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CLASS

CBSE-i

ICT

GAME TIME-II

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

UNIT-3

CLASS

CBSE-i

UNIT-3

ICT

GAME TIME-II

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

23

Glossary

23

Websites

23

CLASS I

UNIT 3: GAME TIME II


Introduction
We familiarized ourselves with the keys on the keyboard and also learnt to use the
mouse by playing educational games in Tux Typing and GCompris. Now in this
chapter we will improve our skills in handling keyboard and mouse by playing
multiplayer games.

Teachers Notes
This chapter requires teacher to make students comfortable with the usage of the
keyboard and the mouse by using Open Source educational software GCompris that
can be downloaded from the following sites.
http://gcompris.net/-Download-

General Objectives

Learn how to use keyboard and mouse.

Specific Objectives
Students should be able to:

Use keyboard and mouse dexterously.

Work in a team.

Develop logical, reasoning and collaboration skills by playing multiplayer games.

Topics
a.

Multiplayer game using the keyboard.

b.

Multiplayer game using the Mouse.

Mapping of Course Outcomes with skills and intelligence attributes


Skills Attributes

Intelligence Attributes

TOPIC
S1 S2 S3 S4 S5 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

S2

Creative/Aesthetic Skill

S3

Problem Solving Skill

I2

Logical Reasoning Intelligence

S4

Team/Collaboration Skill

I3

Interpersonal Intelligence

S5

Communication Skill

I4

Linguistic Intelligence

S6

Critical Thinking Skill

I5

Naturalistic Intelligence

S7

Ethical Skill

l6

Kinesthetic

I1

Spatial Visualization
Intelligence

TOPICS: ACTIVITIES, SKILLS AND INTELLIGENCE ATTRIBUTES


Topic: (a) Multiplayer game using the keyboard.
Skills

Duration: 4 Periods

Activity and Aim

Multiple

(related to

Intelligences

the subject)

Incorporated

Cognitive
skill

Activity: Watching a video on how to use Spatial visualization


GCompris.
http://www.youtube.com/watch?v=h92Y4YJn9Kg
Aim:

To

learn

how

to

use

GCompris

to

understand the working of the Keyboard.

Activity: Playing the game.

Linguistic, spatial

Double click the GCompris icon that you see on visualization,


your computer once you have downloaded it kinesthetic
using the following link.
http://gcompris.net/-DownloadSelect the Mathematical activities Go to
calculation activities Go to Number Munchers
activities Equality Number Munchers
Aim: Students should acquaint themselves with
the arrow keys for the movement of the object in
a game.
Learning Outcomes:
The students will develop the ability to:

Use the arrow keys on the keyboard.

Play in a team.

Share the computer with others.

Material Required:

1.

Computer System and Projector to display game screen.

2.

GCompris Software.
Trans disciplinary Activities
Subject

Activity

Mathematics

Mathematical operations can be taught.

Critical Thinking:
Why only selective keys are used for playing games.
Life Skills/SEWA
Discuss with the students benefits of playing in a team.

LESSON PLAN
Lesson Plan A
Topic: Multiplayer game using the keyboard.
Duration: 4 Periods
Brief Description:
This lesson aims to make students aware of the use of keyboard by playing GCompris
game. This game involves pressing the correct key that is arrow key or spacebar from
the keyboard for the movement of the object before it munches all the numbers equal
to the number given. A similar game is also available for not equal to values.

Learning Objectives:
Students should be able to:

Use keyboard and mouse dexterously.

Work in a team.

Develop logical, reasoning and collaboration skills by playing multiplayer games.

Material Required:
1.

Computer System with projector.

2.

GCompris Software.

Teacher Activity:

Discuss with the students about various arrow keys on keyboard.

Demonstrate to the students of playing GCompris.


Mathematical activitiesGo to calculation activities Go to Number Munchers
activities Equality Number Munchers

Student Activity:
Students can play the game by going through these steps.

Mathematical activities Go to calculation activities Go to Number Munchers


activities Equality Number Munchers

Mathematical activities Go to calculation activitiesGo to Number Munchers


activities Equality Number Munchers

Mathematical activities Go to calculation activities Go to Number Munchers


activities Multiple Number Munchers

Review:
The teacher carries out the class performance analysis and reviews the lesson with
emphasis on comprehension-hard concepts.

Assessment:
The Teacher may encourage the students for self assessment by making them play the
game and makes comments for improvement based on his/her assessment.
Students can self access themselves by playing different levels of difficulty games and
see their improvement in usage of keyboard.

Topic: (b) Multiplayer game using the Mouse.


Skills
(related to the
subject)

Activity and Aim

Cognitive skill

Activity: Playing the game.

Duration: 8 Periods
Multiple Intelligences
Incorporated

Linguistic, spatial
Double click the GCompris icon that visualization, kinesthetic
you see on your computer once you
have downloaded it using the
following link.
http://gcompris.net/-DownloadSelect Puzzles
model.

Build

the

same

Aim: Students should acquaint


themselves with single click.
Cognitive skill

Activity: Playing the game.

Linguistic, spatial
Select Puzzles Simplified Tower of visualization, kinesthetic
Hand
Aim: Students should acquaint
themselves
with
dragging
and
dropping of the objects.

Learning Outcomes:
The students will develop the ability to:

Use the mouse for a single click.

Use the mouse for dragging and dropping the objects on the screen.

Material Required:
1.

Computer System with projector.

2.

GCompris Software.
Trans disciplinary Activities
Subject

Activity

Mathematics

Students learn addition and subtraction.

Critical Thinking:

Correct posture of hand while holding the mouse.

Life Skills/SEWA
Explore games with newer features to play team games.

Lesson Plan B
Topic b: Multiplayer game using the Mouse.
Duration: 8 Periods
Brief Description:
This lesson aims to make students aware of the use of mouse by playing GCompris
games. Students learn to control the movement of mouse and single click with mouse.

Learning Objectives:
Students will be able to

Use single click of the mouse.

Drag and drop objects with the mouse.

Material Required:
1.

Computer System with projector.

2.

GCompris Software.

Teacher Activity:

Discuss with the students the single click and drag and drop option of the
mouse.

Demonstrate to the students to play GCompris game.

Student Activity:
Students can play the game by going through these steps.

Mathematical activities Balance the scales property

Mathematical activities Numeration The magician hat

Strategy Games Connect 4

Review:
The teacher carries out the class performance analysis and reviews the lesson with
emphasis on comprehension-hard concepts.

Assessment:
The Teacher may encourage the students for self assessment by making them play the
game and makes comments for improvement based on his/her assessment.
Students can self access themselves by playing different levels of difficulty games and
see their improvement in usage of mouse.

ASSESSMENT OF CLASS PERFORMANCE


Rubrics for the Unit
Expected
Learning
Outcomes

Indicators of Students Performance


Beginning

Developing

Achieved

Exemplary

The student will

The student

The student

The student

be able to:

will be able

will be able to:

will be able to:

to:
Ability to use

Identify the

Use the keys

Type and

Understand,

Keyboard and

Keys used for

for playing

identify the

comprehend

Mouse.

playing the

the games,

position of

and play the

game on the

differentiate

alphabetic and

game

keyboard and

click and

number keys

use the mouse.

drag options

on the

of the mouse.

keyboard

Ability to work

Work

Developing

Play the game

Motivate

in a team

independently

the team

in a team.

students to

environment.

on a computer.

spirit.

play games in a
team.

Teacher may specify percentage number of students according to the extent of


achievement as per the above indicators.

10

TEACHER RESOURCE MATERIAL


Material Required:
1.

Computer system with projector

Vocabulary to be taught (related to the theme):


1.

Drag.

2.

Drop.

3.

Scroll.

Websites for Reference:


You can play similar games by downloading
http://childsplay.en.softonic.com/download

Answers
Student Worksheet 1:
Skill

Game Link

Analytical Skill

Select Strategy game bar game

Cognitive Skills

Select Go to discovery activities Go to Sound activities Melody

Creative Skills

Select Puzzles The tangram puzzle game

11

STUDY MATERIAL
I.

MATRIX
TOPICS
a.

Multiplayer game using the keyboard.

b.

Multiplayer game using the Mouse.

LEARNING OBJECTIVES
Cognitive skills and Team/Collaboration Skill development using Gcompris
software.

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
On running GCompris 8.3.6 you'll see the screen with the navigation bar on the
left side and the main area in the center. As shown on the figure below.

Center
Pane
Area

Navigation
Bar

12

Students can click on an icon in the Navigation bar to play various activities
belonging to that category which appear in the center pane from where student
can make a selection by clicking on it.
Game 1: Use of Keyboard to play the game (Arrow Keys and Spacebar)
Teacher can use a stop watch to keep a track of the time taken by a student to
play the game.
This game can be played by two students taking turns. Teacher can keep track of
time taken by each student to play the game.
To play the game follow the steps given below:
1.

Select the Mathematical activities option from the Navigation Bar as shown
below

Click Here

2.

Select the option Go to calculation activities from the center pane as shown
below

Click Here

13

3.

Select the option Go to Number Munchers activities from the list of options
displayed in the center pane.

Click Here

4.

Select the Equality Number Munchers from the list of options displayed in
the center pane.

Click Here

5.

The following screen will appear, the student can move the green colour
muncher by using the arrow keys and once a student encounters an equal
number i.e 6 as shown in the screen below. The student has to press the
spacebar to munch the number. The student has to go on munching the
numbers whose total is equal to 6.

14

The teacher can keep track of the time taken by each student. The student who
takes less time to munch the numbers wins the game.
Game 2: Use of Mouse to play the game.
Drag and Drop
This game can be played by two students taking turns.
To play the game follow the steps given below:
I.

From the Mathematical activities option from the Navigation Bar ,select
Balance the scales property as shown below

Click Here

Click Here

15

II.

Student has to balance the weights on both sides of the weighting


instrument. For this he can place the weights given below on the weighting
instrument as shown in the figure below.

III.

Once the student places the weights, he has to click the hand figure on the
screen to check whether he has placed the weight correctly.

Student can also place weights on both the sides to balance weights and write the
answer in the weight option as shown below. For example in the figure given
below weights are placed on the left side of the weighting instrument. Once the
required weights are placed, GCompris prompts you to enter the total weights
placed on the weighting instrument .For example in the figure given below we
have placed 19 kgs on the left side, so we write 19 against the weight option.
16

The student can take turns to play this game.


Game 3: Use of Mouse to play the game (Single click)
The following steps are followed to play the game
1.

From the Mathematical activities option from the Navigation Bar, select
Numeration as in the center pane shown below

Click Here

2.

Click Here

Now select The magician hat from the list of option displayed in the center
pane.
17

Click Here

3.

Click on the hat shown below.

Click Here

4.

Add the number of stars moved into the hat.

18

5.

Now click on the stars shown after equal to. You have to click only that
many number of stars which you noticed going into the hat and then click
on the hand figure. For example in the figure given above 3 stars had moved
into the hat, so we click on 3 stars after the equal to sign as shown.

Similar game can be played for subtraction.


Game 4: Use of Mouse to play the game (Single click)
The following steps are followed to play the game
1.

From the Puzzles option from the Navigation Bar ,select Build the same
model as in the center pane shown below.

Click Here
Click
Here

19

2.

The student has to build the same model as shown on the right of the
screen.

3.

Click on the arrows shown below to move the items in the frame on the left
side.

Click Here

4.

The teacher can keep track of the time taken by each student to clear all the
levels.

Game 5: Use of Mouse to play the game (Drag and Drop)


1.

From the Puzzles option from the Navigation Bar ,select Simplified Tower of
Hand as in the center pane shown below

Click Here
Click
Here

20

2.

Student has to drag and drop one top piece at a time, from one peg to
another, to recreate the tower on the right in the empty space on the left.

Click Here

The teacher can keep track of the time taken by each student. The student who
takes less time to recreate the tower wins the game.
Game 6: Use of Mouse to play the game (Single Click)
1.

From the Strategy Games option from the Navigation Bar, select Connect 4
as in the center pane shown below.

Click
Here

Click
Here

2.

Student has to create a line of 4 pieces either horizontally (lying down),


vertically (standing up) or diagonally.

21

3.

Two students can play this game at time by choosing different colour of
circles.

4.

Click the position in the line where you want to drop a piece. You can also
use the arrow keys to move the piece left or right, and the down or space key
to drop a piece.

22

IV. STUDENTS WORKSHEET:


Student Worksheet 1
Give a link of one game under Gcompris which come under the category shown
below.
Skill

Game Link

Analytical Skill
Cognitive Skills
Creative Skills

V.

GLOSSARY:
Stop Clock:
A timing used for measuring very brief time intervals
Track:
The act or process of following something or someone
Single Click:
The act of releasing a button on a mouse, usually the left hand button, as to
select an object.
Drag:
The act of moving an object with the mouse.
Drop:
The act of placing an object with the mouse.

VI. WEBSITES:

http://gcompris.net/-Download-

http://www.youtube.com/watch?v=h92Y4YJn9Kg

23

CENTRAL BOARD OF SECONDARY EDUCATION


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

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