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CLASS-I

UNIT-2

CBSE-i

ICT

GAME TIME-I

Shiksha Kendra, 2, Community Centre, Preet Vihar, Delhi-110 092 India

CBSE-i
ICT

GAME TIME-I
CLASS-I
UNIT-2

Shiksha Kendra, 2, Community Centre, Preet Vihar, Delhi-110 092 India

The CBSE-International is grateful for permission to reproduce


and/or translate copyright material used in this publication. The
acknowledgements have been included wherever appropriate and
sources from where the material has been taken duly mentioned. In
case anything has been missed out, the Board will be pleased to rectify
the error at the earliest possible opportunity.
All Rights of these documents are reserved. No part of this publication
may be reproduced, printed or transmitted in any form without the
prior permission of the CBSE-i. This material is meant for the use of
schools who are a part of the CBSE-International only.

Preface
Education plays the most important role in acquiring professional and social skills, and a positive attitude towards face the
challenges of life. Curriculum is a comprehensive plan of any educational programme. It is also one of the means for bringing
about qualitative improvement in an educational system. The Curriculum initiated by the Central Board of Secondary
Education-International (CBSE-i) is a progressive step in making the educational content responsive to global needs. It signifies
the emergence of a fresh thought process in imparting a curriculum which would restore the independence of the learner to
pursue the learning process in harmony with the existing personal, social and cultural ethos.
The CBSE has introduced the CBSE-i curriculum as a pilot project in a few schools outside India in 2010, in classes I and IX and
extended the programme to classes II, VI and X in the session 2011-12. It was further extended to classes III, VII and for Senior
Secondary classes with class XI in the session 2012-13. It is going to be introduced in classes IV, V, VIII and XII in the session
2013-14 in the schools outside India and in classes I, II and III in the schools within the country.
The Senior Secondary stage of education determines the course of life of a student. At this stage, it becomes extremely important
for students to develop the right attitude, a willingness to learn and an understanding of the world around them and to be able to
take the right decisions for their future. The senior secondary curriculum is expected to provide the necessary base for the
growth of knowledge and skills, and thereby enhance a student's potential to face the challenges of global competitiveness. The
CBSE-i Senior Secondary Curriculum aims at developing the desired professional, managerial and communication skills as
required in of the world of work. CBSE-i is for the current session offering curricula in ten subjects i.e. Physics Chemistry,
Biology, Accountancy, Business-Studies, Economics, Engineering Graphics, Home Science, Computer Science, Information
Practices, ICT, English, Mathematics I and Mathematics II. Mathematics at two levels caters to the differing needs of students of
pure sciences and commerce. The curriculum has been designed to nurture multiple intelligences like linguistic or verbal
intelligence, logical mathematical intelligence, spatial intelligence, sports intelligence, musical intelligence, inter-personal
intelligence and intra-personalintelligence.
The Core skills are the most significant aspects of a learner's holistic growth and learning curve. The objective of this part of the
core of curriculum is to scaffold the learning experiences and to relate tacit knowledge with formal knowledge. This involves
trans-disciplinary linkages that would form the core of the learning process. Perspectives, SEWA (Social Empowerment through
Work and Action), Life Skills and Research would be the constituents of this 'Core'.
The CBSE-i Curriculum evolves by building on learning experiences inside the classroom over a period of time. The Board while
addressing the issues of empowerment with the help of the schools administering this system, strongly recommends that
practising teachers become skil ful and lifelong learners and also transfer their learning experiences to their peers through the
interactive platforms provided by the Board. The success of this curriculum depends upon its effective implementation and it is
expected that the teachers will apply themselves to creating better facilities, developing linkages with the world of work and
fostering conducive environment, as per the recommendations of the curriculum document.
I appreciate the effort of Dr. Sadhana Parashar, Director (Academics, Research, Training and Innovation), CBSE, and her team
involved in the development of this document. I specially appreciate the efforts of (Late) Dr. Srijata Das for working tirelessly
towards meeting deadlines.
The CBSE-i website enables all stakeholders to participate in this initiative through the discussion forums. Any further
suggestions on improving the portal are always welcome.
Vineet Joshi
Chairman, CBSE

Acknowledgements
Advisory

Conceptual Framework

Shri Vineet Joshi, Chairman, CBSE

Shri G. Balasubramanian, Former Director (Acad), CBSE

Dr. Sadhana Parashar, Director


(Academics, Research, Training and Innovation), CBSE

Ms. Abha Adams, Consultant, Step-by-Step School, Noida


Dr. Sadhana Parashar, Director
(Academics, Research, Training and Innovation), CBSE

Ideators: Classes I-V


Dr. Indu Khetarpal

Ms. Somya Gulati

Dr. Om Vikas

Sh. Akshay Kumar Dixit

Ms. Anita Makkar

Ms. Rupa Chakravorty

Dr. Rajesh Hassija

Material Production Groups: Classes I- III


English:

Gen Science:

ICT:

Core-SEWA:

Ms. Deepti Verma

Ms. Charu Maini

Ms. Ritu Arora

Ms. Vandna

Ms. Mahua Bhattacharya

Ms. Neeraj Punia

Ms. Swati Panhani

Ms. Nishtha Bharati

Ms. T Shimrah

Ms. Deepa Aneja

Ms. Chanchal Chandna

Ms. Seema Chopra

Ms. Purvi Srivastava

Ms. Madhuchhanda

Ms. Samiksha Misra

Ms. Reema Arora

Ms. Shally Arora

Ms. Neha Sharma

Ms. Henna Sehgal


Ms. Kavita Lal

Performing and
Visual Arts:

Hindi:

Mr. Reji MK

Dr. Usha Sharma

Ms. Jyoti Chadha

Social Studies:

Ms. Veena Sharma

Ms. Kalyani Voleti

Ms. Ruba Chakraborty

Sh. Akshay Kumar Dixit

Ms. Ruchira Ahlawadi

Mathematics:

Physical Education:

Ms. Geetika Datta

Mr. Sanjeev Dahiya

Ms. Geeta Kanwar

Ms. Kanupriya Wahi

Ms. Parul Makkar

Chief Co-ordinator: Ms. Kshipra Verma, EO


Co-ordinators :
(Late) Dr. Srijata Das, EO

Mr. Navin Maini, RO(Tech)

Mr. Sanjay Sachdeva,


Desk Officer

Ms. Savinder Kaur

Ms. Neha Sharma,


Deputy Director

Shri Al Hilal Ahmed,


Assistant Professor / Deputy
Director

Contents
Preface
Acknowledgment
Introduction

Teachers Notes

Lesson Plan - A

Lesson Plan - B

Assessment of Class Performance

10

Teacher Resource Material

11

Study Material

12-17

Student Worksheets

18-19

Glossary

19

Websites

19

Class I

Unit 2: Game Time - I


Introduction
We know the identification of various keys on the keyboard. In this chapter we will
familiarize ourselves with the use of various keys on the keyboard and also learn to use
the mouse.

Teachers Notes
This chapter requires teacher to make students comfortable with the usage of the
keyboard and the mouse by using two open source educational softwares which are
Tux Typing and GCompris that can be downloaded from the following sites.
http://tux4kids.alioth.debian.org/tuxtype/download.php
http://gcompris.net/-DownloadGeneral Objectives: Learn how to use keyboard and mouse.
Specific Objectives: Students will be able to
use various keys on the keyboard.
use the mouse and control cursor movement.
appreciate the use of single click, double click and dragging of the mouse.
TOPICS
a. Playing with the keyboard

b. Playing with the mouse

Mapping of the Course Outcomes with skills and intelligence attributes


TOPIC

Skills Attributes
S1

S2

S3

S4

S5

Intelligence Attributes

S6

S7

I1

I2

I3

I4

I5

I6

Playing with the


keyboard
Playing with the
mouse

Strongly
Contributing
Weekly Contributing
Not Contributing

DESIRABLE ATTRIBUTES
Skills Attributes

Intelligence Attributes

S1

Cognitive Skill

I1

Spatial Visualization Intelligence

S2

Creative/Aesthetic Skill

I2

Logical Reasoning Intelligence

S3

Problem Solving Skill

I3

Interpersonal Intelligence

S4

Team/Collaboration Skill

I4

Linguistic Intelligence

S5

Communication Skill

I5

Naturalistic Intelligence

S6

Critical Thinking Skill

l6

Kinesthetic

S7

Ethical Skill

Topics: Activities, Skills and


Intelligence Attributes
Topic: (a) Playing with the Keyboard.
Skills

Activity and Aim

(related to the
subject)
Cognitive
skill

Activity: Watching a video on how to use


tux typing.

Duration: 6 Periods
Multiple
Intelligences
Incorporated
Spatial visualization

http://www.youtube.com/watch?v=bIKB
MLWPdwc
Aim: To learn how to use tux typing for
learning the use of the keyboard.
-

Activity: Playing the game.


Go to Tux menuFish CascadeEasy
Alphabet.
Aim: To acquaint students with various
keys on the keyboard.

Learning Outcomes:
The students will develop the ability to:
Recognize various keys on the keyboard.
Material Required:
1. Computer System.
Tux Typing Software.

Trans disciplinary Activities:


Subject
English

Activity
Spelling of Colours, Animals and Fruits.

Linguistic, spatial
visualization,
kinesthetic

Mathematics

Number name can be taught by typing.

Critical Thinking:
Correct posture while using the keyboard and positioning hand on the
keyboard.
Explore to get virtual keyboard for non Roman alphabets. E.g. Devanagari,
Bengali etc.
Life Skills/SEWA
Discuss with the students drawbacks of playing online games.

Topic: (b) Playing with the Mouse.


Skills

Activity and Aim

(related to
the subject)
Cognitive
skill

Activity: Watching a video on how to use


GCompris.

Duration: 6 Periods
Multiple
Intelligences
Incorporated
Spatial visualization

http://www.youtube.com/watch?v=h92Y4
YJn9Kg
Aim: To learn how to use GCompris to
understand the working of the mouse.
-

Activity: Playing the game.

Linguistic, spatial
Double click the GCompris icon that you see visualization,
in your computer once you have kinesthetic
downloaded it using the following link.
http://gcompris.net/-DownloadAim: To acquaint students with single click,
double click and movement of the mouse.

Learning Outcomes:
The students will develop the ability to:
Use the mouse for a single click.
Use the mouse for double click.
Use the mouse for moving the cursor on the screen.
Material Required:
1. Computer System.
GCompris Software.

Trans disciplinary Activities:


Subject
Mathematics

Activity
Students learn to draw various shapes by connecting the circles.

Critical Thinking:
Correct posture of hand while holding the mouse.
Life Skills/SEWA
Discuss with the students drawbacks of playing online games.

LESSON PLAN
Lesson Plan A
Topic a: Playing with the Keyboard.
Duration: 6 Periods
Brief Description:
This lesson aims to make students aware of the use of keyboard by playing Tux typing
game. This game involves pressing the correct key from the keyboard after seeing the
character that is dropping slowly from above before it reaches the ground. A similar
game is also available for names of colours, fruits, animals, numbers etc.
Learning Objectives:
Students will be able to know
the basic working of the keyboard.
the placement of various keys on the keyboard.
Material Required:
1. Computer System.
2. Tux Typing Software.
Teacher Activity:
Discuss with the students about what they know about the use of keyboard and
whether they have seen anyone using it at home or outside.
Through the discussion tell the students that the keyboard has various keys for
alphabets and numbers.
Now teacher can give the demonstration to the students by playing Tux Typing
game
Tux menuFish CascadeEasy Alphabet.

Student Activity:
Students can play the game by going through these steps.
Tux typing menuFish CascadeEasyAlphabets.
Tux typing menuFish CascadeEasyAnimals.
Tux typing menuFish CascadeEasyFruits.
Tux typing menuFish CascadeEasyNumbers.
Tux typing menuFish CascadeEasyShort words.
Review:
The Teacher carries out the class performance analysis and reviews the lesson with
emphasis on comprehension-hard concepts.
Assessment:
Evaluation of Students worksheets. The Teacher may encourage the students for self
assessment of the assignments and make comments for improvement based on his/her
assessment.
Students can self access themselves by playing different levels of difficulty in the game
and see their improvement in usage of keyboard.

Lesson Plan B
Topic b: Playing with the Mouse.
Duration: 6 Periods
Brief Description:
This lesson aims to make students aware of the use of mouse by playing GCompris
games. Students learn to control movement of curson, single and double click with
mouse.
Learning Objectives:
Students will be able to
know the basic working of the mouse.
appreciate the use of single click, double click and dragging of the mouse.
Material Required:
1. Computer System.
2. GCompris Software.
Teacher Activity:
Discuss with the students what they know about the use of mouse and whether
they have seen anyone using it at home or outside.
Through the discussion tell the students that the mouse has two buttons which
can be used for single click, double click.
Now teacher can give the demonstration to the students of playing GCompris
game.
Student Activity:
Students can play the game by going through these steps.
Go to the home page of GCompris.
Select the first icon on the left side of the home page.
Select any one of the option that is displayed after selecting the first icon.
It displays a list of games. Select any one that you want to play.
8

Review:
The Teacher carries out the class performance analysis and reviews the lesson with
emphasis on comprehension-hard concepts.
Assessment:
Evaluation of Students worksheets. The Teacher may encourage the students for self
assessment of the assignments and make comments for improvement based on his/her
assessment.
Students can self access them by playing different levels of difficulty in the game and
see their improvement in usage of mouse.

Rubrics For The Unit


Expected
Learning
Outcomes

Indicators of Students Performance


Begining

Developing

Achieved

Exemplary

The student
The student
will be able to: will be able to:

The student
will be able to:

The student will


be able to:

Identify the
various keys
on the
keyboard.

Identify the
keyboard

Identify and
familiarize
with the keys
on the
keyboard

Type and
identify the
position of
alphabetic and
number keys
on the
keyboard

Type words and


sentences in
correct posture
of the hand and
play games with
higher difficulty
level.

Identify the
buttons on
the mouse
and learn
how to use
them.

Identify the
mouse

Identify and
use the mouse

Move mouse
and
differentiate
between single
click and
double click

Use mouse for


navigation, play
games and use
mouse in more
controlled
manner.

Assessment of Class Performance


Teacher may specify percentage number of students according to the extent of
achievement as per the above indicators
Material Required:
1. Computer
2. Projector
Vocabulary to be taught (related to the theme):
1. Dragging.
2. Moving.
3. Scrolling.
Websites for Reference:
http://www.mouseprogram.com/practice.html
http://www.instruction.greenriver.edu/avery/activities/mouse/MouseSkills.ht
m
Answers
Student Worksheet 1 :
1. NA

Esc

~
Tab
CAPS

Shift

F1

F2

F3

F4

F5

F6

F7

F8

F10

F9

F11

Backspace

0+

{
A

:
Z

<

>

Ctrl

F12

Enter
Shift
ctrl

Spacebar

Arrow Keys
10

Teacher Resource Material


Student Worksheet 2:
1.

2.

Name the correct mouse action.


a)

Single click

b)

Double click

c)

Dragging

d)

Moving

Match the actions on the mouse with the text given on the right hand side.
a)

Double click

b)

Single click

c)

Scrolling

d)

Dragging

11

STUDY MATERIAL
I.

MATRIX
Content:
a)

Playing with the keyboard

b)

Playing with the mouse

Learning Objectives:
Cognitive skills development using Tux typing and Gcompris softwares.

II.

SCOPE
The students must be able to recognize keys on the keyboard and use various
buttons of the mouse to play educational games. The students should know how
to use keyboard and mouse effectively thus indirectly enhancing their cognitive
skills.

III.

CONTENT
(a)

Playing with the Keyboard.


Tux Typing provides an interface for the students to learn how to type. In
the various exercises, letters or words come falling down from space. The
task is to type them as quickly as possible. Tux typing game can be used
improve typing skills by practicing key presses.
Steps to play this game are :
1.

Double click on the Tux typing icon on your desktop window. The
following screen appears

12

2.

Select the option Fish Cascade.

3.

Select the difficulty level. i.e. Easy/Medium/Difficult. Medium and


difficult level should be selected once the student has gained
confidence in playing easy level.)

4.

Select the option whether you want characters/ plants names /


number names/ days of the week / short words etc. The following
screen appears.

5.

You have to press on the keyboard the alphabet appearing on the fish
before it reaches ground.

13

Similarly for other games like short words or names of plants you have to
see the spellings of the word that is falling down and then press the
relevant alphabets on the keyboard corresponding to the correct spelling.

(b)

Playing with the Mouse.


After installing GCompris 8.3.6 run the application and you'll see a screen
with the navigation bar on the left side and the main area in the center. As
shown on the figure below.
When the students click on an icon in the navigation bar various activities
belonging to that category appear in the center pane from where student
can make a selection by clicking on it.
When the students move the mouse over different icons in the center
pane, large text appears at the bottom that tells students the details about
that activity. This software includes a wide range of educational fun
activities.

Center
Pane

Navigation
Bar

14

Game 1 Join the dots by single click of mouse


To start playing the game following steps can be used.
1.

Click on the first option on the navigation bar, it shows two sub options in
the center area i.e. keyboard and mouse.

2.

Click on the mouse picture as shown with the pointer below.

When you click on the mouse following games can be played

15

3.

Click on the pointed option shown in the above figure to start the game.

4.

Click on the blue dot shown in the figure below in order to trace out
different patterns that eventually form a drawing.

Game 2 Complete the series


To start playing the game following steps can be used.
1.

Click on the second option on the navigation bar as shown with arrow
marked 1.

2.

It has three sub options. Click on the second option pointed with arrow
marked 2.

1
2

16

A screen appears with three game icons as shown below.

3.

Click on the option shown with the arrow to start playing the game.
In this game you have to complete the series by viewing and analyzing the
given series and then selecting the next object from the objects given on the
table as shown in the figure below.

17

IV. STUDENT WORKSHEETS


Student Worksheet 1
1.

Students can open notepad application and type


Names of their family members.
Names of their friends in the class.

2.

Mark spacebar and arrow keys on the keyboard given below.


Esc

~
Tab
CAPS

Shift

F1

F2

F3

F4

F5

F6

F7

F8

F10

F9

F11

Backspace

0+

{
A

:
Z

<

>

Ctrl

F12

Shift
ctrl

Name the correct mouse action.

Single Click
Double Click
Dragging Moving

a)

Pressing left mouse button once.


_____________________________

b)

Pressing left mouse button twice.


_____________________________

18

Enter

Student Worksheet 2
1.

c)

Keeping left mouse button pressed and moving mose.


_____________________________

d)

Movement of mouse on the flat surface.


_____________________________

2.

Match the areas(A/B/C/D) on the mouse with the text given on the right hand
side.
i)

Double Click

ii)

Dragging

iii)

Scroll

iv)

Single Left Click

v)

Single Right Click

V.

GLOSSARY

Single Click
Pressing left mouse button once.
Double Click
Pressing left mouse button twice in succession.
Dragging
Pressing the left mouse button and moving the mouse simultaneously.

VI. WEBSITES
http://tux4kids.alioth.debian.org/tuxtype/download.php
http://gcompris.net/-Downloadhttp://www.mouseprogram.com/practice.html
http://www.instruction.greenriver.edu/avery/activities/mouse/MouseSkills.htm

19

CENTRAL BOARD OF SECONDARY EDUCATION


Shiksha Kendra, 2, Community Centre, Preet Vihar, Delhi-110 092 India

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