Sample 5 Cambridge Primary Computing LB 5 (1)
Sample 5 Cambridge Primary Computing LB 5 (1)
Primary Computing
Learner’s Book 5
Ceredig Cattanach-Chell,
Yianni Dimitriadis & Bernie Fishpool
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International curriculum framework. However, endorsed resources are not the only
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accompanying marks and mark schemes included in this resource have been written
by the authors and are for guidance only. They do not replicate examination papers.
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assessment and/or assessment preparation are the publisher’s interpretation of the
curriculum framework requirements. Examiners will not use endorsed resources as a
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materials and any associated assessment guidance materials produced by the awarding
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Introduction
Introduction
Welcome to Stage 5 of Cambridge Primary Computing!
The world of computing is incredibly exciting. Many of the things you see
around you every day are linked to computing.
In this book you will:
• plan and develop computer programs in Scratch using selection
and operators
• learn how to collect, store and use data
• investigate networks and how data travels over the internet
• learn how data is saved in a computer system
• find out about artificial intelligence (AI) and how it is used.
These computing ideas affect our daily lives. Learning about them will
help you to see how computers are a part of the world we live in now and
how they might impact it in the future. Many of these ideas can be used
both in the classroom and outside of school.
This book has lots of activities and questions
where you can work with a partner or a group.
Sharing your ideas with others is fun and helps
you to explore the ideas in the book. Maybe you
can share your knowledge with other friends
and family who have not learnt about computing.
There is also a project for you to complete at the
end of each unit. The projects will help you to use
and share what you have learnt in each unit.
We hope that these topics will inspire you to
learn more about computing and to keep learning
about computers as you grow older.
You may even think about getting a job in
computing and help to shape the future of
computing in the world!
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Contents
Contents
How to use this book 6
2 Managing data
2.1 Collecting and storing data 121
2.2 Representing data 139
2.3 Using data 169
4 Computer systems
4.1 Input and output devices 213
4.2 How is data stored? 228
4.3 Processing data 239
4.4 Artificial intelligence (AI) 247
Glossary 259
Acknowledgements 269
Note for teachers: Throughout the resource there is a symbol to indicate where additional digital only content is
required. This content can be accessed through the Digital Learner’s Book on Cambridge GO. It can be launched
either from the Media tab or directly from the page. The symbol that denotes additional digital content is: .
The source files can also be downloaded from the Source files tab on Cambridge GO. In addition, this tab contains
a teacher guidance document which supports the delivery of digital activities and programing tasks in this
Learner’s Book.
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How to use this book
Important words
to learn.
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How to use this book
Programming tasks
are in Unit 1.
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How to use this book
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1 Computational
thinking and
programming
1.1 Assigning variables
We are going to:
• define a variable as something that holds a value that can change
• identify that algorithms hold values that can change
• assign (give) variables to values such as text or numbers
• create variables with meaningful names to hold values in algorithms
• modify an existing variable in Scratch and make a new variable to hold
a value that can change.
Getting started
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1 Computational thinking and programming
Continued
Now try this!
You are going to write an algorithm that gets the ladybug to the bug hotel.
Introducing variables
In an algorithm or a program, a variable stores data that can change.
The data that variables store can be set and changed throughout the
running of a program. We can use variables to store data and then return
to use them later. Variables can only store one item of data at a time.
Look at the algorithm that you wrote to get the ladybug to the bug
hotel. Use the grid in the Now try this! activity to help you. The algorithm
uses a count-controlled loop.
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