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Informatik.uz

Informatics — Grade 6

Algorithms and executors, linear algorithms, finding errors and the first projects in Scratch.

  • 11 topics
  • 3 chapters
  • 12 min

Topics

Topics are grouped into chapters and listed in reading order.

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11 topics

  1. 1

    Algorithms and Their Properties

    What is an algorithm, who carries it out, and what properties must it have? Everyday examples help us meet the key ideas behind algorithms.

    Chapter 1. Algorithm Basics1 min

  2. 2

    Flowcharts and Their Symbols

    A flowchart shows an algorithm as a diagram, so its structure is easy to see. We learn what the main shapes mean and draw a chart for a simple calculation.

    Chapter 1. Algorithm Basics1 min

  3. 3

    Executors and Command Systems

    Who carries out an algorithm, and which commands does it understand? Using a simple robot, we study executors, command systems and the executor’s environment.

    Chapter 1. Algorithm Basics1 min

  4. 4

    Linear Algorithms

    In a linear algorithm every command is carried out in order, once. Using everyday and calculation tasks, we learn to write linear algorithms.

    Chapter 1. Algorithm Basics1 min

  5. 5

    Finding and Fixing Errors in Algorithms

    If an algorithm has a mistake, the executor gives a wrong result. We learn the kinds of errors and how to find them by testing by hand.

    Chapter 1. Algorithm Basics1 min

  6. 6

    Your First Scratch Project

    Scratch is a free environment where programs are built from blocks. We explore its window, make the cat walk and say hello, and draw a square with a repeat block.

    Chapter 2. Programming in Scratch1 min

  7. 7

    Coordinates and Movement in Scratch

    Every point on the stage is given by two numbers, the x and y coordinates. We learn to send a sprite to a given point and move it smoothly.

    Chapter 2. Programming in Scratch2 min

  8. 8

    Events, Costumes and Sound

    Event blocks make a program respond to the keyboard and mouse. By switching costumes we bring a sprite to life, and we add sound.

    Chapter 2. Programming in Scratch1 min

  9. 9

    Conditions in Scratch

    The “if” block and comparison operators let a program make decisions. We check whether a sprite touches an edge and build a simple logical decision.

    Chapter 2. Programming in Scratch1 min