a good look at the pictures and write down the names of the
objects. Then, tell your teacher where you see these things in your home.

__________________________________ __________________________________

The devices you identified above are examples of power supplies.


10.1 What is a Power Supply?

“A power supply is like a magical source that gives energy to your toys and gadgets
to make them work.” Without it, they wouldn't function.

Fig 10.4- Boy watching TV

For example, when you want to change channels on your TV, you use a remote
control, right? It works when you press the buttons. Well, the power supply for
your TV remote is provided by the battery inside it. Similarly, your display screen
shows pictures because electric current is supplied to it through the electrical
socket, powering up the TV.

Above, we mentioned the term "electric current." Have you heard of it before?
Let's find out exactly what it is by exploring further.

10.12 What is Electric Current?


Electric current is the flow of tiny particles called electrons. They're too small.
We can't see them, but they are all around us.

Just like how water flows in a river from areas of high pressure to low pressure,
electrons flow from areas of high potential to areas of low potential.
Fig 10.5- Electrons Flow Fig 10.6- Flow water in a river

Electricity powers many things we use every day, like lights, televisions, and
computers, etc. It travels through wires and helps make things work when we turn
them on. It's like magic that makes our toys light up and our favorite shows play on
the TV!

Based on the direction of flow of electrons, electric current is classified into two
types; and they are Direct Current and Alternating Current.

10.13 Direct Current (DC):


Direct current is a type of current it flows like a one-way street. It always moves
in the same direction, just like cars always move forward on a road.

Fig 10.7- Flow of electrons in the same direction

An example for DC power source is battery. When we use a battery to power a toy,
the electricity flows from the battery to the toy in one direction, like water
flowing through a pipe.
10.14 AC Current (AC):
The alternating current is a bit like a swing or a see-saw. It goes back and forth,
changing its direction regularly.

Fig 10.8- Flow of electrons in opposite directions

An example for AC power source is Electric sockets. When we turn on a light at


home, the electricity from the power socket switches directions very quickly, like a
swing swinging back and forth.

Did you know there's a fish called an electric eel? It's like a real-life superhero
fish because it can make its own electricity, just like how superheroes have
superpowers! This fish's electric power can be as strong as 500 volts! That's a lot
of power for a fish, isn't it?

Fig 10.9- Electric Eel Fish

There are two types of power sources we use to supply energy, and they are:
1. Electric Sockets:

An electric socket is a device in which we can connect electrical appliances such as


a TV, mobile phone, electric fan, computer, etc. It consists of a set of holes or
slots into which we can insert a plug to establish a connection between the
appliances and the electrical wiring.

Fig 10.10- Electric Socket

2. Battery

A battery is like a small box that holds energy inside. This "energy" helps to run
your toys and other gadgets. Technically, a battery is a device that stores chemical
energy and converts it into electrical energy.

Fig 10.11- Battery


Activity 2: Can you colour the images of electric fan that use power supply to
operate?

Now that we've learned about power sources, let's delve into the module
responsible for supplying power.

10.2 Power supply Module:

A power supply module is a device that changes the electricity from the wall into
the right kind of electricity for our toys and gadgets.

Imagine the electrical sockets in our homes - they provide a type of electricity
called AC power. But some of our toys, laptops, and other gadgets need a different
type of electricity called DC power to work. That's where power supply modules
come in! “They help convert the AC power from the wall into the DC power that our
toys and gadgets need to run smoothly”.

It's like a magical box that makes sure our toys light up and our gadgets work
perfectly every time we plug them in!

Here we have our own Futurz Power Supply module designed to power up the
devices. Let's take a closer look at it.
10.2 Futurz Power Supply Module:

Fig 10.12- Futurz Power Supply Module

Futurz Power Supply Module is an input device that helps to supply the power to
the modules to operate. It mainly consists of four components, and they are;

1. LED:

In the power supply module, the LED glows red to show the circuit is turned on and
receiving power.

2. Push Button:

A latch push button is a special kind of switch. It helps you turn electricity on and
off with just a push.

Push it once, and the light turns on. Push it again, and the light turns off like how
your normal switch is used to turn on and off the light.

We use it here to turn on or off the power supply module.

3. Resistor:

A resistor is a tiny component in the power supply module that helps control the
flow of electricity.

1. PC Pins:

The pins like PC1, PC2, PC3....help to supply power to the devices through wires.
10.21 Applications of Power supply modules

Power supplies are essential in many places, few of them are:

Fig 10.13-Home light Fig 10.14-Refrigerator

Fig 10.15-Projectors Fig 10.16-Traffic Signal

• Circuit: A circuit is like a path for electricity to flow.


• Voltage: Voltage is like a pressure from an electrical circuit to push the
electrons.
• Power supply is like a magical source that provides energy to electrical
gadgets.
• Electric current is the movement of electrical charges.
• A power supply module is a device that converts alternating current (AC)
into direct current (DC).

• Students developed their problem-solving ability by identifying power


sources and their role in everyday objects.
• Enhanced critical thinking skills.

Which topic from this lesson did you enjoy the most?
In this lesson, you learned about power and power supply modules. In your upcoming
session, be ready to explore closed and open circuits, as well as switches.

I. State true or false.

1. A battery is a device that converts electrical energy into chemical energy.


2. The Power supplies are only used in homes.
3. The Power supply module is a device used to convert AC into DC.
4. AC flows in only one direction, like DC.
5. Power supply modules are essential for various applications, including home
lighting, refrigeration, and traffic signals.

II. Answer the following Questions:

1. What is the role of a power supply in electronic devices?


2. Can you name three objects in your home that use electricity?
3. What is an Electric Current?
4. What is the difference between AC and DC?
5. Describe Power Supply Module.

Title: Power Supply Model Making

Activity Description:

Create a non-functional model of a device that relies on power supplies for


operation, like traffic lights, refrigerators, fans, TVs, computers, and light bulbs!

Materials Needed: Crayons, drawing paper, scissors, glue

Instructions:

1. Choose a power-operated device you'd like to create a model of.


2. Use crayons, paper, scissors, and glue to design and assemble your model.
3. Remember to handle scissors carefully.
4. Once your model is complete, proudly display it to your teacher for feedback
and recognition!

Example: Image for Reference

11. Journey into Circuitry and Switches


During the session, students will learn about circuits and types of circuits. They
will also learn about switches and their types, understanding their role within a
circuit. Through activities, they will enhance their problem-solving and critical-
thinking skills.

By the end of the lesson, you will be able to:


• Introduce the concept of circuit and it’s types
• Discover switches and types of switches
• Explore Futurz Switch and Futurz LED

• Crayons
• Pencil and Eraser

Picture this: Every day, you will finish your morning routines, and reach your school
by walking or riding. You start from your home and reach your school. To reach
your destination, you must cross a specific path, don't you?
Fig 11 .1-School

Just like your journey to school; electric current also requires a path to travel and
power the things around us. This path is called a circuit.

Fig 11.2- Electric Circuit

Do you remember, in the last we learned about electronic machines, and they would
need electric power to work.

11.1 What is a Circuit?

“A circuit is a path that allows electric charges to flow and make electronic devices
work.”

Without a circuit, the energy from the power supply would have nowhere to go, and
nothing would turn on or function.
On your way to school, you might see traffic lights or cross bridges. Similarly,
circuits have things that help or slow down electric current, like switches and
resistors.
To assemble a simple electric circuit, we require components such as a light bulb
(LED), a switch, a power source, and wires, as depicted in Figure 11.2.
In your previous class you learnt about power sources and Power supply module.

Let’s explore the remaining modules one-by-one and create a circuit.

Activity 1:
Identify and investigate objects in your environment and determine if they use
electricity or not.

Things that depend on electricity Things that don't depend on


electricity

Well, we're discussing circuits and how to power up electronic devices. How do you
turn on your room lights?

Yes, you're correct. By flipping the switch, right?

Have you ever wondered what a switch is?


Fig 11.3- girl turn on the light by pressing switch Fig 11.4- Switch

11.2 What are switches?

Switches are like magical buttons. They help us turn things on and off.

When you press the switch, it lets electric current flow through the circuit,
making lights turn on or helping your video game characters move.

But when you let go of the switch, the electricity stops, and the lights turn off or
the characters stop moving.

11.21 Types of Switches:

1. Push Button Switch:

Fig 11.5- Push Button Image Fig 11.6- Elevator Fig 11.7- TV Remote
The push-button switch operates by pushing and pulling. When you push the button,
it turns things on, and when you pull the button, it turns things off. It functions
similarly to a doorbell, Elevator, TV remote or the power button on your computer.

2. Limit Switch:

Fig 11.8- Limit Switch Fig 11.9- Elevator

A limit switch is a type of switch activated or deactivated based on an object's

presence or absence or the position of a mechanical component. It is commonly

used in various machines and appliances to control their operation.

Have you ever heard the sound the elevator makes when it stops at a floor? That

sound is because the elevator has a special switch called a limit switch. The limit

switch helps the elevator know when it has reached the correct floor so that it can

stop safely.

3. Slide Switch:
Fig 11.10- Slide Switch Image Fig 11.11- Flash Light

The slide switch has a small slider that you move from one side to the other to turn
things on or off, like the power switch on some electronic devices and in the
window sliding doors.

So, switches are super important because they let us control when things are on or
off. Without them, everything would stay on all the time, and that would waste a
lot of energy!

Flashlight is an example that use slide switch.

Activity 2: Look around your home and list the name of the devices that require
switches to operate them.

Ex: Electric Fan


Let's explore the Futurz Switch that you'll be using in your practical classes.

11.3 Futurz Switch Module:

Fig 11.12- Futurz Switch Module

The Futurz Switch module is an input device used to activate and deactivate

output devices. This module consists of three switches: the Push Button, Slide

Switch, and Limit Switch.


Output devices can be connected to it using the connectors labeled C01, C02, C03,

and power supply is provided to this module using the connector labeled as PC.

To complete a circuit, we require one more component, which is the LED. Let's take

a look at what it is.

Light Emitting Diode:


Have you ever noticed a small red light blinking on your TV when you turned it on?
The tiny bulb is called Light Emitting Diode (LED).

Fig 11.13-LED

LEDs come in different colours like red, green, blue, yellow, and even white. They
can be bright or just a soft glow, depending on how much electricity they get.
Here we have the Futurz LED. Let’s dive into it.

11.4 Futurz LED:

Fig 11.14-LED
The Futurz LED serves as an output device. It comprises four LEDs designed to
emit light in various colours like red, green, blue, and white.
This device is equipped with connectors such as CO1, CO2, CO3, and CO4 for input,
and PC for power supply.
We can display the desired colours by supplying input to the respective CO pins of
the LED.

Let’s explore how switches manage the flow of electricity in a circuit. A circuit
exists in two states, one is open and other is closed state.

11. 5 Types of Circuits


1. Open Circuit:

Fig 11.15- Open CircuitImage

Switches help decide if a path for electricity is open or closed. When a switch is
off or open, it's like a broken road where electricity can't move. Imagine a
roadblock stopping cars.

When the path is broken, the bulb won't light up because there's no electricity
flowing.

2. Closed Circuit:
Fig 11.16- Closed CircuitImage

When the switch is turned on, the circuit is closed, an electricity flows through a
wire in the bulb, making it glow.

In your practical classes you are going to build a circuit using Futurz Components.

Fig 11.17- Flash Light

If you ever play with a flashlight, you're using a tiny circuit inside to make the
light turn on. It's like having a little magic switch inside!

Remember, safety comes first. Always follow these rules when working with
power supplies:

➢ Listen carefully to your teacher's instructions.


➢ Never touch the inside parts of a power supply modules.

➢ Unplug the power supply when you're not using it or making changes to the

circuit.

➢ Keep the power supply and components away from water or moisture.

➢ Ask for help from your teacher or a trusted adult if you're unsure about

anything.

• A circuit is a pathway for electricity to flow, composed of various


components like wires and switches.
• A switch is a device that controls the flow of electricity in a circuit, acting
like a magical button to turn things on and off.
• Circuits can be classified into two types depending on the flow of electricity:
open circuits and closed circuits.
• In a closed circuit, the light will glow, whereas in an open circuit, the light
will turn off.

• Students develop problem-solving abilities by identifying power sources and


understanding their role in everyday objects.
• Through activities and examples, students enhance critical thinking by
analyzing how power supplies operate and the significance of LEDs in
indicating power.
Which topic from this lesson did you enjoy the most?

In your next lesson, you'll delve into motor modules and switch modules. You'll
explore how motor modules power various devices and how switch modules control
the flow of electricity in circuits.
I. Fill in the blanks.

1. Electronic devices need _________ to work.


2. The circuit is said to be closed when the switch is in ___________ state.
3. Switches help decide if a path for electricity is open or __________.

II. Answer the following Questions:

1. Define circuit
2. How does a switch control the flow of electricity in a circuit?
3. Explain the difference between an open circuit and a closed circuit.
4. Can you name the types of switches mentioned in the lesson?

Title: Simple Circuit Drawing

Description:

Draw a basic electrical circuit consisting of a battery, LED, and switch.

Materials Needed:

1. Drawing paper
2. Pencils or markers
3. Crayons

Instructions for Teacher’s:


• Instruct students to draw a circuit with battery, LED, and switch.
• Guide labeling of components.
• Encourage sharing and discussion of drawings.
• Discuss the function of each component.

12. Motor Modules

In this lesson, students will explore the fascinating world of motors and switches.
They will discover how motors convert electrical energy into mechanical energy to
power various devices. Additionally, they will learn how switches control the
movement of motors and the flow of electricity in circuits.

By the end of the lesson, you will be able to:


• Explore motors and their role in powering device movements
• Learn the operation of the motor using a switch and regulator

• Pencil and Eraser


• Crayons

Have you ever observed how your toy car zooming and spinning around? Do you
know what makes it move?

Fig 12.1- Boy playing remote car

Yes,that's where the magic of motors comes in!

Motors are like tiny magical engines inside your toys and gadgets. They use power
to make things spin and move, giving them their superpower!

Let’s learn about motors.


12.1 What is a Motor?

“A motor is a device which converts electrical energy into mechanical energy,


enabling movement of the device”

Fig 12.2- Motor

Motors helps to run many devices and few of them are;

Fig 12.3 Fan Image Fig 12.4-Washing Machine Image Fig 12.5- Robots Image

Fig 12.6- Electric car Fig 12.7 - Machines Fig 12.8 - Blenders
Activity 1: Draw a picture of a motor-powered device with operating switches.

There are several types of motors designed based on their specific applications. In
this lesson, we will focus on DC motors.

12.2 What is a DC Motor?

A DC motor is an electrical machine that converts electrical energy into mechanical


energy. DC stands for direct current, meaning that when power is applied to any
DC motor, it initiates rotation.

Let's delve deeper into how motors work:


Inside the motor, there are special parts called magnets and coils of wire. These
coils are like loops of wire wrapped around a metal core. When we send electricity
through these coils, something magical happens: they create a special force called
electromagnetism. This force makes the magnets inside the motor start to push
and pull against each other, almost like they're doing a dance.

Now, as these magnets push and pull each other, they also spin a shaft connected
to the wheels of your toy car. This spinning motion is what makes the wheels turn
and the car move forward. It's like the motor is giving the wheels a gentle push to
get them going.

So, in simple terms, a motor is like a magical machine that turns electricity into
movement, making our toys and machines come to life!

Fig 12.9- DC Motor

Are you excited to handle Futurz Motor? But before that take a closer look into it.

12.3 Futurz Motor:


Fig 12.10- Futurz Motor (Top view) Fig 12.11- Futurz Motor (3D- view)

Futurz Motor is a DC motor, serving as an output device. It includes a CO1 pin for
input connection and a PC pin for power connection. To determine the motor's
direction, we use the DIR-1 pin for clockwise rotation and the DIR-2 pin for anti-
clockwise rotation.

The motor's shaft can rotate the wheels of a module in both clockwise and anti-
clockwise directions.

Now, let’s understand how motors movement can be controlled by the switches;

Motors with switches typically refer to simple setups where a switch is used to
control the operation of a motor. Here's how it works:

When you play with your remote car, do you see how you can use buttons or
switches to make it go forward and backward? Just like that, we can use switches
to make a motor turn in a circle either to the right or to the left.
Did you know that the first electric motor was discovered by a scientist named
Michael Faraday? He was like a real-life wizard who made magnets and electricity
work together to create movement! It's like making toys come to life with magic!

Fig 12.12- Michael Faraday

12.4 Understanding Motor Movement Direction:

Fig 12. 13- Clockwise and anti-clockwise direction

In its simplest form, a motor with a switch consists of an electric motor and a
switch connected in series with a power source, such as a battery.

When we connect a motor to a power source and a switch, the direction of rotation
depends on the flow of electricity through the motor's coils.
12.41 Clockwise Rotation:

When we close the switch to make the motor rotate clockwise, electricity flows
through the coils in a particular direction, causing the rotor to spin in a clockwise
direction is like the way the hands of a clock move.

12.42 Anti-clockwise Rotation:

To make the motor rotate anti-clockwise, we switch the connections so that the
direction of current flow through the coils is reversed.

With the reversed current flow, the magnetic field produced by the coils also
reverses its direction.

As a result, the interaction between the magnetic fields causes the rotor to spin in
the opposite direction, which is anti-clockwise like the opposite of the way the
hands of a clock move.

Activity 3:
Title: Neck Rotation Exercise

Let's learn about directions! Sit comfortably and slowly rotate your neck five
times to the right (clockwise) and five times to the left (anticlockwise) and feel
the difference.
Teacher Instructions:

• Demonstrate the neck rotation exercise slowly and clearly, emphasizing


gentle movements.
• Monitor students closely during the activity, ensuring they maintain proper
form and technique.
• Remind students to stop immediately if they experience any pain or
discomfort.

• A device that converts electrical energy into mechanical energy, enabling


movement in various devices such as toys, appliances, and machinery, is called
a motor.
• Switches are components used to control the flow of electricity in a circuit,
allowing for the activation or deactivation of devices powered by the circuit.
• Motors operate by converting electrical energy from a DC power source into
mechanical energy and are called DC motors.
• Developed logical thinking and critical thinking skills through understanding
the roles and operations of motors.

Which topic from this lesson did you enjoy the most?
In the next class, you will be learning about RPM and motor speed, essential for
understanding motor functionality and performance optimization. Get ready to
explore the mechanics of motors in greater detail.

I. Fill in the blanks.

1. Motors convert ______________ energy into mechanical energy.


2. Switches are components used to control the ______________ of
electricity in a circuit.
3. The blades of a fan rotate because it consists of _______.

II. Answer the following Questions:

1. Describe the function of a motor in powering devices.


2. How do switches control the flow of electricity in a circuit?
3. Explain the difference between clockwise and anticlockwise rotation in
motors.

Activity Title: Build Your Own Radio!

Description: Create your very own radio using simple materials like cardboard
paper, glue, crayons, scissors, and a rotating regulator knob.

Instructions:

1. Gather all the materials needed: cardboard paper, glue, crayons, scissors.
2. Use cardboard paper to cut out the main body of your radio. You can make it
any shape you like!
3. Decorate the cardboard radio body using crayons. Add buttons, knobs, and
any other details you'd like.

13. Motor Speed


In this lesson, students will grasp the concept of speed, learn about motor speed
control, and understand the significance of RPM. Through interactive activities,
they will enhance their logical thinking and problem-solving skills.

,
By the end of the lesson, you will be able to:
• Define speed
• Explain motor speed and its control
• Learn about RPM

Imagine you are playing a video game where you control a car in a race. Sometimes,
you want the car to go fast to catch up with other racers, so press a button to
speed it up. Other times, you need to navigate through tight turns or obstacles, so
you press a different button to slow down.

Fig 13.1- car race game Image


Just like in the game, in real-life some objects with motors, like a fan, have
switches or controls that allow us to adjust their speed based on what we need
them to do.

For example, you can make the fan move "fast," "medium," and "slow" by adjusting
the speed according to the requirement.

Fig 13.2- Electric fan Image

Before learning about motor speed and its control, let's first understand what
speed is.

Activity 1:

In everyday life, we often need to adjust the speed of many devices based on our
needs. List the names of the devices where you have altered the speed.
13.1 What is Speed?

“Speed is a way to see how fast things move”.

For example, it's like how quickly you can walk to get to a place, like your friend's
house or the park. So, if you walk fast, you will get there sooner!

Fig 13.3- Boy running Image

Have you ever heard the story of the rabbit and the tortoise? It's a good example
that helps us understand the difference between fast-moving and slow-moving. In
the story, the rabbit moves fast, while the tortoise moves slowly.
Fig 13.4- Rabbit and Tortoise story

Let us understand about Motor speed and how we can vary the speed of a DC
motor.

13.11 Understanding how to control the speed of a motor:

To understand the motor speed, let us compare the DC motor to riding a bicycle.
When you want to go fast on a bicycle, you pedal harder, right? And if you want to
go slow, you pedal softly.

Fig 13.5- Boy Cycling Fig 13.6- Motor


It's similar to a DC motor – we can control how it speeds by adjusting the power
supply. If we want it to spin faster, we give it more power, and if we want it to spin
slower, we give it less power.

We use a special knob or switch to change how much power the motor gets from
the battery or power source, and that is how we control its speed!

13.12 Importance of controlling motor speed:

1. Controlling motor speed helps to keep devices safe.

For example, if a toy car is going too fast, it might crash into things. Slowing it
down can help prevent accidents.

2. It helps to save energy.

When we make things go slower when we don't need them to be fast, we save
electricity, which is good for the environment.

To control the Motor Speed, we use Regulator. Let’s see what a regulator is.

13.2 Regulator
Have you ever turned a knob to adjust the speed of a fan? If you have, then you've
used a regulator.

Fig 13.7- Electric Fan Fig 13.8- Radio Fig 13.9- Regulator knob
A regulator is an input device that acts like a smart controller, allowing us to
control the speed of things.

Regulator is a special kind of knob that can adjust things like the volume on your
radio or the brightness of a light. Imagine you have a toy with a knob that you can
turn to make it go faster or slower. That's what a potentiometer does! It's a tool
that helps us change how much electricity flows through something, just like how
you can turn the knob to change the speed of your toy.

13.21 Working of a Regulator:

Fig 13.10: Working of a Regulator

A regulator helps control how fast or slow a device moves by managing the
electricity that flows to it. Inside the regulator, there are small sensors that
notice if the device needs to go faster or slower. When you turn the regulator,
these sensors talk to the machine's motor and tell it what to do. They might say,
"Move faster!" or "Slow down!" It's like having a little friend inside the machine
who listens to what you say and helps make sure everything works just right.

Activity –2: Can you identify the devices with and without regulators by listing
their names, using the images provided below.
Machines with Regulators Machines without Regulator

13.3 Futurz Regulator:


Fig 13.11: Futurz Regulator

The Futurz Regulator serves as an input device, enabling users to regulate the
speed of a motor and adjust the intensity of a light. It features a knob that can be
rotated to modify the motor's speed or control other output devices. Input is
provided through the CO1 pin, while power supply is connected to the PC pin. In
practical classes, you will utilize the regulator to control motor speed.

13.4 How to measure the speed of a motor?

Have you ever noticed the rotation of a ferris wheel? Have you seen how it
completes one full rotation?

Fig 13.12 – Ferris wheel Image


We can count how many times the wheel goes around in one minute.

When considering the speed of a DC motor, we use RPM, or revolutions per


minute, to calculate the speed.

For example, if the motor spins the wheel around 10 times in one minute, we say
the RPM is 10.

It's similar to counting how many times you can jump rope in a minute!

Fig 13.13 -Girl Jumping rope Image

The faster the wheel rotates, the higher the RPM. It is a way of measuring how
fast something is rotating, much like we measure our speed when running in a race!

Activity 2:

If a wheel on a toy car spin around 8 times in one minute, what is its RPM?

Answer: ________________________
• Speed tells us how fast things move.
• Motor speed is about how quickly a motor makes things move or spin.
• RPM shows us how fast something turns or spins around.

• Students developed their logical thinking skills by understanding the concept


of controlling motor speed.
• They improved their problem-solving ability by understanding and solving
problems related to RPM.

Which topic from this lesson did you enjoy the most?
In your next class, you'll learn about something called a thaumatrope. It is a fun
toy that makes pictures seem like they're moving when you spin it fast! Get ready
for some exciting discoveries!

I. Answer the following MCQs.

1. What does RPM stand for?

a) Rapid Power Movement

b) Revolutions Per Meter

c) Rotations Per Minute

d) Rotational Power Measurement


2. Which of the following devices can have their speed adjusted?

a) Television

b) Table

c) Fan

d) Chair

3. What is the purpose of controlling the speed of a motor?

a) To make it louder

b) To make it spin in different colours

c) To adjust its movement according to need

d) To make it heavier

4. How do you control the speed of a motor?

a) By turning up the volume

b) By adjusting the power supply

c) By adding more weight

d) By changing the colour

II. Answer the following Questions:

1. What is speed?
2. How can we control the speed of a motor?
3. Define RPM?
4. Mention any one significance of controlling the motor speed
Lesson 14. Thaumatrope

Join us for a whimsical journey into the world of animation! In this hands-on
thaumatrope drawing class, students will learn to create their own magical spinning
pictures using simple materials.
At the end of this lesson, you will be able to:

• Define THAUMATROPE
• Draw a THAUMATROPE image

• Crayons
• Pencil and Eraser

How many of you like watching cartoons? Which is your favorite cartoon show?

We all like to watch cartoons, right. That's


the magic of cartoons! When we watch
cartoons, it's like stepping into a wonderful
adventure where anything is possible.

Fig 14.1- Cartoon characters

Think of your favorite cartoon


characters—maybe a friendly mouse who goes on exciting journeys, or a silly duck
who always makes you laugh. When they pop up on the screen, they bring joy and
excitement with them.
Have you ever wondered how cartoons started or how they work behind the
scenes?

While watching a movie or any of your


favourite cartoon shows, we see characters
jumping, running and dancing instead of seeing
hundreds of images. Our brain takes the
images flashing on the screen and connects
them to form a continuous stream of motion.
This is known as the illusion of apparent
motion. We will learn
Fig 14.2-Cartoon Show

more on illusion later in this session.

Today we are going to work on one such illusion activity called thaumatrope.

Repeat after me:

THAW-muh-trope

What is Thaumatrope?

A thaumatrope is like a tiny magic toy that can make pictures come to life! It's a
simple gadget made of a small piece of paper or cardboard with a picture on each
side. When you spin it fast with a string, the pictures blend together, making it
look like they're one picture!

“Thaumatrope is an optical toy that creates an illusion of joining two separate


images into one image.”

For example, if you draw a bird on one side and a cage on the other, when you spin
the thaumatrope, it'll look like the bird is inside the cage! It's like having your very
own mini-movie in your hands.
Fig 14.3- Example for Thaumatrope

Image:
https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.meadowfield.kent.sch
.uk%2Fassets%2FUploads%2FActivity-Sheet-
Thaumatropes.pdf&psig=AOvVaw1tHiyJJjgfrNIgN3WTBIkO&ust=1713519999064
000&source=images&cd=vfe&opi=89978449&ved=0CBIQjRxqFwoTCPDZkpy-
y4UDFQAAAAAdAAAAABAp Recreate

There is one form of thaumatrope, the vertical thaumatrope. Which you can swirl
using your palm.
Fig 14.4- Vertical Thaumatrope

14.1 How does a thaumatrope work?

To understand the thaumatrope, we must first look at the concept of vision and
how our eyes work.
Imagine you have a magical camera inside your eyes that takes pictures of
everything you see. This magical camera is called the retina. It takes these
pictures and sends them to your brain, like sending a message.

Fig 14.5- Retina and Brain


Reference image:
https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.perkins.org%2Fthe-
visual-pathway-from-the-eye-to-the-
brain%2F&psig=AOvVaw10iOqs0T9yqKfxy4y_yF3P&ust=1713522063838000&sourc
e=images&cd=vfe&opi=89978449&ved=0CBIQjRxqFwoTCKDjzbbFy4UDFQAAAAA
dAAAAABAE recreate

But here is the trick: our brain can only look at 10 to 12 pictures every second!
That's like looking at one picture every blink of your eye.

Now, imagine you have two pictures, one of a bird and one of a cage. If we show
each picture fast, your brain gets confused! It's like when you spin a top fast, it
looks like it's not moving. When we show the bird and the cage super-fast, your
brain thinks they're together! It's like magic!

Recreate the image


Fig 14.6- Bird and the Cage

That's why it looks like the bird is inside the cage! The faster we spin it, the
clearer the picture becomes. Isn't that amazing?

Thaumatrope was invented by John Ayrton Paris, an English physician, in 1825 and
it was the first instrument to exploit the persistence of images on the retina.
• Thaumatrope is an optical toy that creates an illusion of joining two separate
images into one image.
• Optical Illusion is a visual phenomenon that tricks the eye and brain into
perceiving something that is not present or is different from reality.

• Vision
• Perception
• Measurement
• Optical Illusion

Which topic from this lesson did you enjoy the most?
In your next class, you'll learn the art of creating your own moving pictures with
simple materials. Spin, twirl, and watch as their drawings come to life in this
enchanting hands-on session.

I. Answer the following MCQs.

1. What is a thaumatrope?
a) A type of optical illusion
b) A magical toy with spinning pictures
c) An ancient form of animation
d) A scientific experiment

2. How does a thaumatrope create the illusion of motion?


a) By projecting images onto a screen
b) By spinning the pictures quickly
c) By using magnets to move the images
d) By applying heat to the images

3. Who invented the thaumatrope?


a) Thomas Edison
b) John Ayrton Paris
c) Leonardo da Vinci
d) Alexander Graham Bell

II. Answer the following questions:

1. Describe how a thaumatrope works and how it creates the illusion of


motion.
2. Explain the role of the retina in vision and how it contributes to the
perception of images.

Let us draw the image and colour it to create a thaumatrope.

• Pencil or pen
• Paper/ Activity template
• Crayons, markers, or colored pencils

Let’s get started.


Hope you enjoyed the activity.
Are you thinking what are the other pictures that you can draw on thaumatrope?
Here are a few examples for you.
15. Crafting the Thaumatrope

In this session, students are continuing with their thaumatrope magical adventure
craft class. Students learn the art of creating their own moving pictures with simple
materials. Spin, twirl, and watch as their drawings come to life in this enchanting
hands-on session.

At the end of this lesson, you will be able to:

• Understand the importance of craft


• Create Thaumatrope

Have you ever created a unique gift for someone special? I am sure you might have
crafted a birthday card for your mother to celebrate her special day.

If yes, how did you make it? Did you use pen, paper and a few crayons to create a
greeting card.
Fig 15.1- Birthday greeting card

Any activity that involves making things by hand, typically using simple tools and
materials is known as craft. Crafts often involve skills such as cutting, gluing, painting
and assembling materials to create something new and unique.

Crafts are like making special things with your hands, just like when you draw or build
with blocks. But instead of using just pencils or blocks, we use all sorts of fun stuff
like paper, glue, colours and sometimes even sparkles.

There are different types of craft that someone can perform. Crafts can be
categorized into various types based on the materials used, techniques applied, and
the end products created. Here are some common types of crafts:

Fig 15.2- Types of craft

Activity 1:
List the crafts you have personally created using your hands.

For example, a greeting card


1. ________________

2.________________

3. ________________

4. ________________

5.________________

In today’s session we will work on one such paper craft and continue our
thaumatrope journey.

Activity 2:
Crafting the thaumatrope- follow the given steps and create your thaumatrope.

• Thaumatrope drawing (drawing that you made in the last session)


• A Ruler
• Scissor
• Glue

Step 1: Pull out the paper which we had done the drawing, add a stick at the back
of the paper, and apply glue as shown.
Step 2: Fold the paper in such a way that half part should be stuck backside.
See the below image and do it in a similar way.

Step 3: For the final step, the front side will feature the joker, while the back
side will display the balls, just like the image below.
Hurray! Your thaumatrope is ready.

Step 4: Hold the rod between both hands with one of the pictures facing you. Hum
your favourite song and rub your hands together to the beat of the song while looking
at the images.

Observe: What do you see as you look at the circles?

Step 5: Increase the speed and observe the thaumatrope.

Observe: What do you notice as the thaumatrope circles faster?

Step 6: Continue to rotate the thaumatrope but try blinking every second.

Observe: If you blink your eyes, does it alter the appearance of your drawings? If
it does, what differences do you notice?

Keep experimenting with different images on the thaumatrope and discuss the
observation with your teacher.
• Crafts are like making special things with your hands, just like when you
draw or build with blocks.
• Various types of crafts one can engage in include recycled craft, paper
craft, textile craft, clay craft, wood craft, and jewelry craft.

• Vision
• Perception
• Measurement
• Optical Illusion

Which topic from this lesson did you enjoy the most?
In your next class, you will explore how spinning the thaumatrope connects to their
motor skills.

I. State true or false.

1. Crafts often involve skills such as cutting, gluing, painting, and assembling
materials.
2. Crafts typically involve complex machinery and advanced technology.

II. Answer the following questions:

1. What are some examples of materials commonly used in crafts?


2. What is the purpose of humming a favorite song while spinning the
thaumatrope?
16.Exploring Motion with Thaumatrope

By the end of this practical class, you will be able to:

• Explore the motion of a Motor with Thaumatrope and Regulator

1. Thaumatrope
2. Futurz Motor
3. Futurz Regulator
4. Connecting Wires
5. Power Supply
6. Power supply Module

Safety Measures to be taken in the lab:


1. Be safe around electricity.
2. Take an assistance from your teacher
3. Check the modules before connecting them and handle them gently.
4. Confirm the pin connections before making any connections.
5. Connect the wires correctly to the appropriate pins. If you connect them
incorrectly, you might damage something.

Hardware Connections:
To establish connections between the Motor with Thaumatrope, Regulator, and
Power Supply module follow these steps:

1. Connect the PC pin of the Power Supply module to the PC pin of the
Thaumatrope Motor using red and black wires.
2. Connect the PC pin of the Power Supply to the PC pin of the Regulator.
3. Use a blue-colored wire to connect CO1 of the regulator to the CO1 of the
Motor.
4. For clockwise rotation, connect the black wire from the motor to the
Direction 1 pin.
5. For anticlockwise rotation, connect the black wire from the motor to the
Direction 2 pin.
6. Supply power to the Power Supply module using the adapter cable.

Project 1:

Description:

Title: Unveil the Magic of Thaumatrope!


Description: Create the Thaumatrope effect using a motor and a regulator.

Activity To Do:

1. Turn the motor in a clockwise direction.


2. Use the regulator and adjust the motor’s speed.
3. Observe the Magic: As the motor spins, watch the mesmerizing Thaumatrope
Effects that happen!

Materials Required:
Procedure:

1. Check the hardware connections before supplying power.


2. Ensure that the Motor is connected to the Direction 1 pin.
3. Supply power from a power source.
4. Set the desired speed for the motor using the regulator knob.
5. Observe the Thaumatrope effects and enjoy!

Observations and Results:

Skills Acquired:
● Developed motor skills
● Improved logical thinking skills by programming the hardware's.

What did we learn?


--------------------------------------------------------------------------------------------

Project 2:

Description:
Title: Spin and regulate!

Description: Spin the motor in the anti-clockwise direction and regulate its speed
using a regulator to observe the Thaumatrope effect.

Activity:
1. Rotate the motor in the anti-clockwise direction.
2. Continuously adjust the motor speed using the regulator and observe the
Thaumatrope effects.

Materials Required:
Procedure:

1. Check the hardware connections before supplying power.


2. Ensure that the Motor is connected to the Direction 2 pin.
3. Supply power from a power source.
4. Adjust the speed of the motor gently using the regulator knob.
5. Observe how the speed of the motor can be controlled using the regulator.

Observations and Results:

Skills Acquired:
● Critical Thinking
● Fine Motor Skills

What did we learn?

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