Welcome to the Single National Curriculum (SNC) Feedback Portal.

Here you will find a DRAFT version of updates to the curriculum for ECCE to Grade 12. Please give your feedback on all material shared.

After feedback is incorporated, SNC for Grades 6-8 will be notified for implementation in the Academic Year starting in 2022. First round of feedback for these grades is due on December 20, 2021.

An updated curriculum for ECCE to Grade 5 and for Grades 9-12 will be notified later, for implementation in the Academic Year starting 2023.



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** Represents advanced concepts which is left up to the discretion of schools to teach while rest of the SLOs are all mandatory/required concepts to be taught

Grade VI

DOMAIN A: ICT Fundamentals and Networking



Benchmark

Students will be able to recognize and differentiate between ICT devices and computer systems, hardware and software, explain importance, advantages and uses of ICT devices as well as describe use of emerging technologies in various walks of life, Understand network and identify core networking components and the roles they serve.

STEP 1 _________________________________________________________

Standard: Students develop understanding of ICT, ICT devices, computer systems, and networks.

Student Learning Outcomes 1: Students will be able to recognize and differentiate between ICT devices, and computer systems.

Knowledge:

Students will be able to define and understand:

● ICT (Information and Communication Technology) and identify various ICT devices.

● Differentiate between data and information.

● Define what a computer is.

● Understand the history of computers.

● Differentiate between hardware and software.

● Understand the difference between ICT and computer systems.

Skills:

Students will be able to:

  • Follow ICT Lab Rules, and act upon these rules.

  • Recognize a computer and its external components.

  • Apply their knowledge to operate a computer.





STEP 1 _________________________________________________________

Standard: Students develop understanding of ICT, ICT devices, computer systems, and networks.

Student Learning Outcomes 2: Students will be able to explain the advantages and daily usage of ICT Devices i.e.:

  • Communication applications

  • Measurement applications

  • Applications in manufacturing industries

Knowledge:

Students will be able to understand:

● The advantages of ICT devices.

Skills:

Students will be able to:

  • Identify the use of ICT devices in:

  • Communication applications (Print media, digital media, etc.).

  • Measurement applications (digital experiments, weather stations, navigation, etc.).

  • Applications in manufacturing industries (robotics in manufacture and production line control).


STEP 1 _________________________________________________________

Standard: Students develop understanding of ICT, ICT devices, computer system, and networks.

Student Learning Outcomes 3: Students will be able to understand the difference between hardware and software of a computer.

Knowledge:

Students will:

  • Identify hardware components of computer:

    • Input Devices (Keyboard, Mouse, Scanner, Microphone, Digital Camera, Sensors, etc.).

    • System Unit (Processor, Memory Unit, System Board, etc.).

    • Storage Devices (Internal and External).

    • Output Devices. (LCD/LED/SMD, Printer, Speakers, Multimedia Projector, etc.).

    • Communication Devices (Switch, Router, Modem, Bluetooth, WiFi Router, LiFi, etc.).

    • Ports (HDMI, USB, Card Reader, etc.).

  • Describe and differentiate between input and output devices.


Skills:

Students will be able to:

  • Apply their knowledge to use external components (monitor, keyboard, mouse, CPU, etc.) of a computer.



STEP 1 _________________________________________________________

Standard: Students develop understanding of ICT, ICT devices, computer system, and networks.

Student Learning Outcomes 4: Students will be able to understand computing system i.e.input, output, storage, and processing.

Knowledge:

Students will:

  • Identify input, output, storage and processing.

  • Differentiate between data and information, along with examples.

Skills:

Students will be able to:

  • Understand the computer and human partnership and relate computing with real life processes.


DOMAIN B: IT Skills through Productivity Software

Grade: VI


Benchmark

Students will be using knowledge of productivity software tools to design and create interdisciplinary projects by using application software i.e. 3D Paint/TUX, Word Processing, Spreadsheet and Multimedia Presentation.


SLO 1 _________________________________________________________

Standard: Distinguish between application and system software, and create projects by applying IT skills using productivity software

Student Learning Outcome 1: Students will be able to describe system software and its type, and demonstrate startup of operating systems as well as tinker with the desktop window.

Knowledge:

Students will be able to:

  • Describe and differentiate between the basic types of system software (operating system, device driver, utility program) with examples.

  • Explain the functions of the Operating System.

  • Describe a File, a Folder, shortcut and a drive (with examples).
















Skills:

Students will be able to:

  • Recognize the desktop environment.

  • Identify operating systems (Windows, MacOS etc.).

  • Identify system and application software.

  • Demonstrate the startup procedure of Operating System (Windows or Linux) whichever is available.

  • Identify the Desktop icons/tools (Desktop, start button, start menu, taskbar, notification area, desktop icons) and explain their functions

  • Demonstrate how to create, name, rename and delete a new file, folder and create a shortcut.

  • Demonstrate how to cut, copy, and paste a file/folder to another folder / location, drag and drop a File/Folder to another Folder/ Location.




STEP 1 _________________________________________________________

Standard: Distinguish between application and system software, and create project by applying basic IT skills using productivity software.

Student Learning Outcomes 2: Students will be able to describe application software and its types, and design a project (greeting card, character, house, etc.) using the Paint application (e.g. 3D, MS Paint, Tux, etc.)

Knowledge:

Students will:

  • Identify the use of entertainment, educational and productivity software.

  • Identify application software in the desktop and start menu.

  • Describe the purpose of Paint software as a design tool.

Skills:

Students will be able to:

  • Explore paint application and draw free hand drawings with different brush types,

  • Draw an image using 2D shapes like lines, circles, polygons, etc.

  • Draw an image using 3D shapes**

  • Add text to a drawing.

  • Change the color and outline of an object by using fill with color and outline color tools.

  • Use a selection tool to modify or change the position of an object/shape.

  • Save a file and open saved files in paint.



DOMAIN C: Algorithmic Thinking



Benchmark

Students will be able to apply algorithmic thinking to understand, define and solve problem, design and implement an algorithm for a given problem, and apply basic programming constructs for problem solving

STEP 1 _________________________________________________________

Standard: Identify a problem statement, and apply algorithmic thinking strategies to solve problems.

Student Learning Outcomes 1: Student will be able to identify, define and analyze a problem; develop a step by step solution by breaking down the problem

Knowledge:

Students will:

  • Define and identify a problem.

  • Know techniques to deconstruct a problem.

  • Know the difference between simple and complex problems.


Skills:

Students will be able to:

  • Identify:

    • What is given – facts.

    • Data needed to solve the problem - input.

    • The output of the problem given certain input.

    • Specific instructions vs. nonspecific instructions

Example: (Given a recipe, determine ingredients; given a maze, a robot, and a set of instructions the robot can follow; determine how to perform tasks using the given instructions; determine the task completed using a given set of instructions, etc.

  • Deconstruct a problem into sub-problems (e.g. process of making French fries, getting ready for school, etc.).

  • Design a set of step-by-step instructions to solve a problem (e.g. giving directions using a specific set of words) through logic and reasoning.

  • Integrate solutions to sub-problems to solve the main problem.

  • Given data and facts, be able to reason about conclusions (guess the identity of a classmate given a set of qualities/features).



STEP 1 _________________________________________________________

Standard: Identify a problem statement, and apply algorithmic thinking strategies to solve problems.

Student Learning Outcomes 2: Students will be able to apply algorithmic thinking to identify, and apply different types of problems solving techniques (sequencing, loops, IF conditions).

Knowledge:

Students will understand:

  • Comprehend algorithm as sequence of precisely described instructions.

Students will know:

  • List the benefits of algorithmic thinking (breaking down a problem; Identify important information, logical thinking. and confidence in decision making).

  • An algorithm must follow a step-by-step approach called sequence.

  • What are Loops, and how they allow to simplify problems by grouping instructions that needs to be repeated

  • Conditions are cause and effect and the state of something with regard to its appearance, quality, or working order.

  • Strategies to apply logic through sequence, loops and conditions.



Skills:

Students will be able to:

  • Identify and differentiate between different types of problems: sequencing, loops and conditions.

  • Apply sequencing techniques in solving problems.

  • Relate loops to daily life tasks which require repetition.

  • Determine where to use a finite loop and infinite loop.

  • Identify problems where IF condition can be applied.



DOMAIN D: Programming

Benchmark

Students will explain and demonstrate a strong understanding of programming languages and how computer interprets information and apply programming fundamentals and constructs (sequencing, loops and conditions) to create mini games and projects using Scratch.

STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 1: Students will be able to understand fundamentals of computer programming.

Knowledge:

Students will understand:

  • Importance of programming.

  • Why do we learn programming?

Students should know:

  • What is a program?

  • Who is a programmer?

  • How computers store information.

Skills:

Students will be able to:

  • Identify the benefits of learning programming


STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 2: Students will be able to understand the significance of programming language, and differentiate between typed syntax and block-based programming.


Knowledge:

Students will understand:

  • What is a programming language?

  • Why is block-based programming used?

Students should know:

  • Block based program.

  • Typed syntax programming.


Skills:

Students will be able to:

  • Distinguish between block-based and syntax programming.



STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 3: Students will be able to understand basic programming constructs (events, inputs, operators, variables).

Knowledge:

Students will understand:

  • The basic fundamental constructs that enable a computer to translate human written computer language into computer understood language.

  • Variables are containers that hold information and their value can be changed and that we can use variables to represent data.

  • Data values that stay the same every time a program is executed are known as constants.

  • Different kinds of events (mouse and keyboard).**

  • The arithmetic operators are used in basic programming constructs.

Skills:

Students will be able to:

  • Differentiate between constant and variables.

  • Differentiate between arithmetic and logical operators.

  • Take input from the user.




STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 4: Students will be able to understand frequently used terms in programming and fundamentals of Scratch interface (sprite pane, backdrop, stage, block palettes, block/code).

Knowledge:

Students will:

  • Explain briefly the key computer programming terms bugs, debugging, user-interface and script.

  • Understand the difference between sprite and backdrop.


Skills:

Students will be able to:

  • Identify and use the icons (sprite pane, backdrop, stage, block palettes, block/code) in Scratch

  • Explore the user interface on Scratch

  • Create a script using move and play notes blocks in Motion and Music tabs respectively to make a sprite dance.

  • Apply the following blocks: SAY block, green flag, change the color of the Sprite, Key press, adding a backdrop and sprite


STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 5: Students will be able to apply sequencing to solve problems (e.g. drawing basic shapes such as line, square, triangle and characterization) through block coding.

Knowledge:

Students will:

  • Understand the concept of sequencing through characterization.

  • Understand the concept of representation of persons in narrative and dramatic works of art. It includes the description of the distinctive nature or features of someone or something.

Skills:

Students will be able to:

  • Follow a sequence, a storyline using:

  • Triggers through event block;

  • Dialogues through look block;

  • Glide or move through motion block;

  • Sequence them with time using control blocks;

  • Add music blocks to add sounds;

  • Draw by using a pen block.

  • Combine different motion blocks into programmed sequences to make a character to show motion.

  • Build the relationship between the story and the reader through characterization.



STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 6: Students will be able to apply kinds of loops to solve problems (e.g. drawing polygons through guess and check strategy, and basic animations design).


Knowledge:

Students will:

  • Understand the concept of coordinates to change direction and movement of Sprite on stage.

  • Differentiate between repeat and forever loop.

Skills:

Students will be able to:

  • Employ guess and check strategy to draw polygons using control blocks.

  • Determine angles using 360 degrees for drawing different polygons through the control block.

  • Dry run of Scratch program to change sprite direction using coordinates.

  • Independently perform tasks to change direction of sprite and draw polygons.

  • Use repeat and forever loops effectively to draw basic animation design.



STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 7: Students will be able to apply basic IF conditions to solve problems (e.g. design a report card or a simple game by using operators).

Knowledge:

Students will:

  • Understand that variables through the event block (broadcast) can trigger an event.

  • Differentiate between arithmetic and logical operators.

  • Identify where to apply arithmetic and logical operators.

Skills:

Students will be able to:

  • Use IF conditional statements to create a game.

  • Apply the concept of variable where a message is passed from one sprite to another.

  • Apply the concept of operators in manipulating values of a variable.

  • Design a simple game using conditions




DOMAIN E: Digital Citizenship

Benchmark

Students will be able to know about the internet, how to search relevant and authentic content, write an email for various purposes and how to protect devices against viruses. Students will also be able to apply ICT and internet ethics, mitigate health hazards caused by using ICT devices, what are cyber security issues and realize risks involved in information exchange by taking necessary precautions against cyber issues.



STEP 1 _________________________________________________________

Standard: Learn basics of internet: Write email, identify risks involved in online exchange of information, and apply digital safety protocols.

Student Learning Outcomes 1: Students will be able to apply ICT ethics while surfing online by ensuring integrity, ways in which integrity can be practiced, and recognizing the importance of referencing their sources.

Knowledge:

Students will:

  • Understand what ethics is and what constitutes an ethical issue.

  • Identify and discuss ethical issues that arise in ICT while surfing online.

  • Understand the importance of being safe, responsible, and respectful online.

  • Understand the key concepts of copyright, plagiarism and piracy.**

Skills:

Students will be able to ...

  • Identify:

  • Improper use of computer resources;

  • Steps to secure information privacy and confidentiality;

  • Possible dangers of the internet and related security.



STEP 1 _________________________________________________________

Standard: Learn basics of internet: Write email, identify risks involved in online exchange of information, and apply digital safety protocols.

Student Learning Outcomes 2: Students will be able to understand internet ethics, to respect others privacy, and stay safe in digital space.

Knowledge:

Students will**

  • Understand Internet Ethics related to:

  • Acceptance

  • Sensitivity to International, National, and Local Cultures

  • Email and chatting

  • Impersonation

  • Abusive language

  • Personal & Private Information

  • Downloading Software & Content

  • Define:

  • Cyber Ethics

  • Cyber Safety and Security

  • Cyber Bullying

  • Acceptable User Policy and its implementation

Skills:

Students will be able to:

  • Respect others digital space.**

  • Stay safe and secure online.**



DOMAIN F: Entrepreneurship in Digital Age**

Benchmark

Students will be able to describe entrepreneurship, apply design thinking and types of entrepreneurs and how technology enhances and creates values for entrepreneurs to develop a business plan

STEP 1 _________________________________________________________

Standard: Understand entrepreneurship, and how technology has changed the entrepreneurial landscape.

Student Learning Outcomes 1: Students will be able to describe entrepreneurship, differentiate how technology enhances and creates values for entrepreneurs, and develop a business plan.

Knowledge:

Students will:

  • Define the term ‘Entrepreneurship

  • Identify different types of entrepreneurs and present a few examples of entrepreneurs.

  • Differentiate between traditional & digital entrepreneurship along with examples.

  • Discuss how traditional entrepreneurs could use technology to improve or scale their business.

Skills:

Students will be able to:

  • Think how to convert skills into business by using online mediums.



STEP 1 _________________________________________________________

Standard: Understand entrepreneurship, and how technology has changed the entrepreneurial landscape.

Student Learning Outcomes 2: Students will be able understand and identify the use and benefits of design thinking for entrepreneurs.

Knowledge:

Students will:

  • Define the design thinking process and its benefits to the innovation

  • process of each design thinking step.

Skills:

Students will be able to:

  • Explain a project through the Design Thinking process; identify an issue, prototype & test.



Grade VII


DOMAIN A: ICT Fundamentals and Networking

Benchmark

Students will be able to recognize and differentiate between ICT devices and computer systems, hardware and software, explain importance, advantages and uses of ICT devices as well as describe use of emerging technologies in various walks of life, Understand network and identify core networking components and the roles they serve.

STEP 1 _________________________________________________________

Standard: Students develop understanding of ICT, ICT devices, computer systems, and networks.

Student Learning Outcomes 1: Students will be able to describe the main components of System Unit (Motherboard and processor).

Knowledge:

Students will:

  • Identify different parts of computer system units, its functions, and components.

  • Identify Central Processing Unit (CPU, CU, ALU), its functions, and working.

  • Differentiate between different kinds of memory (primary and secondary).

Skills:

Students will be able to:

  • Recognize different components of motherboard, CPU and memory.



STEP 1 _________________________________________________________

Standard Students develop understanding of ICT, ICT devices, computer systems, and networks.

Student Learning Outcomes 2: Students will be able to explain the advantages and daily usage of ICT Devices:

Data handling applications

Booking systems

Banking applications

Knowledge:

Students will:

  • Understand the use of data handling applications, booking systems, and banking applications.

Skills:

Students will be able to:

  • Identify the data handling applications (school reports and school libraries, etc.).

  • Identify and understand the booking system in the travel industry, hotels, etc.

  • Identify and understand the use of banking applications.




STEP 1 _________________________________________________________

Standard: Students develop understanding of ICT, ICT devices, computer systems, and networks.

Student Learning Outcomes 3: Students will be able to describe use of emerging technologies in various walks of life (e.g. artificial intelligence, biometrics, robotics, computer assisted translation, 3D and holographic imaging, virtual reality, Cloud Computing and Open source software).

Knowledge:

Students will:

  • Define and explain examples and advantages of the following emerging technologies:

  • Robotics

  • Artificial intelligence

  • self-driving cars

  • 3D printing

  • virtual reality & augmented reality

  • 3D and holographic imaging **

Skills:

Students will be able to:

  • Describe the impact of emerging technologies.




DOMAIN B: IT Skills through Productivity Software



Benchmark

Students will be using knowledge of productivity software tools to design and create interdisciplinary projects by using application software i.e. 3D Paint/TUX, Word Processing, Spreadsheet and Multimedia Presentation.

STEP 1 _________________________________________________________

Standard: Distinguish between application and system software, and create projects by applying basic IT skills using productivity software.

Student Learning Outcomes 1: Students will be able to understand the purpose of word processor packages, list a few word processing software, and create a document on word processor (e.g. MS Word, Open office writer, Google Doc, etc.).

Knowledge:

Students will be able to:

  • Understand the purpose of word processor packages.

  • List a few word processing software.**

  • Create and edit a document in word processing software.

  • Describe and differentiate between file type and file extension.**


Skills:

Students will be able to:

  • Open a new word document and tinker with the user interface of the word processor (MS Word).

  • Add and modify text (underline, bold, italicize, font style, font size, font color) to a document in word processor (MS Word).

  • Save and open files in word processor (MS Word).

  • Format a document in word processor (MS Word) (text alignment, bullets, page margins, page layout, spacing, indent).

  • Insert, resize and add text in images in the document.

  • Cut, copy, and paste text/image in a document.

  • Use spell check.

  • Create and modify numbered and bulleted lists.

  • Demonstrate understanding of the difference between Save and Save as.

  • Insert and format a table.

  • Use thesaurus and synonym features. **

  • Add header, footer and page numbers in a document.

  • Apply procedure to print a document.**


DOMAIN C: Algorithmic Thinking



Benchmark

Students will be able to apply algorithmic thinking to understand, define and solve problem, design and implement algorithm for a given problem, and apply the basic programming constructs for problem solving

STEP 1 ___________________________________________________________________________________

Standard: Identify a problem statement, and apply algorithmic thinking strategies to solve problems.

Student Learning Outcomes 1: Students will be able to define and apply advanced concepts of algorithmic thinking, and represent algorithms through flowchart.

Knowledge:

Students will:

  • Understand algorithms as a sequence of precisely described instructions.

  • List the benefits of algorithmic thinking (breaking down a problem, identify important information, logical thinking and confidence in decision making).

Skills:

Students will be able to:

  • Extract relevant information required to solve the problem (abstraction).

  • Decompose a problem by identifying patterns/similarities to solve a complex problem.

  • Write and design algorithms for complex problems **

  • Draw flowchart (input, output, process and decisions) to graphically represent an algorithm.



STEP 1 _________________________________________________________

Standard: Identify a problem statement, and apply algorithmic thinking strategies to solve problems.

Student Learning Outcomes 2: Students will be able to apply advanced concepts of sequencing, finite and infinite loops, and If then Else condition.

Knowledge:

Students will:

  • Determine where to use a finite loop and infinite loop.

  • Understand clear instructions to be taken into account for an algorithm to produce correct results.

  • Recognize that more than one algorithm can solve a given problem.

  • Know how to distinguish between problems where IF and IF THEN ELSE conditions can be applied.



Skills:

Students will be able to:

  • Apply finite and infinite loops in Algorithm building.

  • Identify problems where IF then Else conditions can be applied.

  • Use logical reasoning to predict outputs given varying inputs **

  • Deconstruct a problem and create a sub-solution for each of its parts.

  • Recognize whether input is fit to determine correct output.



DOMAIN D Programming



Benchmark

Students will be explain and demonstrate a strong understanding of programming languages and how computer interprets information and apply programming fundamental and constructs (sequencing, loops and conditions) to create mini games and projects in Scratch

STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 1: Students will be able to understand how computers encode and decode computer programs (1. conversion of decimal to binary and vice versa 2. text, image, and sound in binary).

Knowledge:

Students will understand:

  • How programming languages are used to give a set of instructions to the computer.

  • Describe how computers store information using binary codes.

  • Describe and distinguish between binary and decimal number systems.

Students should know:

  • Sound representation in binary numbers **

Skills:

Students will be able to:

  • Convert Binary numbers into Decimal Numbers.

  • Convert Decimal numbers into binary numbers.

  • Encode and Decode text in binary using protocols of ASCII **

  • Encode and Decode images in binary using protocols such as RGB **



STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 2: Students will be able to differentiate between high, and low level, languages.

Knowledge:

Students will:

  • Define and differentiate between low level, and high level, languages.

  • Know different types of low, and high level, languages

  • Understand the application of low, and high level, languages **

Skills:

Students will be able to:

  • Identify high, and low level, languages in different computer programs.



STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 3: Students will be able to independently design a sprite/backdrop (costume, color, postures and music).


Knowledge:

Students should understand:

  • Difference between sprite and backdrop.

Skills:

Students will be able to:

  • Draw a sprite/backdrop.

  • Change costumes of a sprite.

  • Add sprite/backdrop from Scratch repository and edit by painting, changing postures and adding music.

  • Download a sprite/backdrop from the internet as image and GIF and use in the program **

  • Create the scene, add more sprites/backdrops to give an interactive look and add some background music to catch the attention of the audience.


STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 4: Students will be able to apply advanced sequencing to solve problems (e.g. animated stories and interactive presentation).

Knowledge:

Students will:

  • Understand the concept of sequencing through animated story design.

  • Understand the concept of narration through interactive presentations.

Skills:

Students will be able to:

  • Follow a sequence, a storyline using:

  • Triggers through event block;

  • Dialogues through look block;

  • Glide or move through motion block;

  • Sequence them with time using control blocks;

  • Add music blocks to add sounds;

  • Draw by using pen block;

  • Controlling sprites by using sensing blocks **

  • Combine different blocks to create objects and make them interact through sensing block **.

  • Record sounds to narrate story through sound block **

  • Make presentations (broadcast block) on topics that are new and impart knowledge to others.


STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 5: Students will be able to apply a combination of repeat and forever loops to solve problems (e.g. advance animation design, solar system).

Knowledge:

Students will:

  • Understand the concept of coordinates to change direction and movement of Sprite on stage.

  • Differentiate between repeat and forever loop and combination of both loops.

Skills:

Students will be able to:

  • Draw oval and circular shapes using motion, pen, and control block.

  • Dry run of Scratch program to change sprite direction using repeat, forever, and combination of both loops.

  • Application of repeat, forever and combination of both loops in designing projects (e.g. solar system, animation design).

STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 6: Students will be able to apply IF, and IF then else condition, to design single level game (e.g. design a calculator, maze with one level).

Knowledge:

Students will:

  • Recall x and y coordinates to move the cat in different directions.

  • Understand what is an event and how to use it in programming.

  • Co-relate events with daily life events.

  • Determine the difference between mouse trigger events and keyboard triggered events.

Skills:

Students will be able to:

  • Use IF, and IF THEN ELSE conditional statements, to create a game.

  • Apply the concept of variables (such as timer, lives and levels, etc.) where a message is passed from one sprite to another.

  • Use events to move the sprite in different directions.

  • Trigger events with the help of a mouse/keyboard.

  • Add new features (obstacles, level, lives, timers) to the game**

  • Deconstruct the complex problems into smaller manageable tasks to facilitate program development.

  • Use multiple conditions and operators together.

  • Develop a script that describes the program: Sequence of events, goals, and expected outcomes.



DOMAIN E: Digital Citizenship



Benchmark

Students will be able to know about the internet, how to search relevant and authentic content, write an email for various purposes and how to protect devices against viruses. Students will also be able to apply ICT and internet ethics, mitigate health hazards caused by using ICT devices, what are cyber security issues and realize risks involved in information exchange by taking necessary precautions against cyber issues.

STEP 1 _________________________________________________________

Standard: Learn basics of internet: Write email, identify risks involved in online exchange of information, and apply digital safety protocols.

Student Learning Outcomes 1: Students will be able to understand the concept of an email service, create an email address (or use one if it already exists) to send greetings to peers, and write and respond to an email.

Knowledge:

Students will:

  • Define email and list some email service providers.

  • Explain how email services have impacted the communication between people locally and globally.

  • Define the following terms:

  • Email address;

  • Password;

  • Contacts.

  • Understand and explain why signing out is important.

  • Understand the legal and moral responsibilities when using email.

Skills:

Students will be able to:

  • Use an email service to create an email account.

  • Send and receive emails with attachment **

  • Organize emails using different folders/labels **



STEP 1 _________________________________________________________

Standard: Learn basics of internet: Write email, identify risks involved in online exchange of information, and apply digital safety protocols.

Student Learning Outcomes 2: Students will be able to identify the purpose of various online applications, describe cyber-crime, and explain safe behavior online.

Knowledge:

Students will:

  • Identify the purpose of the following:

  • Social networking

  • Online banking

  • Audio & video communication

  • Entertainment

  • Online shopping

  • Navigation / GPS

  • Online education

  • Online auction

  • Medical assistance

  • Online games.

  • Describe briefly Cyber Crime Categories along with examples **

  • Hacking

  • Identity theft

  • Cyber Bullying

  • Cyber Stalking

  • Financial fraud

  • Digital Piracy

  • Computer viruses and worms

  • Violation of Intellectual property rights

  • Electronic Terrorism, Vandalism and Extortion.

  • Know consequences of cyber-crimes.


Skills:

Students will be able to:

  • Use online applications safely.


STEP 1 _________________________________________________________

Standard: Learn basics of internet: Write email, identify risks involved in online exchange of information, and apply digital safety protocols.

Student Learning Outcomes 3: Students will be able to identify impact and uses of social media, and how it aids in learning.

Knowledge:

Students will:



Skills:

Students will be able to:

  • Identify positive and negative impacts of using social media, both online and offline.

  • Identify the uses of social media platforms (e.g Facebook, Twitter, LinkedIn, Instagram, Snapchat, Pinterest, etc.).

  • Recognize social media as a learning tool.


DOMAIN F: Entrepreneurship in Digital Age



Benchmark

Students will be able to describe entrepreneurship, apply design thinking and types of entrepreneurs and how technology enhances and creates values for entrepreneurs to develop a business plan

STEP 1 ________________________________________________________________

Standard: Understand entrepreneurship, and how technology has changed the entrepreneurial landscape.

Student Learning Outcomes 1: Students will be able to understand how innovation plays a key role in entrepreneurship by incorporating design thinking.

Knowledge:

Students will:

  • Identify how innovation has changed the entrepreneurial mind set.**

Skills:

Students will be able to:

  • Explain the innovation in a project through Design thinking process: Identify an issue, empathize, define, ideate, prototype, test, reflect and iterate/repeat as needed.**


STEP 1 _________________________________________________________

Standard: Understand entrepreneurship, and how technology has changed the entrepreneurial landscape.

Student Learning Outcomes 2: Students will be able to Identify project management a tool for a startup business plan.**

Knowledge:

Students will:

  • Describe technology as an enabler in entrepreneurship.

  • Describe the process and digital platforms for entrepreneurship.

  • Describe components of a business plan.

Skills:

Students will be able to:

  • Understand the customers and consumers.

  • Identify and evaluate product or service.




Grade VIII

DOMAIN A: ICT Fundamentals and Networking



Benchmark

Students will be able to recognize and differentiate between ICT devices and computer systems, hardware and software, explain importance, advantages and uses of ICT devices as well as describe use of emerging technologies in various walks of life, Understand network and identify core networking components and the roles they serve.


STEP 1 _________________________________________________________

Standard: Students develop understanding of ICT, ICT devices, computer systems, and networks.

Student Learning Outcomes 1: Students will be able to describe use of emerging technologies in various walks of life.

Knowledge:

Students will:

  • Describe:

  • Expert systems

  • Computer in the retail industry

  • Recognition systems

  • Satellite systems

  • ICT in education

Skills:

Students will be able to:

  • Identify emerging technologies relevant for different fields.

  • Computers in medicine (patient records, pharmacy records, monitoring, and expert systems for diagnosis, etc.).

  • Expert systems (Mineral prospecting, car engine fault diagnosis, chess games, etc.).

  • Computers in the retail industry (POS, EFTPOS, online shopping, etc.).

  • Recognition systems (Biometric, MICR, OMR, OCR, RFID, etc.).

  • Satellite systems (Global Positioning Systems (GPS) through satellite navigation).

  • ICT in Education (Blended Learning, Flip Classrooms, etc.).



STEP 1 _________________________________________________________

Standard: Students develop understanding of ICT, ICT devices, computer systems, and networks.

Student Learning Outcomes 2: Students will be able to describe networks, identify core networking components, and the roles they serve.

Knowledge:

Students will:

  • Describe and differentiate between the types of computer networks:

  • LAN

  • MAN

  • WAN

  • VPN

  • Explain the types of physical transmission media, and its uses:

  • Guided (Twisted Pair, Coaxial, Fiber Optics);

  • Unguided (wifi and lifi).

  • Explain the types of wireless/wire transmission media, and its uses:

  • Cellular Communication

  • Satellite Communication

  • Global Positioning System

  • Bluetooth

  • Understand the concept of**

  • IoT (Internet of Things)

  • Embedded Systems

  • Edge Computing

  • Data Analytics

Skills:

Students will be able to:

  • Apply knowledge of networks to identify types of transmission relevant to a specific environment.




DOMAIN B: IT Skills through Productivity Software



Benchmark

Students will be using knowledge of productivity software tools to design and create interdisciplinary projects by using application software i.e. 3D Paint/TUX, Word Processing, Spreadsheet and Multimedia Presentation.

STEP 1 _________________________________________________________

Standard: Distinguish between application and system software, and create project by applying basic IT skills using productivity software.

Student Learning Outcomes 1: Students will be able to create a presentation in MS PowerPoint on any interdisciplinary topic.

Knowledge:

Students will be able to:

  • Describe multimedia presentation and the purpose of it.

  • Identify different multimedia file types.**

  • Know Powerpoint interface to create different types of presentations.

Skills:

Students will be able to:

  • Explore PowerPoint interface and use design templates to start a new presentation.

  • Create slides using different layouts.

  • Add and format text (underline, bold, italicize, font style, font size, font color) to a presentation.

  • Add pictures, videos, sounds and shapes to the presentation.**

  • Apply animations to highlight information.



STEP 1 _________________________________________________________

Standard: Distinguish between application and system software, and create project by applying basic IT skills using productivity software

Student Learning Outcomes 2: Students will be able to create a sheet using MS Excel/Spreadsheet (result card/ home budget/ timetable, etc.)

Knowledge:

Students will be able to:

  • Describe the purpose and uses of spreadsheet software.

  • List different spreadsheet software e.g. Excel, Google Sheets, OpenOffice.**

  • Know spreadsheet interface to create a result card, home budget, timetable, etc.

Skills:

Students will be able to:

  • Explore the user interface of MS Excel.

  • Create, save and open a workbook.

  • Organize data in worksheets within a workbook.

  • Select a range of cells.

  • Add borders.

  • Increase/Decrease column width and height.

  • Use simple built-in functions (e.g. sum, average, minimum, maximum).

  • Create simple formulae (arithmetic operations).

  • Create appropriate charts for data presentation.





DOMAIN C: Algorithmic Thinking



Benchmark

Student will be able to apply algorithmic thinking to understand, define and solve problem, design and implement algorithm for a given problem, and apply the basic programming constructs for problem solving

STEP 1 _________________________________________________________

Standard: Identify a problem statement, and apply algorithmic thinking strategies to solve problems.

Student Learning Outcomes 1: Students will be able to write a pseudocode of an algorithm, determine whether a solution to a problem is possible or not, and identify the best algorithm for a specific problem.

Knowledge:

Students will understand:

  • Basics of writing pseudocode **

  • Some problems cannot be solved computationally.


Skills:

Students will be able to...

  • Represent algorithms using structured language, such as pseudocode**

  • Describe that there are ways to characterize how well algorithms perform and that two algorithms can perform differently for the same task.

  • Explain that there are some problems, which cannot be computationally solved.

  • Apply the best possible solution to a problem from a pool of solutions.




STEP 1 _________________________________________________________

Standard: Identify a problem statement, and apply algorithmic thinking strategies to solve problems

Student Learning Outcomes 2: Students will be able to apply the concept of nesting in algorithmic design thinking, conditional/ unconditional loops, and IF statements with multiple conditions.

Knowledge:

Students will understand:

  • Concept of nesting.

  • Concept of constant and variables.

Students will know:

  • Distinguish scenario/problem where If, If then else, and If with multiple conditions can be applied.



Skills:

Students will be able to:

  • Apply the concept of nesting up to level 2 in looping and conditions.

  • Apply repeat and forever loops in Algorithm building.

  • Identify problems using IF statements with multiple conditions.

  • Identify problem solving techniques (sequence, loop and conditions) applicable to a specific problem.



DOMAIN D: Programming

Grade: VIII

Benchmark

Students will be explain and demonstrate a strong understanding of programming languages and how computer interprets information and apply programming fundamental and constructs (sequencing, loops and conditions) to create mini games and projects in Scratch

STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 1: Students will be able to understand how computer languages can be easily interpreted into human readable form (conversion of binary to octal and hexadecimal number system, and vice versa).

Knowledge:

Students will understand:

  • Why hexa and octal number systems and their conversion is important.

Students should know:

  • Octal number system;

  • Hexadecimal number system.

Skills:

Students will be able to:

  • Convert hexa- to binary and octal;

  • Convert octal to hexa- and binary.





STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 2: Students will be able to independently use Scratch to solve a problem.

Knowledge:

Students will:

  • Know Scratch interface to solve any problem by using computer programs.

  • Know how to translate an algorithm into a computer program by using block programming.


Skills:

Students will be able to:

  • Work independently with sprite/backdrop.

  • Integrate motion, looks, events, control, sound, pen, sensing, operators, variables and music blocks in creating scripts.

  • Determine dry run output of problems (sequence, loops and conditions).

STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 3: Students will be able to apply advanced sequencing to solve problem (e.g. life cycles of living things, water cycles) through block coding.

Knowledge:

Students will:

  • Understand the concept of sequencing through BODMAS equations.

  • Understand the concept of representing process/life cycle of any nature through sequencing.

Skills:

Students will be able to:

  • Follow a sequence to create links to demonstrate a life cycle or process through events, motion, control, look, pen, sound blocks.

  • Integrate and present math and science concepts into various projects through sequencing.



STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 5: Students will be able to apply all types of loops (wait until, repeat until, repeat and forever) and understand events to design multi-level mini game (e.g. snake game).

Knowledge:

Students will:

  • Know how to use simple as well as complex Loops.

  • Use different kinds of Loops in one application.

  • Use different kinds of loops and nest them to at least level 2 in one application.

Skills:

Students will be able to:

  • Identify problems where to use simple and complex loops.

  • Differentiate between repeat, forever, do while and repeat until Loops.

  • Use different types of loops together.

  • Nest different types of loops together.

  • Design applications like games/animation and small applications.



STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 6: Students will be able to apply IF, IF then else, multiple IF and nesting condition to design high level games (e.g. tic tac toe, maze with multi levels).

Knowledge:

Students will;

  • Use simple as well as complex conditions.

  • Differentiate between different kinds of conditions.

  • Use different kinds of conditions together and nest them to at least level 2.

Skills:

Students will be able to:

  • Identify problems where to use simple and complex conditions.

  • Differentiate between IF, IF-Then and IF/else conditions.

  • Use different types of conditions together.

  • Nest different types of conditions together.

  • Design high level games like tic tac toe, maze with multiple levels.

  • Convert the project into a computer application and upload it on to Playstore.**



STEP 1 _________________________________________________________

Standard: Translate an algorithm into a computer program.

Student Learning Outcomes 6: Students will be able to understand constructs and fundamentals of syntax based programming.**

Knowledge:

Students will:

  • Understand programming using typed out syntax.

  • Types of languages.

  • Simple commands in typed out syntax.

  • Define & understand the use of the following concepts in a typed out programming language:

  • Sequence of instructions;

  • Loops;

  • Conditionals;

  • Variables;

  • Functions.

Skills:

Students will be able to:

  • Apply programming syntax for a programming language for creating a function, and using simple commands like printing an output, repetition using loops, selection using conditional statements, and using variables.

  • Understand how these programming constructs can be used to solve problems through programming.





DOMAIN E: Digital Citizenship



Benchmark

Students will be able to know about the internet, how to search relevant and authentic content, write an email for various purposes and how to protect devices against viruses. Students will also be able to apply ICT and internet ethics, mitigate health hazards caused by using ICT devices, what are cyber security issues and realize risks involved in information exchange by taking necessary precautions against cyber issues.

STEP 1 _________________________________________________________

Standard: Learn basics of internet: Write email, identify risks involved in online exchange of information, and apply digital safety protocols

Student Learning Outcomes 1: Students will be able to develop an understanding of the internet, its significance and its uses.

Knowledge:

Students will:

  • Understand the concept of network and internet.

  • Identify advantages of the internet in daily life.

  • Define and describe the following services provided by the Internet in daily life:

  • World Wide Web;

  • Instant Messaging;

  • Social Media;

  • Email;

  • Video Conferencing;

  • Navigation System, etc.

Skills:

Students will be able to:

  • Identify principal means of connecting to the internet:

  • DSL (Explain ISP);

  • Hotspot;

  • 3G / 4G / 5G (Explain Cellular Networks);

  • Explore internet as a means to search for education resources (e.g. Khan Academy, E-Learn Punjab, Ignite, etc.).**


STEP 1 _________________________________________________________

Standard: Learn basics of internet: Write email, identify risks involved in online exchange of information, and apply digital safety protocols.

Student Learning Outcomes 2: Students will be able to understand that the internet is a source of information, and how to search for authentic content.

Knowledge:

Students will:

  • Understand and differentiate between the following terms:

  • Website;

  • URL;

  • Web browser;

  • Protocol, etc.

  • Describe Search Engine and Meta Search Engines.


Skills:

Students will be able to:

  • Use different searching techniques (Boolean to refine the search).**

  • Use a web browser to access and view different web pages.**

  • Use search engines (Google, Bing, Yahoo etc.) effectively.**

  • Identify authentic and reliable searched content.


STEP 1 _________________________________________________________

Standard: Learn basics of internet: Write email, identify risks involved in online exchange of information, and apply digital safety protocols.

Student Learning Outcomes 3: Students will be able to describe the impact and implications of cyber-crime, and coping mechanisms to deal with it.

Knowledge:

Students will:

  • Describe the impact and implications of cyber-crime and coping mechanisms to deal with it.

  • Know the impact of Cyber Crimes.

  • Know the cybercrime laws in Pakistan.

  • Understand the consequences of inappropriate online behavior.

  • List the authorities designated to help victims of Cyber Crimes.**

Skills:

Students will be able to:

  • Recognize the situations where help is needed with respect to Cyber Crime.





STEP 1 _________________________________________________________

Standard: Learn basics of internet: Write email, identify risks involved in online exchange of information, and apply digital safety protocols.

Student Learning Outcomes 4: Students will be able to identify the cause of malware attack, and explain the role of antivirus.

Knowledge:

Students will:

  • Understand the role of antivirus software.

  • List some widely used antivirus software e.g. Avast, ESET, Symantec, McAfee, AVG, etc. **

Skills:

Students will be able to:

  • Install and update an antivirus and scan different drives for viruses.**



STEP 1 _________________________________________________________

Standard: Learn basics of internet: Write email, identify risks involved in online exchange of information, and apply digital safety protocols.

Student Learning Outcomes 5: Students will be able to identify, and mitigate, health hazards related to ICT devices.**

Knowledge:

Students will:

  • Identify health risks and their mitigation from ICT Devices.

  • Discuss the following health related issues of using technology and suggest solutions to avoid these problems:

  • Posture-related injuries, like Back and Neck ache, Muscle and joint problems, Carpal Tunnel Syndrome and Repetitive Strain Injury;

  • Eyestrain, Computer Vision Syndrome and Photosensitive epileptic seizures;

  • Behavioral problems;

  • Obesity issues;

  • Discuss Sleeping Disorders and Decrease in Productivity, etc.

Skills:

Students will be able to:

  • Apply measures to avoid health related issues that may arise.


DOMAIN F: Entrepreneurship in Digital Age



Benchmark

Students will be able to describe entrepreneurship, apply design thinking and types of entrepreneurs and how technology enhances and creates values for entrepreneurs to develop a business plan

STEP 1 _________________________________________________________

Standard: Understand entrepreneurship, and how technology has changed the entrepreneurial landscape.

Student Learning Outcomes 1: Students will be able to distinguish between Digital and Social Media marketing with examples, and develop a Business Plan.**

Knowledge:

Students will:

  • Understand the concept of promotion, value preposition, and quality assurance.

  • Define Business Plan and its components.

  • Understand difference between payment and transactions; choosing safe transaction methods


Skills:

Students will be able to:

  • Describe and apply the tools and techniques used for digital marketing.

  • Design and develop Business Plan and its components.

  • Create a digital business plan.


STEP 1 _________________________________________________________

Standard: Understand entrepreneurship, and how technology has changed the entrepreneurial landscape.

Student Learning Outcomes 2: Students will be able to Identify different components of a business plan i.e. Project Management, Financial Literacy, Media Literacy; devising a plan for a start-up.**

Knowledge:

Students will:

  • Describe technology as an enabler in entrepreneurship.

  • Describe the process and digital platforms for entrepreneurship.

  • Describe the basics the components of a business plan:

    • Project management;

  • Financial literacy;

  • Media literacy.

Skills:

Students will be able to:

  • Understand the importance of project management and media literacy as a tool for business plan.