Coding & Robotics for Grades 4-6
Coding & Robotics for Grades 4-6
Policy Statement
INTERMEDIATE PHASE
GRADE 4 – 6
Department of Basic Education
Pretoria 0001
South Africa
South Africa
Website: http://www.education.gov.za
ISBN: 978-1-4315-3989-5
INTERMEDIATE PHASE
GRADE 4 – 6
FOREWORD BY THE MINISTER
Our national curriculum is the culmination of our efforts over a period of
seventeen years to transform the curriculum bequeathed to us by apartheid.
From the start of democracy, we have built our curriculum on the values that
inspired our Constitution (Act 108 of 1996). The Preamble to the Constitution
states that the aims of the Constitution are to:
• heal the divisions of the past and establish a society based on democratic
• values, social justice and fundamental human rights;
• improve the quality of life of all citizens and free the potential of each person;
• lay the foundations for a democratic and open society in which government is
based on the will of the people and every citizen is equally protected by law; and
• build a united and democratic South Africa able to take its rightful place as a
sovereign state in the family of nations.
Education and the curriculum have an important role to play in realising these aims. In 1997 we introduced
outcomes-based education to overcome the curricular divisions of the past, but the experience of implementation
prompted a review in 2000. This led to the first curriculum revision: the Revised National Curriculum Statement
Grades R-9 and the National Curriculum Statement Grades 10-12 (2002).
Ongoing implementation challenges resulted in another review in 2009 and we revised the Revised National
Curriculum Statement (2002) and the National Curriculum Statement Grades 10-12 to produce this document.
From 2012 the two National Curriculum Statements, for Grades R-9 and Grades 10-12 respectively, are combined
in a single document and will simply be known as the National Curriculum Statement Grades R-12. The National
Curriculum Statement for Grades R-12 builds on the previous curriculum but also updates it and aims to provide
clearer specification of what is to be taught and learnt on a term-by-term basis.
The National Curriculum Statement Grades R-12 represents a policy statement for learning and teaching in South
African schools and comprises of the following:
(a) Curriculum and Assessment Policy Statements (CAPS) for all approved subjects listed in this
document;
(b) National policy pertaining to the programme and promotion requirements of the National Curriculum
Statement Grades R-12; and
Figures
1.2 OVERVIEW
(a) The National Curriculum Statement Grades R – 12 (January 2012) represents a policy statement for
learning and teaching in South African schools and comprises the following:
(i) National Curriculum and Assessment Policy Statements for each approved school subject;
(ii) The policy document, National policy pertaining to the programme and promotion requirements
of the National Curriculum Statement Grades R – 12; and
(iii) The policy document, National Protocol for Assessment Grades R – 12 (January 2012).
(b) The National Curriculum Statement Grades R – 12 (January 2012) replaces the two current national
curricula statements, namely the
(i) Revised National Curriculum Statement Grades R - 9, Government Gazette No. 23406 of 31
May 2002, and
(ii) National Curriculum Statement Grades 10 - 12 Government Gazettes, No. 25545 of 6 October
2003 and No. 27594 of 17 May 2005.
(c) The national curriculum statements contemplated in subparagraphs (a) and (b) comprise the following
policy documents which will be incrementally repealed by the National Curriculum Statement Grades R
– 12 (January 2012) during the period 2012-2014:
(i) The Learning Area/Subject Statements, Learning Programme Guidelines and Subject
Assessment Guidelines for Grades R - 9 and Grades 10 – 12;
(ii) The policy document, National Policy on assessment and qualifications for schools in the
General Education and Training Band d, promulgated in Government Notice No. 124 in
Government Gazette No. 29626 of 12 February 2007;
(iii) The policy document, the National Senior Certificate: A qualification at Level 4 on the National
Qualifications Framework (NQF), promulgated in Government Gazette No.27819 of 20 July
2005;
(iv) The policy document, An addendum to the policy document, the National Senior Certificate: A
qualification at Level 4 on the National Qualifications Framework (NQF), regarding learners with
special needs, published in Government Gazette, No.29466 of 11 December 2006, is
incorporated in the policy document, National policy pertaining to the programme and promotion
requirements of the National Curriculum Statement Grades R – 12; and
(v) The policy document, An addendum to the policy document, the National Senior Certificate: A
qualification at Level 4 on the National Qualifications Framework (NQF), regarding the National
Protocol for Assessment (Grades R – 12), promulgated in Government Notice No.1267 in
Government Gazette No. 29467 of 11 December 2006.
(c) The policy document, National policy pertaining to the programme and promotion requirements of the
National Curriculum Statement Grades R – 12, and the sections on the Curriculum and Assessment Policy
as contemplated in Chapters 2, 3 and 4 of this document, constitute the norms and standards of the
National Curriculum Statement Grades R – 12. It will therefore, in terms of section 6A of the South African
The key to managing inclusivity is ensuring that barriers are identified and addressed by all the relevant support
structures within the school community, including teachers, District-Based Support Teams, Institutional-Level
Support Teams, parents and Special Schools as Resource Centres. To address barriers in the classroom,
teachers should use various curriculum differentiation strategies such as those included in the Department of
Basic Education’s Guidelines for Inclusive Teaching and Learning (2010).
(b) Instructional time for Grades R, 1 and 2 is 23 hours and for Grade 3 is 25 hours.
(c) Ten hours are allocated for languages in Grades R-2 and 11 hours in Grade 3. A maximum of 8 hours and
a minimum of 7 hours are allocated for Home Language and a minimum of 2 hours and a maximum of 3
hours for Additional Language in Grades R – 2. In Grade 3 a maximum of 8 hours and a minimum of 7
hours are allocated for Home Language and a minimum of 3 hours and a maximum of 4 hours for First
Additional Language.
(d) In Life Skills Beginning Knowledge is allocated 1 hour in Grades R – 2 and 2 hours as indicated by the
hours in brackets for Grade 3.
The allocated time per week may be utilised only for the minimum required NCS subjects as specified above
and may not be used for any additional subjects added to the list of minimum subjects. Should a learner wish to
offer additional subjects, additional time must be allocated for the offering of these subjects.
The main driving force behind the uptake and surge of Coding and Robotics as a subject at school level is the
link to the 4th and 5th industrial revolution (4IR, and 5IR). In the context of this curriculum the focus resides in the
grounding concepts of STEAM related subjects.
Arts
Mechanical Computer
Engineering Science
Electrical Engineering
The Coding and Robotics curriculum is based on the following pillars as depicted in the figure below.
Pattern recognition
Algorithm Design
Problem Solving
Design Thinking
Logical and Critical Thinking
Computational Thinking
Coding is the process of creating a logical set of instructions that a human or a computing device can
understand and execute, which require a deep understanding of computational thinking and problem solving.
Robotics deals with the design, operation, and use of devices and robots that can be programmed to perform
tasks autonomously or semi-autonomously or by direct control. It presents the learners with the opportunity to
see their thinking, design, and code in action.
Digital concepts encompass a range of digital literacy skills and awareness that enables learners to leverage
digital technologies to their fullest potential and use digital tools responsibly.
In Coding and Robotics, computational thinking helps learners to develop problem-solving strategies which they
can apply when developing coding solutions (algorithms) as well as robotics solutions. It can also be applied to
solve everyday life.
In terms of robotics, learners are demonstrating computational thinking concepts and practices when designing,
constructing, and programming a robot. The robot’s performance demonstrates the result of the learner’s
computational thinking practices as they iteratively test and debug their coding.
Inspiration: where creative thinking is applied to tackle a problem or challenge at hand, by gaining a
deeper understanding of the problem and its context as well as to identify opportunities for innovation.
Ideation: involves the generation of a wide range of ideas and potential solutions using various
approaches such as brainstorming, prototyping and experimentation.
Implementation: where the ideas and potential solutions are put into action. It includes testing, getting
feedback and subsequent improvements of the design or solution.
Related to the three Is, is the notion that Design Thinking is also a problem-solving approach that combines
creativity with structure and human-centred methods to understand and tackle challenges which involves
empathizing with users, defining their needs, ideating possible solutions, prototyping, and testing those
solutions, and iterating based on feedback. The following describes the design process:
Empathise: involves gaining an understanding of who the end user is in a specific context, and how the
envisaged solution will be appropriate towards addressing the problem.
Define: relates to specifying in detail what the users’ needs are, which could include the goals, skills
available, and core principles that will guide the work to be done.
Ideate: pertains to the creation of ideas and solutions using techniques such as brainstorming.
Prototype: concerns the creation of one or several solutions to address the problem at hand.
Test: relates to the process of determining how well the solution solves or address the problem. In this
phase, feedback is important as the feedback could be used towards the improvement and
enhancement and/or redesign of the complete solution or artefact.
Figure 2.6 depicts the relationship between the Design Thinking and Design Problem Solving approach.
Empathize
Inspiration
Design
Test Define
Thinking
Implementation Ideation
Prototype Ideate
The following diagram outlines the three main topical areas and the main learning competencies, associated at
the final stage of curriculum cognition wherein the learner demonstrates competence and proficiency at the
appropriate level.
D.1 – Outline the concept of technology and purpose of information technology (IT).
D.2 – Recognise that he or she is living as citizens in a digital world.
D.3 – Demonstrate an understanding of the concept of a computing device.
Digital concepts D.4 – Identify the common uses of ICT in the real world.
D.5 – Differentiate between the components of an ICT system.
D.6 – Explain how the adaption of technology impacted the world we work and live in.
D.7 – Present a basic understanding of the concept of input processing and output.
D.8 – Interpret a pattern to represent or communicate a message or image.
D.9 – Create a pattern to represent or communicate a message or image.
D.10 – Demonstrate a basic proficiency in the application of digital skills.#
A competence is a combination of knowledge skills, attitudes, and values which is reflected in behaviour that
can be observed, measured, and evaluated. It refers to the ability to perform a specific task successfully and
efficiently or in a manner that yields desirable outcomes.
In coding, the following concepts, practices, and perspectives must be developed and practised repeatedly:
Concepts Practices Perspectives
• Algorithm • Abstraction • Expressing and Creating
• Sequence • Decomposition • Questioning
• Loop (Iteration) • Pattern Recognision • Connecting
• Conditional (Decisions) • Generalisation • Collaboration
• Operator • Algorithm Design • Perserverance
• Logic • Incremental Development • Choice of Conduct
• Data • Testing and Debugging
• Event • Evaluation
• Debug • Modularise
• Representation • Logical thinking
• Parallelism • Creating computational artefacts
• Automation
2.6.2 Robotics
In addition to the coding concepts, practices and perspectives, in robotics, the following concepts, practices, and
perspectives must be developed and practised repeatedly:
Concepts Practices Perspectives
• Motion • Computational Thinking • Expressing and Creating
• Sensor • Design Thinking • Innovation
• Actuator • Prototyping • Questioning
• Controller • Design and Construction • Connecting
• Logic • Algorithm Design • Collaboration
• Power Source • Testing and Reconfiguration • Perserverance
• Automation • Reflection and Iteration • Choice of Conduct
• Instruction • Creative Thinking
• Communication • Logical thinking
• Coding (Programming) • Creating robotics artefacts
Concept Content/Skills
Motion Introduction to different types of robot motion: linear, rotational, and combined.
Exploring methods of locomotion such as wheels, tracks, legs, and aerial mechanisms.
Sensor Overview of sensors used in robotics, including proximity sensors, cameras, ultrasonic,
microphone, temperature sensors.
Explanation of sensor principles and how they gather data from the environment.
Applications of sensors in navigation, obstacle avoidance, object detection, and environmental
monitoring.
Actuator Introduction to actuators responsible for converting electrical energy into mechanical motion.
Types of actuators: electric motors (DC motors, servo motors).
Understanding the role of actuators in robot manipulation, locomotion, and control.
Controller Components as part of a robot responsible for controlling the robot, gathering input, and providing
output. (Examples: Arduino, Raspberry Pi, Micro: bit)
Logic Introduction to logical operations and decision-making in robotics.
Understanding Boolean logic and its application in robot control.
Implementing logical operations for conditional behaviour, state transitions, and autonomous
decision-making.
Power Source Overview of power sources for robotics, including batteries, and external power supplies (e.g.
solar).
Understanding power requirements and considerations for selecting appropriate power sources.
Designing power distribution systems and managing power consumption for optimal robot
performance.
Automation Explanation of automation in robotics as the process of performing tasks with minimal human
intervention.
Applications of automation in manufacturing, logistics, agriculture, healthcare, and service
industries.
Designing automated systems using robots for repetitive, dangerous, or labour-intensive tasks.
Instruction Understanding instructions as commands given to robots to perform specific actions.
Types of instructions: sequential instructions, conditional instructions, repetitive instructions
(loops).
Writing clear and precise instructions for programming robots to accomplish desired tasks.
Communication Basic overview of communication technologies used between two or more devices, e.g. Wi-Fi,
Bluetooth.
Coding Introduction to a robotics programming environment.
Basics of robot programming: variables, data types, control structures (sequence, if statements,
loops), functions, and libraries.
Hands-on coding exercises and projects to develop skills in algorithm development and in robot
programming.
Implications of digital citizenship Credibility and reliability of online Awareness of how technology
Responsible and ethical sources and information. adaptation influence our work and
behaviour in the digital realm. Fake news lifestyle
Cybersecurity awareness such as Intellectual property and its Consequences and implications
protecting personal information implications. of online actions.
online, recognising cyber threads Lasting impact of online content
and practising safe online (digital footprint)
behaviour. Ethical use of computers,
Privacy & security (strong including software and robotics
passwords, not sharing personal applications.
information), cyberbullying, digital Dangers of the online world,
footprint and netiquette. computer/cyber crime
Digital health and welfare.
Digital Citizenship helps to develop an awareness of responsible and ethical behaviour in the digital world as it
provides principles for shaping the digital landscape and influencing individual and collective behaviour online.
In Coding and Robotics, understanding digital citizenship is important when developing software and robotics
applications to ensure they are used in a responsible and ethical manner.
Use and manage applications Patterns in coding and robotics for Find, evaluate and use
used in Coding and Robotics communication, including data informaiion effectively and
(software environment). analysis, visualisation and ethically
File and Folder management conveying messages or
Input, processing and output in information.
computing and robotics
Use an application such as Paint
to create backgrounds and sprites
In Intermediate Phase, learners will be given small, manageable problems which they need to solve using a
problem-solving process. To develop and enhance self-efficacy (the learner’s belief that he/she will be able to
complete the task or solve the problem), the challenge of the task or problem should match the learners’
competencies.
Example of a manageable problem and algorithm development using computational thinking and the problem-
solving process in Intermediate Phase:
Problem:
Calculate the surface area of a box.
Step 4: Look for patterns (Pattern recognition) It involves finding the similarities or
The top and bottom rectangles are the same (length = 7 cm and width = 5 cm) patterns among small, decomposed
problems that can help us solve
The left and right rectangles are the same (length = 5 cm and width = 3 cm)
more complex problems more easily
The front and back rectangles are the same (length = 7 cm and width = 3 cm) and efficiently.
Step 5: Develop a high-level solution or algorithm We can now break the problem into three rather easy
(abstraction) sub-problems or main ideas (decomposition, using
Calculate the surface of each side (rectangle): abstraction).
Step 1: Calculate area of top. This seems like a good technique.
Abstraction also helps us to realise that we can ignore 3 of
Step 2: Calculate are of front side. the rectangles / only focusing on 3 rectangles – one of
each size to solve the problem.
Step 3: Calculate area of left side
Step 6: Detailed Algorithm (Decomposition)
1. Step 1: Calculate the area of the top.
1.1. Multiply the area of the top by 2 (to add the area of the bottom side/rectangle). Each step in the high-level
2. Step 2: Calculate the area of the front side. algorithm was broken down into
2.1. Multiply the area of the front side by 2 (to add the area of the back more specific, detailed steps, giving
rectangle). more detailed instructions.
3. Step 3: Calculate the area of the left side.
3.1. Multiply the area of the left side by 2 (to add the area of the right rectangle).
4. Step 4: Add the areas of Step 1.1, 1.2 and 1.4 to get the surface area of the box.
Step 7: Test and Debug the Algorithm.
Was the surface area calculated correctly? As a next step, one can write code that will accept (as
If the answer is yes, the problem is solved else you input) the measurements of the box and calculate the
need to identify the error and fix the algorithm surface area (once variables are done)
(debug).
Computational thinking is also about drawing on previous experience with tasks or problems to complete similar tasks or solve similar
problems, for example, the following can flow from the problem discussed above:
Extention
Learners can use their knowledge and experience form unfolding a box and calculating the surface
area of the box to do the same for a cube, realisinng that, to calculate the surface area of a cube can
be done in the same way:
Algorithm
Step 1: Calculate the area of one square
Step 2: Multiply the answer (area) by 6.
PBL could incorporate strategies such as cooperative learning where learners work in small groups to solve a
coding or robotics problem or use pair programming where learners work in pairs to solve a coding or robotics
problem.
Learning activities and roles are structured and overseen by the teacher, and each member of the group
oversees the academic performance of the others. To successfully implement cooperative learning, leading
authors in the field (David Johnson and Roger Johnson) emphasise the intentional stimulation of five basic
elements (Johnson & Johnson, 2021:55-56) namely:
Positive interdependence: Learners should feel like they are linked in such a way that one cannot
succeed unless all in the group succeeds. Teachers should thus find ways of stimulating positive
interdependence in their group activities – one possibility is giving learners different roles to fulfil; hence
the group cannot move forward unless all roles are successfully fulfilled.
Individual accountability: Learners should know that all will be assessed individually as well. “The
purpose of cooperative learning groups is to make each member a stronger individual in his or her
right”. One way of stimulating individual accountability is by giving learners individual marks for how well
they contributed to the group activity – this assessment can occur either via teacher assessment or peer
assessment – by doing this, everyone will know that they cannot get a freeride during the group activity
as their inputs are also individually assessed.
Promotive interaction: Learners’ successes are increased due to the sharing of resources, support
provided, and praise and encouragement given by their group members. Teachers thus need to
stimulate promotive interaction, which can be done by giving different resources to different learners.
Giving learners different roles also stimulate promotive interaction.
Cooperative learning can improve the learner's performance and teaches the value of teamwork, cooperation,
communication, self-denial, and initiative taking.
Example of cooperative learning activity for Intermediate phase learners on the topic of robotics (see Grade 4
(C.3)): Execute a simple set of commands in relation to R.6, physically, on paper or with an educational tool.
Task: Determine where a robot (simulated by one of the learners) will end after executing a set of instructions,
including at most nine steps, provided in an algorithm.
Divide the class into groups of four. Two learners could take on the roles of instructor and interpreter
respectively and the other two learners the roles of robot and debugger.
Instructor: Reads out the steps from the algorithm
Interpreter: Puts steps from algorithm into “layman’s English” /Explain steps in plain English
Robot: Executes the steps from the interpreter
Debugger: Evaluates the movement of the robot to determine whether it executed steps correctly.
Tools that can be used to develop the algorithm: pen-and-paper, coding cards (e.g. Tanks) for algorithm and
interpretation, then, code algorithm using blocks from block-based coding platform, implement, test and debug
in block-based coding environment.
Pair programming could also be used as a cooperative teaching and learning strategy to solve programming
problems.
The driver is the learner who may use the computer and
handles the keyboard, or draws on the paper and handles
the pencil, whereas the navigator is the learner who utilises
the resources, and reviews the driver’s work throughout,
providing feedback and suggestions to the driver, pointing
out errors and asking questions of the teacher. Pair
programming is a collaborative effort that involves a lot of
communication, discussion, and problem-solving.
It also appears particularly promising in situations where there are not enough computing devices for learners to
work individually, as well as for increasing learning and engagement with technology by learners with limited
device experience. It is also suggested that learners show higher confidence when programming in pairs. It
allows learners to share knowledge and learn from each other, thereby improving the quality of the learning
engagement.
Example of pair programming activity for Intermediate phase on the topic of Coding (C.1 and C.2):
Apply computational thinking skills to develop a set of logical instructions to solve a problem.
Learners are divided into pairs. Learners should draw a square using a set of instructions. One learner fulfils the
role of “driver” and the other “navigator”.
Driver – The learner acting as the driver will be the one completing the steps in a block-based program
and/or unplugged on a piece of paper.
Navigator – The learner acting as the navigator may consult the textbook and/or other resources. The
learner may also ask the teacher for help.
Learners need to find a way to draw a rectangle using a set of instructions. This implies having the drawing tool
“turn” several degrees and moving forward several pixels/steps. Learners should be able to first work this out by
“directing” each other and then put these instructions over into algorithm.
Note:
The teacher may swop the learners’ roles as the activity progresses to ensure that both learners have a chance to fulfil each role. You
may also ask any one of the learners to present their work to the class. This ensures that both learners feel a need to engage and gives
more learners an opportunity to practice communication skills.
The curriculum is designed to encourage deliberate practise, as competencies are repeated within and across
grades. The concept of deliberate practise is particularly focused on skill acquisition and development and is
key in the development of competency and expertise in subjects such as coding.
Deliberate practise is a specific type of practise that involves setting specific goals, receiving feedback, and
making focused efforts to acquire and improve skills and performance. It is not simply repeating skills over-and-
over again, but rather adjusting to improve competencies as well as gradually adding additional competencies
that lead to mastery. It therefore involves purposeful repetition, feedback-driven metacognition, and extension to
improve performance (Ericsson, 2008; Deans for Impact, 2016; Ericsson et. al., 2018).
In terms of extension, deliberate practice involves extending the amount of time spent practising, adding new
features, and increasing the complexity of tasks. The goal is to push beyond one's comfort zone to achieve
growth and improvement.
Learning is an iterative process that requires that one continually revisits what one has learned earlier, update it,
and connect it with new knowledge. Learning always builds on a store of prior knowledge and is the residue of
thought. New learning requires a considerable amount of practise and meaningful connections to existing
knowledge. Learning, therefore, requires learners thinking (Brown et al., 2014; Dereck Bok Center, Harvard
University, 2023).
Science of learning includes the following learning strategies (Weinstein et al., 2018):
Retrieval practice: Bringing learned information to mind from long-term memory.
Spaced practice: Spreading learning activities out over time/reviewing previously learned information
at gradually increasing intervals.
Interleaving: Switching between topics while learning.
Examples: When learning abstract concepts, illustrating them with various examples or experiences.
Dual coding: For example, combining visuals with text.
Elaboration: Classroom discussions that require learners to relate new material to what they already
know and to recall previously learned information, including asking why and how questions with learners
explaining in their own words.
Interactive activities: Engage actively with learning material using activities that require one to retrieve
(recall) previously learned information.
For example, coding often involves mathematical concepts such as logic, arithmetic, and geometry whilst
Robotics combines coding with principles of physics, engineering, and materials science, highlighting the
interdisciplinary nature of digital concepts and skills. Other examples:
Algorithms involve sequencing and summarising in literacy and breaking down complex problems into simpler
steps in mathematics.
Modularity: Involves breaking down tasks into manageable units in computer science, while in mathematics, it
involves breaking down a complex problem into smaller, manageable parts.
Control structures: Determine how a set of instructions are executed within a program, while heuristic thinking
in mathematics involves using logical thinking and trial and error to solve problems.
Coding and natural language: The process of learning to code is also often likened to language acquisition, as
learners progress through six distinct stages of understanding. These stages bear close resemblance to the
stages of literacy development.
Digital concepts: Aspects such as the impact of technology and being a digital citizen, links to Life Skills.
By developing these skills in Coding and Robotics, learners can develop habits of mind and analytical thinking
that will be valuable in all other subjects.
The following table provides the time allocation as a percentage of the total available time per term:
Table 2-3 Time allocation for Intermediate Phase Coding and Robotics
Available time should be allocated as indicated by the percentages in the table above.
Note:
Sections 2.12.1 (coding content) 2.12.2 (robotics content) and 2.12.3 (digital concepts content) are linked and
support each other. Various competencies across the three strands can therefore be linked and dealt with in an
integrated fashion. Section 3 (unpacking of the content) provides examples and notes and suggests
pedagogical approaches.
Program code
Simple Pseudocode
Sentence
Algorithms
Cognitive load (Level of abstraction)
Visual code
symbols and
constructs
(Flowcharts)
Written
instructions
Simple character
instructions
Coding cards or
Symbols
Foundation Phase
Tangible coding Intermediate Phase
with objects and
verbal instructions Senior Phase
FET Phase
Physical coding and
play activities
Regression and Progression
Note
A program is a sequence of symbols that specifies a computation.
A programming language is a set of rules that specify which sequences of symbols constitute a program, and what computation the program describes.
A programming language is an abstraction mechanism. It enables a programmer to specify a computation abstractly, and to let a program (usually called an assembler, compiler or interpreter)
implement the specification in the detailed form needed for execution on a computer (Ben-Ari, 2006)
Where learners struggle, physical coding or coding cards could be used as support and remediation.
Plastic gears, fans, base plates (Lego plates) Simple switches PIR Motion Sensor (E.g., HC-SR501) Crocodile to Male pin
Rubber bands Wire connectors
Fans Straws Crocodile to Female pin connectors
Pully’s String or Cable ties Crocodile clips (Clips at both ends)
Connectors Double sided tape Batteries
Pipe cleaners Small pieces of wooden blocks (available from arts and craft LEDs
Googley eyes shops) Connection wire with pins
Plastic wheels Plastic bottle caps (for wheels) Foil
Screws and nuts Servo Motor (E.g., SG90) Microcontroller
Pipe cleaners
For robotics, learners will follow a block-based coding approach. Block-based coding helps learners to the learn the basics and foundational concepts of coding in a
visual, syntax-free environment. Visualised coding minimises errors associated with the complex syntax of text-based environments. It reduces cognitive load and
allows learners to focus on the coding problem and the foundational coding concepts.
Block-Based Coding
Creation of artefacts
Simple code sequence Improve Imagine
Grade 4
Design
Input placeholder (answer) and
Creation
Test Plan
Basic repetition
Create
Elementary conditions
Paper based activities Physical reinforcement and concrete strengthening with tangible objects
Block-Based Coding
Triggers
Creation of artefacts
Code sequence
Grade 5
Basic condition
Basic operators
Display
Block-Based Coding
Triggers + Broadcast
Creation of artefacts
Code sequence
Basic variables
Grade 6
Microcontroller coding
+ Single sensor / Actuator
Simple repetition
+ 1 Nested single condition
Basic condition
Paper-based activities Physical
reinforcement
Sensors, actuators and and concrete
Basic operators
hardware strengthening
with tangible
Triggers and read and objects and
educational
write to pins
robots
Note
Linked competencies can be grouped/done together within one lesson/activity where appropriate.
Note
Linked competencies can be grouped/done together within one lesson/activity where appropriate.
Note
Learning to walk to school independently involves carefully considering each step at first. Sidewalks are identified, crosswalks are used appropriately,
and perhaps even a song is sung to remember the route.
However, with repeated walks to school, the process becomes progressively easier. Landmarks like houses and shops become recognizable. Stopping
and checking for cars becomes automatic, and foot placement requires less conscious thought. The experience transforms into a game-like activity.
Similarly, problem-solving skills are developed. Initial attempts may necessitate assistance. But through continued practice, proficiency increases.
Patterns are identified, and plans are formulated independently, akin to navigating a puddle on the sidewalk.
Ultimately, these skills become ingrained. Their use may even go unnoticed. Just like walking to school, the process becomes second nature.
Repeated practice, however, leads to continued improvement in critical thinking and problem-solving abilities, regardless of the situation encountered.
Note
Linked competencies can be grouped/done together within one lesson/activity where appropriate.
The growing ubiquity of digital technologies and the developments around the Internet of Things (IoT), automation
and artificial intelligence (AI) have seen the inclusion of skills such a computational thinking, design thinking,
software development (coding) and robotics in every sector of employment and entrepreneurship. Therefore,
Coding and Robotics aims to equip learners with knowledge and skills that will allow them to thrive in any career
and specifically in careers such as software development, robotics engineering, artificial intelligence, etc.
Table 2-7 Intermediate phase coding concepts, content and skills breakdown and progression
Scratch for Intermediate and Senior phase (content breakdown and concept progression)
Grade 4 Grade 5 Grade 6 Grade 7 Grade 8 Grade 9
Single command.
If touching colour to
continue Grade 3
knowledge
If condition + Relational
operators with answer block,
e.g.,
If with answer
Stacking of blocks
Fixed values e.g., 5 + 6 (basic concept
mastered in Grade 5)
- To nest commands.
Pen
Text to
speech
Video Sensing –
Optional for highflyer
learners
Video
sensing
Table 2-8 Intermediate phase robotics concepts, content and skills breakdown and progression
Make Code (Microbit) for Intermediate and Senior phase (content breakdown and concept progression)
Grade Grade 5 Grade 6 Grade 7 Grade 8 Grade 9
4
Extenstions
Virtual robot in a Virtual robot in a Virtual robot in a Virtual robot in a Virtual robot in a code/simulated
Virtual robot in a
code/simulated environment code/simulated environment code/simulated environment code/simulated environment environment
code/simulated environment
Block based coding for robot Block based coding for robot Block based coding for robot Block based coding for robot Block based coding for robot
control control control control control
A A A A A
B B B B B
Microcontroller Microcontroller Microcontroller ONE Microcontroller (or TWO ONE Microcontroller (or TWO
Optional Educational Robot – Interact with onboard sensors Interact with onboard sensors Microcontrollers for - Radio Microcontrollers for - Radio
Interact with onboard sensors
and onboard output components and onboard output components. and onboard output components. Communication) Communication)
only. Interact with onboard sensors
ONE additional hardware ONE (or TWO additional
and onboard output components.
component e.g. hardware components
(Maximum)) e.g.
LED Servo PiR
LED Servo PiR
A
+
Resistor Resistor 3.3V 1 2 3 4 GND
Push-
Button
B
3.3V 1 2 3 4 GND
Connections with crocodile clips
only
(NO soldering and no 3.3V 1 2 3 4 GND
Resistors
DBE Go
breadboards)
Push-
Button
C to M or F C to C
Breakout board & motor driver
A
LED Servo PiR
B
C to M or F C to C
Resistors
Educational robot (for enrichment
with block-based coding)
A
B
External DC DC Motors IR proximaty
Temp-rature DC Push-Button power sensor
and Water source e.g.
3.3V 1 2 3 4 GND
humidity batteries
pump
C to M or F C to C
Jumper Wires
3.3V 1 2 3 4 GND
Resistors
Additional components for
enrichment
- Thermistor
Simple Sample Projects Simple Sample Projects Simple Sample Projects Sample Projects Sample Projects
Based on using board only (Single component only + (One or two components + (One or two components + (Four components Max +
Onboard components) Onboard components) Onboard components) Onboard components)
Soil Moisture with two Automatic dustbin or opener Obstacle avoidance robot Line following robot (Only
conductors (e.g. nails) (railway crossing sensor and (Only conceptual) conceptual)
Monster Munch (Servo servo) Self-watering plant Smart home / Greenhouse
project) Soil Moisture with sensor “Smart device” (Combination (2 Sensors + “2 Actions”.
Own switch with foil (LED RGB LED Project of sensor and responder E.g., PIR and auto light on &
Project) Ultrasonic sensor Project device) Temperature and auto fan
Simple alarm with PIR and Alarm with PIR or Ultrasonic on)
onboard buzzer sensor and additional “Smart device” (Combination
component e.g., External of sensors and responder
buzzer, LED. device and output display)
BASIC robot car with 2 x
360 Servo’s
Traffic light with 3LED’s
This section should be read in conjunction with Tables 2-1 to 2-11 and Figures 2-7 to 2-10.
In Intermediate Phase, the curriculum is designed to also strengthen the specific concepts and content that link to other subjects such as
Mathematics, Natural Sciences and Technology and Life Skills.
Content clarification is done with examples as Coding and Robotics is a new subject.
Note:
This section contains examples that clarify the content and competencies. These examples serve as illustrations to better understand
the topics and the competencies learners are expected to develop.
However, teachers should see these examples as a starting point for teaching the content and competencies. While the examples are
beneficial, teachers should not limit themselves to just those activities. They are encouraged to include other exercises and tasks to
ensure deliberate practise, retrieval practice and a deeper understanding of the concepts and skills being taught.
The content and competencies are also grouped based on the main topic areas. This organisation helps teachers understand which
skills and knowledge are related and how they are connected. The content and competencies are therefore not necessarily listed in
the order they must be taught. Teachers have flexibility in how they sequence the topics based on the context of their teaching
environment and the needs of their leaners. However, there is an indication of how different competencies relate to each other. This
linkage could help teachers understand the progression of skills and how they support or build upon one another or could be taught in
relation with other skills and competencies.
Teachers should therefore develop their Annual Teaching Plans (ATPs) sequencing content and competencies in a manner that will
make sense for their learners and their teaching and learning environment to foster a positive learning experience. The goal of
developing the ATPs is to maximize the learners' learning outcomes, acquisition of competencies and achievement.
It is also important to note that physical and paper-based activities should not be neglected once learners start to work on a computer.
3.1.1 Term 1
Content (Grade 4 / Term 1) Notes/Examples
Coding
C.1 Apply computational thinking (CT) skills to develop a set of logical instructions to solve a problem. Link to C.2
Example activity 1 - What is computational thinking? Learners must understand the following:
Use the videos (links in notes section) on computational thinking and prepare a worksheet with questions based on the videos for learners to complete What computational thinking is
afterwards. What abstraction is
Learners watch the videos on CT and make notes or write down questions they What decomposition is
would like to find answers to using a KWLS chart (Refer to Annexure C). What pattern recognition is
After watching the videos, divide learners into pairs, and hand out a worksheet to What an algorithm is
each pair to discuss and answer the questions on the worksheet and complete What makes a good algorithm
the KWLS chart. How to use CT to develop a good algorithm that can be
Let some learners report back and discuss the following examples with learners. coded to implemented in a coding environment
Abstraction: Learners must understand that Computational thinking (CT) is an
Your timetable is an example of abstraction of time and activities. It represents a week in terms of days and periods, helping you to prepare for school attitude and a skill set where one uses specific techniques and
and to attend the correct class at the correct time. strategies (abstraction, decomposition, pattern recognition, algorithm
A plan of the school grounds is an abstraction. It helps you to find the building or classroom that you want to go to. design) that help one to complete tasks successfully and to solve
Decomposition: problems systematically. It further helps us arriving at a solution that
Cleaning your room by first making your bed, then packing away your clothes, then dusting and then vacuuming the floor. both humans and a computer can understand.
You need to fetch 10 l water from the river to your house in the village. You know that you are not strong enough to carry one container with 10l water.
You decide to use a 5l container and doing two trips. Encourage learners to become proficient with computational thinking
Pattern recognition: when engaging in all activities in this curriculum.
Noticing that all birds have feathers, two wings, a beak and two legs.
Realising that the difference between terms in a series of even numbers is two, e.g. 10, 12, 14, 16 … Links to CT videos: https://youtu.be/mUXo-S7gzds (intro)
Algorithms:
Baking a cake following a recipe. The set of rules, steps or instructions to bake a cake is an algorithm. Note:
Directing someone from your home to the nearest shopping centre. These activities would span about 3 – 4 30-minute lessons and are
A user manual for assembling something or repairing something. done unplugged (pen-and-paper – no computing device required).
Note:
Before proceeding with the activity in C.2, first do activities in
D.10 (switching on computer, open block-based coding application,
navigate the coding environment (IDE) and ensure learners are
comfortable to implement example activity 4 in the coding
environment.
C.2 Present a simple coding solution using symbolic or written statements representing sequences of commands, single repetition, and Link to D.10 and D.1
conditional constructs. (Start with D10 before doing C.2)
Example activity 1 – Introduce Go to middle of screen Move and Wait Leaners will first be introduced to the block-based coding
Provide learners with the following code on the computer and the following instructions on a worksheet or the
board: platform (Refer to D.10) – use
For activity 1, guide them on how to add the drawing tools (pen)
Run the code, then inspect the code and explain what the code does.
Add instructions to do the following: Click on in the left-hand corner of the IDE – a window will open
After the sprite moved the first 10 steps and waited 1 second, add an instruction to reduce the size of
the sprite by half.
and click on Pen. The pen extension is added and a in the
After the sprite moved and waited for the second time, add an instruction for the sprite to think: blocks pallet on the left-hand side.
‘Hmm, I’m getting smaller as I move forward’ for 2 seconds. Also guide them to change the default sprite to a pen or let them look
Run the changed code and ensure that it works. at the tutorial.
Example activity 2 – Introduce Pen extension with draw and Turn Left/Right 90 degrees (proceed from C.1 activity 4) Introduce the code blocks as they are used in the activities. Refer to
Then learners work in pairs to translate the algorithm done in activity 4 (C.1) into block-based code and run the program in a block-based coding Table 2-7.
environment.
One learner fulfils the role of “driver” and the other “navigator”. If working with computer/device the driver is the one managing the device and typing. The Initially, focus on sequential coding – having instructions in the correct
navigator takes direction from the teacher and consults the teacher and resources. sequence is important in coding and learners sometimes struggle with
Learners will need to add the pen extension and change the default sprite to a pen (reducing the size of the pen is also advisable) this.
The activity requires the drawing tool “turn” several degrees (they need to figure out that ‘turn right’ (in the algorithm) means 90 degrees)) and moving Sequencing is putting events or information in a specific order. It is
forward several pixels/steps. the skill that to plan what steps to take in which order to perform a
Blocks to be introduced with this activity: task successfully.
When green flag is clicked (event) When sequencing, we learn about patterns in relationships, and we
Go to a specific position on the backdrop/grid (learner decide) learn to understand the order of things. It also helps to develop the
Note: Allow learners to tinker and figure this out themselves. Do not merely tell them how to solve it. Saving the program files is done in relation to D.10.
If learners struggle and the navigator requests help/resources, teachers can provide a video for them to Initially, use default folder.
watch, e.g. https://youtu.be/-kKMV-iCpy0
Then ask them to write a similar program (e.g. make a cup of coffee). Learners swap Note:
programs and evaluate each other’s algorithms (e.g. make a cup of coffee) against their When interpreting the given commands, reiterate the use of
understanding about features that makes a good algorithm (C.1) decompression and abstraction in the process.
C_4_1_Bug walk.sb3 In terms of problems that provide a partial solution where some code
instructions are missing and learners must fill in the missing code
Discuss their answers, then run the code (for all learners to see) and let them compare their answers to what they see instructions, the concept of Parsons Puzzles could be helpful as it
happens when the code is executed and let them reflect on their own interpretations and discuss what they might have provides scaffolding for learning programming. It helps learners to
interpreted incorrectly and why. Then explain code where necessary. develop logical thinking,
The concept is a type of scaffolded program construction tasks where
Example activity 6 the learner is given a set of code blocks of a single or multiple lines of
When done with activity 5, ask the learners to write an algorithm (using computational thinking) for a similar activity (let code, and the task is to piece together a program from these or to fill
their ‘robot’ move in a specific pattern). They first need to design the activity on a grid, then write down the steps in missing code from these.
(algorithm). When the algorithm is done, let them translate it into block-based code and implement it in a block-based Example 1 – Fill in missing coding instructions using blocks
application. provided
They need to get it to work correctly (though debugging at this stage is therefore incidental learning – it is only addressed Provide a problem description and a partial program to solve the
formally in Term 2). problem in the scripts area (leave gaps where missing code
instructions should be placed).
Example activity 7 Also provide the missing code blocks randomly placed (not in
Let learners design another, similar activity using a grid and translate it into code (unplugged). Now, in pairs let learners sequence) in the scripts area.
swap their code (which is on paper) and explain each other’s code to each other to see if they can interpret it correctly. Learners need to figure out where the missing code blocks fit to
Afterwards they can run each other’s programs to see if they interpreted it correctly (if the code does not work, it must be complete the program and solve the problem.
corrected – incidentally learning re debugging) Example 2 – Complete a program using code blocks provided
Provide a problem description and all the code blocks to solve the
Example activity 8 Open-ended (individual) problem, randomly placed in the scripts area (not in sequence)
Use what you have learned so for and write a program of your choice. Learners then need to fit the blocks of code together in the correct
In groups of 4, let learners demonstrate their programs and discuss them in the groups sequence to solve the problem and ensure it function correctly.
Parsons programming puzzles are an evidence-based teaching
practice that reduces the cognitive load and time spent for learners.
2022-TS-Elementary-Question-Paper.pdf (olympiad.org.za)
Example activity 3
1. Look at the code for drawing a block (square) in C.2 Activity 2.
2. Now write an algorithm for drawing a rectangle (use your experience from doing activity 2 in C.2), following a similar pattern Ask yourself questions
such as how does a square differ from a rectangle and how are they similar? Use your previous experience about drawing a square.
3. When done, translate the algorithm into block-based code and run the program. Did it work?
The CAT sprite has two costumes, and. If it switches between the two costumes, it looks like it is walking.
If A = B
Activity 6 – open ended (they do their own thing with what they know – can also
explore something new)
Plan, design and develop a block-based application of your choice, using the Compare two values.
knowledge, skills and experience you have gained so far. Branch based on the outcome:-
Amongst blocks, also need to use the Random block as well as the Ask and Answer yes or no / true of false
block. If outcome is no or false,
instructions after the if-block
are executed
If outcome is yes or true,
instructions within the if-block
are executed, then instructions
after the if-block are executed.
C.3 Interpret and execute a given symbolic or written set of commands Link to C.1, C.2 and C.4 and link to D.10
Note:
The role and use of suitable paper-based activities should not be
neglected. In the example below pseudocode is written as simple
instructions to solve a problem. SSB wants to collect all the carrots
jumping over the logs.
C.4 Debug a given symbolic or written set of instructions Link to C.1, C.2 and C.3 as well as R.6 and D.10
Example activity 2
Provide learners with a problem and incorrect code to solve the problem.
Learners then need to debug the code.
C.6 Recognise and interpret patterns in symbolic sets of data or visualisations. Link to C.1
Example activity 1 Learners use computational thinking to solve the problem
Five boxes have different shapes drawn on them. Compare the weight of the boxes with the aid of a seesaw.
Pattern recognition is part of computational thinking and is used to
identify patterns in coding problems and/or data by identifying
similarities or differences that can help to solve the problem or refine
the algorithm.
The see-saw was used five times, with the following results:
2021-TS-Elementary-Question-Paper.pdf
(olympiad.org.za)
Example activity 2
2022-TS-Elementary-Question-Paper.pdf (olympiad.org.za)
Now write the algorithm for beaver heading home following his rules.
Robotics
R.1 Explain what a robot is in simple terms. R.1 and, R.2 can be done together
R.2 Identify different types of robots. Learners need to acknowledge that robots are diverse and used for
Briefly ask questions for learners to retrieve their knowledge about what a robot is. Then remind them of the two ‘types’ they learned about in term 1 (virtual different purposes. Some use wheels to move, while others walk
and physical). Also remind them that they use a virtual robot when coding (sprites/objects). around on two, four, or even six legs. Underwater robots can swim,
Now, expand on physical robots: and drones can take to the skies.
Example activity
Provide each learner with a KWLS chart and ask them to write down what they know about robots and what they want to know (first two columns). There are robots the size of a coin and robots bigger than
Learners watch a video what a robot is and expand on types of robots https://youtu.be/8wHJjLMnikU and complete the KWLS chart’s columns on what refrigerators. Some robots can make pancakes. Others can land on
they have learned about robots and what they still want to learn about robots. Mars.
Ask learners to report back on what they have written on the KWLS charts and facilitate a class discussion.
Show learners picture examples of different types of robots in different fields and briefly discuss what they do, e.g. Show learners examples for an overview of different types of robots –
Field Robot Use robots used for the following purposes: industrial (e.g. robot hand),
Medical Paro (resemble a baby harp seal) Therapeutic robot (It shows lifelike movements and sounds) service (e.g. vacuum cleaner), education (Lego-we-do), medical (e.g.
Designed to provide emotional support and companionship, therapy (Paro therapeutic tool) and exploration (e.g. drones).
particularly for individuals in need of social interaction or who might Some background on the examples could provide context (no need
benefit from animal-assisted therapy. that they must know all of this – just overview)
It exhibits lifelike movements and sounds.
It has touch-sensitive sensors, that can make the whiskers move Robots play diverse roles in various sectors, leading to increased
and that silently move its limbs and body. It also responds to automation and improved efficiency.
petting by moving its tail and closing its eyes
Learners need to know that
robots come in various forms shapes and sizes.
robots are used in various industries.
R.3 Outline the different components of a robot Link to R.1 and R.2
Example activity Learners need to list the following man components of a robot and
Learners in pairs: The one learner is the ‘robot’ (follows instructions), the other learner is the briefly outline the function of each.
‘controller’(processor) and gives the instructions. The ‘robot’ sticks out both hands with fingers up Robots are amazing machines that use sensors, controllers, and
(sensor to feel). The robot can walk in any direction (walk towards a wall) actuators (mechanisms/mechanical actions) to do their jobs. Sensors
The ‘controller’ gives the instruction “start” to start walking and the ‘robot’ starts walking towards a wall. are like their eyes and ears, helping them see and hear what is
When the ‘robot’ touches the wall (with the hands (sensors), the ‘controller’ gives the instruction “stop” happening around them. They can sense things like temperature,
and the ‘robot’ stops. pressure, and can move, grab things, and do their jobs well.
Pretty much like we humans receive inputs from our sensory organs (like when the ‘learner robot’ movement, which gives them vital information. Controllers are like
touched the wall), our brains process the input (our brain tells us that we touched something hard), and their smart brains. They use the information from the sensors to make
we carry out the desired action (we stop) because our brain told us we could not go further); robots too decisions and give commands. And actuators are like their strong
have the same building blocks: arms and legs. They follow the commands from the controllers to do
Like we receive ‘input’ through our senses (see (eyes), hear (ears), feel (our hands), we tasks and interact with the world. All these parts work together so
smell (our nose), taste (our tongue), robots receive input via sensors. robots.A Simple Explanation of How Do Robots Work - Tech Spirited
Like our brain processes the input we receive, for robots the processing is done by the
controller (processor) At an elementary level, learners need to know that a robot is made up
Like we react based on the input received because the brain processes it and tells us how to of the following main components:
react, and we react, e.g. by stopping, the robot’s processor instructs the robot to react Sensors (for input)
(output) in a certain way such as to stop. Controller (for processing (processor like a computer))
Like we need energy (food) to act, the robot needs power to perform. Mechanical actions (for output) (actuators))
Like our bodies house our brain, arms and feet, the chassis houses the components of the robot. Adapted from: Anatomy of a Robot | STANFORD magazine Power source (e.g., battery)
So, we see that a robot has five main components: Sensors, processor (controller), actuators/mechanical mechanisms (for output), a power source and a Chassis that houses all the above
chassis to keep the first four together. and the basic role of each
Any robot is made up of three parts – Sensors (for input), CPU (processor), and Mechanical Actions (for output).
The following actions are represented in each of the cards where the
START indicates the start of the code/operation
D states that the grabber should go down.
G indicates grab
U indicates the grabber should go up one position
R indicates that the grabber should move right one position.
The diamond card represents a condition (if the pom-pom is white) then
REL – Release
Ret S which states return to start position.
The coding cards represent a solution to pick up one pom-pom and place it in the correct cup.
Thus, for three pom poms the learners could recognise (if this activity is done at a later grade e.g. grade 6 that a repetition structure could be included) To
repeat the instructions whist there are still more pompoms left.
R.6 Mimic the operations of a robot Link to R.5 and C.1, C.2, C.3 and C.4
Example activity 1 (link to R.5 – gripper) At an elementary level, learners must be able to acknowledge how
Learners use the gripper to pick up objects and observe how it works in picking up something. the gripper works and is controlled to pick up an object.
Example activity 2
The rectangle on the right shows the map of a park divided into sections. The number in each square tells you how Object/Sprite in block-based coding application is a virtual robot
many pieces of trash visitors left in that section of the park. The park rangers have two robots, Anton and Boris, that Writing instructions for the virtual robot/sprite to move on the grid
collect the trash they find in every section they enter.
Anton was sent first with the following instructions:
Once Anton was done, Boris was sent with the same instructions:
Hardware Also link the concept of software to the coding app that they use and
the concept of hardware to the device they need to use the coding
Software app.
D.4 Identify the common uses of ICT in the real world Link to D.1 and D.3 and D.5
Example 2
Learners create road signs communicating ‘rules’ for being a good digital citizen (link to D.2)
D.10 Demonstrate a basic proficiency in the application of digital skills. Link to C.2, C.3, C.4 and C.5 and D.3 and D.7
Elementary file management – create their own folder to save their coding programs, using an appropriate name for their folder. Revise and extend from term 1.
Open files from and save files to their own folder. Learners must be able to do elementary file management on the
File names: saving the file using a meaningful file name so that it is easier to identify and retrieve at a later stage. computing device:
Highlight the concept of a file extension – indicates to the computer which program to use to open the file. Create a folder with their name for saving their block-based
When they need to save the coding programs they created (C.2 and C.3), explain the process of input, processing, output and storage and the computer programs.
parts/ devices involved and link to D.3 and D.7 (initially, saving their work is initially incidental learning as learners will use the default folder to save their Retrieve and open their saved programs from their folder.
programs. File naming conventions
Also, when they need to open their saved program files, explain the concepts of input, processing, output and storage again. Importance of file extension (only .sb3) (or .sb2/1 if earlier versions
ore used)
Learners must also link file management to input-processing-output
concepts
Note:
Generally, most learners are comfortable with tasks/problems that
require them to write code that requires them to combine one or two
concepts at a time. Manny learners, however, struggle when they
must combine many coding concepts at a time/in one program as it
Example activity 2 – Introduce Repeat with fixed number increases the difficulty level as well as the complexity of the
Use Example activity from Term 1 (draw square) task/problem. It is therefore advisable that leaners practise coding
Learners must identify the pattern and use a repeat construct to rewrite the code for drawing concepts using small, basic, manageable tasks/problems until they
a square are ready for the next step.
New code using a Repeat 4 times to replace sequential code
Practical paper-based activities can be applied to strengthen the
mastering of the content.
In the example below pseudocode is written as simple instructions to
Note: solve a problem. SSB wants to collect all the carrots jumping over the
logs and equivalent solution is presented using code blocks.
Loops also ask questions, such as how many times?, but ask the question over-and-over again and perform actions over-
How many times and-over until the condition is satisfied
C.3 Interpret and execute a given symbolic or written set of commands Link to C.1, C.2 and C.4
Example activity 1 – Answer block Introduce Answer-block to learners
Provide learners with the code on the right using a worksheet The answer block is a sensing block and a reporter block. It reports
(paper-based) the most recent text/value inputted with the Ask and wait block.
Learners need to study and interpret the code and explain what The main purpose of the answer block is to store the answer (that
it does and predict the output. was typed by the user in the input field) and, if needed, it can also
After explaining, learners now compile the code in the block- display it on the screen.
based environment. Note:
Learners then run the code and compare it to their The answer-block should not be seen as a variable (though it ‘holds’
interpretation and predicted output the most recent text/value inputted) as it reports specific things/most
recent inputted while variables can be changed to whatever you want/
through code)
Variables are only introduced in Grade 6 as, generally, learners
struggle with conceptual understanding of introductory programming
concepts such as variables, expressions, and loops (Grover et al,
2019). Learners, therefore, only need to understand the concept of
keeping a value, e.g. ‘answer’ getting ‘something’ from the user and
Example activity 2 – IF…THEN with Answer ‘keeping’ it to use or display it.
On a worksheet, provide learners with the code on the right.
Learners need to study the code and explain what it does.
Then answer the following questions about the code:
What will happen if the user enters 4 (the user is in grade 4)? What output would
the program give?
What will happen if the user enters 5 (the user is in grade 5)? What output would Note:
the program give? It is important to engage in pen-and-paper activities where learners
Learner can now implement the code in the block-based environment, enter 4 and 5 as need to study code, explain what it does / provide the output of the
input and compare their answers with what they expected it to be. code
If their answers differed from the output when the code is implemented, they first need to
check if their code is correct. If correct, they need to ensure that they understand why the output differ and where their reasoning might have been wrong.
Study the code and fill in the missing code that will result in the above output
C.4 Debug a given symbolic or written set of instructions
Example activity 1 Provide learners with incorrect algorithms (pen-and-paper) as well as
Provide them with incorrect directions from the class to the principal’s office. The need to find the error and correct it and test it to ensure that any person incorrect block-based code (programs) and a description of what it
(even someone that does not know the environment/where the principal’s office is) that follows the corrected directions will be able to reach the principal’s should do/what the outcome should be, which they then need to
office. correct.
C.6 Recognise and interpret patterns in symbolic sets of data or visualisations.
Example activity Also provide coding problems where learners need to identify patterns
Music follows a pattern. Use the information/pattern on the right to complete the names of / code repetition
each music note by writing down the names of each music note as indicated for the Bana
ba Sekole song below (the first six is already done) Note:
It is important that coding activities revise coding concepts learned in
previous terms and grades cumulatively.
By identifying patterns, we can predict what will come next and what
will happen again and again in the same way.
In Computer Science/coding we analyse patterns in data and make
predictions and generalisations based on the pattern analysis.
Robotics
R.1 Explain what a robot is in simple terms. Link to R.2, R.3
R.2 Identify different types of robots. Note:
R.3 Outline the different components of a robot R.1, R.2 and R.3 can be done together
Briefly revise what a robot is and let learners identify different types or robots. (from previous grade and terms)
Ask learners to write down what they think the different components of a robot is. A Simple Explanation of How Do Robots Work - Tech Spirited
Hand them a worksheet with questions that they need to answer while/after watching the video. Revise and extend from previous terms.
Now, let them watch the video https://youtu.be/CrQ5atmjSqQ Extend to different types of sensors:
After completing the worksheets, ask random learners to provide their answers to the questions and discuss their answers. Learners need to know (at an elementary level):
Consolidate using the following example: The sensory inputs that the robot takes can be anything from
If a robot is built to move freely in any direction but to stop once it bumps into any object): smell, touch, visual differences, etc.
Receive power (from e.g. a battery) to start working/moving The central processing unit is the microprocessor or
Input: via a sensor that detects when the robot bumps into an object microcontroller that processes this input, searches for the
The processor (controller) will process the bump action and ‘instruct’ the robot to perform an action (output) corresponding function to perform from an instruction set, and then
Output: stop the motor (mechanical action) sends the signal on to the output mechanism.
Chassis Upon reception of this signal, the robot will perform the desired
Once the robot bumps into an object, its input sensor (touch) will be activated (turned on). This sensor will send signal to the processor when it turns on. action.
The processor will look up in its list of instructions to find the relevant action to be performed upon the reception of this signal.
R.4 Present an understanding of how robots affect the world Link to R.1 – R.3
Learners use design thinking and follow design process to build the robotics
artefact.
With a wigglebot the off-centre placement of a weight on a DC motor shakes
the structure to make it move around.
Explain that motors in robots make them move:
Motors use electricity to spin and create motion. Robots have motors placed in
different parts, like wheels or arms.
If a robot has wheels, the motor makes them turn.
If it has an arm, the motor controls its movement. Using a pre-packaged kit also has educational value as it typically
The motors are controlled by signals that tell them how to move, like going includes sets of instructions for the assembly. This requires the
forward or lifting an arm. leaners to apply the steps (i.e., follow an algorithm). In many cases
Note: debugging or corrections are also required. The learners can then be
There is no soldering involved in this project. tasked to add alterations and or improvements to the artefact
Remind them that technology refers to any tool or invention created by humans to solve problems and make tasks easier.
Facilitate a class discussion on:
o how technology have impacted their lives
o how their lives would have been without technology
o what potential impacts technology could have on society?
their ideas and predictions for technology in the future.
D.2 Recognise that he or she is living as citizens in a digital world. Link to D.6
Start a discussion about the dangers they experience in their world and how they should behave to avoid the dangers. The online world also comes with its own dangers and challenges
Continue the discussion to make a list of the potential dangers they may encounter in the online world and create safety tips to make safe and responsible such as security and privacy issues. We need to use passwords/pins
choices while using the internet. to protect your information.
Dangers on the internet: (provide a brief overview)
Example activity: Safety tips for online dangers Cyberbullying: Mean messages or threats online.
Divide learners into different groups to create a poster about safety tips for online dangers. Each group is assigned one online danger and will be asked to Stranger Danger: Avoiding communication with unknown people
create safety tips to avoid becoming a victim of the online danger. Ask learners to create a poster with the safety tips they discussed about the online online.
danger assigned to them. Personal Information: Not sharing private information with strangers.
Group present their safety tips to the rest of the class. Inappropriate Content: Understanding what content is safe to view
and what to avoid.
Online Games and Friends: Being cautious about sharing personal
information or meeting online friends in person.
D.8 Interpret a pattern to represent or communicate a message or image Link to C.6 and C.7
Example activity Revise the concept of patterns and how they can be used to
Beavers Anna, Bella and Lena made necklaces to spell out their names. represent or communicate messages or images.
Show examples of patterns, such as a repeated sequence of shapes,
They used different patterns of just two beads for each letter. colours, or symbols. Explain that patterns can be used creatively to
convey meaning or create visual representations.
To separate the letters in the necklaces, they used beads. Interpret patterns created in C.6 and extend to display on Scratch.
TS-2018-Solutions-Guide.pdf (olympiad.org.za)
Work out who (which number) the winner of the tournament is.
C.2 Present a simple coding solution using symbolic or written statements representing sequences of commands, single repetition, and Link to C.1 – C.5
conditional constructs. C.2 and C3 done together
C.3 Interpret and execute a given symbolic or written set of commands
Example activity 2
Provide learners with a solution to a problem that can be improved, e.g. shortened by using a repeat
Also provide learners with two different solutions to a problem and discuss the most efficient/better solution.
C.6 Recognise and interpret patterns in symbolic sets of data or visualisations.
Example activity 1 –Forever, Next costume, jumping Provide learners with code where steps are repeated (sequential
Provide learners with the code steps) and they need to identify the pattern and rewrite the code using
Let them study the code and explain what it does a repeat with a fixed value (constant)
Example activity 2
Provide learners with code where steps are repeated (sequential steps)
and they need to identify the pattern and rewrite the code using a repeat
with a fixed value (constant)
C.7 Create or complete a pattern to represent a data set
Example activity 1 Note:
In the illustration on the right, each arrow represents one minute of walking. The beaver must follow the Concrete activities remain important as literature suggests that the
arrows; he cannot go in the direction against the arrows. What is the shortest time (in minutes) for the beaver primary weakness of today’s pedagogy of programming is that it
to reach home. doesn’t provide enough opportunity for the novice to develop concrete
Use instructions: operational skills, via the correct types of exercises…. due to too much
Move up emphasis on writing large amounts of code, and problem solving.
Move down
Turn left
Turn right
to create the set of instructions the beaver must follow to meet the conditions of task.
2018-TS-ELEMENTARY-Q-paper.pdf (olympiad.org.za)
As a concluding activity, provide learners with a quiz (using apps such as Kahoot!, Google forms, MS Forms, Quizlet, etc.) about what they have learned
about robots during the year.
R.5 Design a simple artefact based on a set of design instructions Link to R.1, R.2, R.3, R.5, R.6, R.7 and C.1 – C.7
R.6 Mimic the operations of a robot Note:
R.7 Create, test and execute a set of robotic instructions R.5, R.6 and R.7 are done together
Example activity 1 – Desing and build a basic wheeled robot
This is an enabling activity before starting with the project – learners will use the knowledge and skills gained with Leaners need to acknowledge the basic principles of wheels and axles
this activity when doing their project. and use this knowledge to design and build a simple wheeled robot
Steps that can move easily on a flat surface
After building the wheeled project, learners start with their end-of-year
assessment project.
Note
When learners design and build robotics artefacts, they use
computational thinking and design thinking and follow the engineering
design thinking process which include executing, testing and
debugging.
Digital Concepts
D.1 Outline the concept of technology and purpose of information technology (IT) Link to D.3 and D.7
Example activity 1 Retrieval practice
As a concluding activity, provide learners with a quiz that test their knowledge about what they have learned so far. Create a quiz (using apps such as Kahoot! Google forms, MS Forms,
Include pictures, diagrams, etc. as part of the quiz Quizlet, etc.) about what they have learned so far
D.2 Recognise that he or she is living as citizens in a digital world. Link to D.6 and D.7
Digital Footprint – Does what you do online always stay online? In the online/digital world, we all leave a digital footprint (just as the
Learners learn that the information they share online leaves a digital footprint or "trail." Depending on how one we leave when walking on sand). This digital footprint links all
they manage it, this trail can be big or small, and harmful or helpful. Learners compare different trials and online activities on the internet like visiting websites, posting, liking,
think critically about what kinds of information they want to leave behind. Discuss how these footprints can commenting, etc. to a person.
be permanent and visible to others, potentially affecting their reputation, relationships, and future
opportunities.
People can also use this information to harm you, e.g., it can lead to stealing your identity, malicious
individuals stalking you online, tracking your physical location, etc.
Once done, each pair write their own messages and write cryptograms.
Then each pair tries to solve the encrypted message of another pair.
D.10 Demonstrate a basic proficiency in the application of digital skills. Link D.8 and D.9.
Guide learners through the process of creating simple repetitive patterns using Microsoft Paint. Emphasise that duplication is used to form patterns. Done in relation to C.2 – C.7
Encourage learners to experiment with different colours and sizes to create their own unique patterns. Emphasise good
Have learners create their own digital artwork using patterns they have learned or discovered in Paint. file management
Learners also create sprites and backgrounds to import for their coding apps. File naming conventions
File extensions (.sb3 and .png /.jpeg)
Also, in Grade 5, it is advisable to complete all the Coding in Term 1 and Term 2 and then complete the Robotics in Term 3 and Term 4. Digital concepts are spread across
the four terms as it supports both Coding and Robotics.
3.2.1 Term 1
Content (Grade 5 / Term 1) Notes/Examples
Coding
C.1 Apply computational thinking (CT) skills to develop a set of logical instructions to solve a problem. Link to C.1 – C.7, R.5 – R.7
Computational thinking is applied in all coding activities Computational thinking is used when solving coding problems
C.2 Present a simple coding solution using symbolic or written statements representing sequences of commands, single repetition, and Link to C1, C.3 – C.7 and R.5 – R.7
conditional constructs.
Example activity 1 – Introduce pick random number Note:
Provide learners with the code on the right. Provide learner with activities enabling them to
Learners run the code several times and each time write down the output (the number displayed) read code and explain what it does or
Learners then explain what the code does. work through (trace) / act out code (physically or simulated) to
determine the output or the correctness or
Example activity 3 – Complete code (missing code instructions)
Complete the code on the right as follows: provide missing code instructions (code instructions are provided
If the number displayed is greater than 5, the sprite must say “greater than 5”. with some instructions or code elements missing) that learners
All the code must be executed 5 times. need to complete or
translate verbal/written instructions (algorithm) to code (e.g. write
Example activity 4 – Algorithm to code, implement test and debug (introduce glide to random block-based code for a list of symbolic (e.g. arrows)/written
position) instructions))
A robot can only respond if the correct activation code is entered. Possible solution add some functionality/instructions to an existing program.
Code the following algorithm to implement in a block-based coding environment. rewrite a set of coding instructions to be more efficient, e.g. using a
1. Robot starts at position x:0;y:0 loop construct for code that is repeated or
2. Ask the user to enter the activation code.
choose the correct solution from 2-3 options or
3. If the activation code is correct (ABC123) the computer plays a beep sound
4. The robot responds by saying “beep, beep Robot activated!” for 2 seconds. compare different solutions to evaluate efficiency or
5. The robot then glides to a random position. debug an algorithm or block-based program (find the bug, describe
the bug and correct it)
Example activity 5 – Debug code develop a solution/algorithm (code instructions) based on a given
Provide learners with a problem and incorrect code to solve the problem and let them debug the code to problem or for an open-ended problem through planning,
solve the problem. implementing, testing and debugging.
develop a solution/algorithm (code instructions) based on a given
Example activity 6 – Open ended problem or for an open-ended problem through planning,
Learners use their knowledge, skills and experience to design, code, implement, test and debug a implementing, testing and debugging.
program of their choice
C.4 Debug a given symbolic or written set of instructions C.3 and C.4 done together and C.6
Example activity 1 – Debug C.3 is generally done with all programs that learners write, complete or
Help Smiley get through the arrow maze back to his house. change
When standing in a square with an arrow, Smiley must move to the next square by following the direction of the arrow. Smiley
can choose to start from either shaded square with a start flag. Note:
Now it is impossible for Smiley to reach his house. It is important that coding activities revise coding concepts learned in
By changing the direction of one of the arrows, Smiley will be able to follow the arrow to his home. previous terms and grades cumulatively, using different activities and
Which arrow needs to change direction? combinations of concepts.
Example activity 2
Use the corrected algorithm from the above activity and write the code in a block-based
environment for Smiley, the star to get home.
(The background is customised, imported into a block-based coding environment)
The Ss indicate the starting points
Robotics
R.1 Explain what a robot is in simple terms. R.1 and R.2 can be done together
R.2 Identify different types of robots. Reinforce and extend from Grade 4:
A robot is also an artificial agent, meaning it acts as a substitute for a person, doing things it is designed for. Include concept of artificial agent and the origin of the term ‘robot’
The term comes from a Slavic root, robot-, with meanings associated with labour. Discuss types of robots:
Robots are usually machines controlled by a computer program or electronic circuitry. They may be directly controlled by humans. They may be designed to Mobile, Industrial, autonomous, remote controlled
look like humans, in which case their behaviour may suggest intelligence or thought. Most robots do a specific job, and they do not look like humans. They
can come in many forms.
Different types of robots:
Mobile robots are designed to move and navigate in different environments.
They can have wheels, tracks, or legs to enable mobility.
Examples include robot vacuums, delivery robots, or rovers used for planetary exploration.
Industrial Robots: used in manufacturing and production processes.
They are typically large and powerful machines.
Designed to perform repetitive tasks, such as assembly, welding, or packaging in factories.
Autonomous Robots: Autonomous robots are capable of operating and making decisions without constant human control.
They have onboard sensors, processors, and algorithms to perceive and navigate their environment.
Can perform tasks and adapt to changing conditions independently.
Remote Controlled Robots: Operated by a person through a remote-control device
Remote controlled robots are operated by a person through a remote-control device.
They require constant human input and control.
Movements and actions are controlled by a person from a distance, using joysticks or buttons on the remote control.
R.3 Outline the different components of a robot Link to R.5
Example activity Learners need to know that, when a robot uses a power source such
Present the basic concepts and principles of electric circuits and switches and how electricity flows from the energy source, through the conductor and the as batteries, it includes basic electrical components such as circuits
load. and switches.
Basic electrical components: Knowledge of batteries as a source of energy, wires as conductors, and a bulb as a load in the circuit. Therefore, they need to, at a basic level, know the basic concepts and
Basic flow of electricity: Know how electricity flows from the energy source, through the conductor, and to the load. principles of the above.
Basic switches: Know the function of a switch in a circuit, which is to control the flow of electricity. Learners need to know how
No switch Switch
R.5 Design a simple artefact based on a set of design instructions Link to R.3
Learners design and build their own basic electric circuit to light a bulb Learners build a simple circuit with a power source, light bulb and
switch
Learners must be able to, at an elementary level, describe a circuit
and how it works.
R.7 Create, test and execute a set of robotic instructions Link to R.5 and C.1 – C.7
Example activity Do with R.5
Using computational thinking, design thinking and the engineering design process: Learners need to use computational thinking and design thinking while
Plan, create a basic electric circuit with a switch to turn on a light bulb. following the steps on the left when they design an artefact based on a
Execute and test the design and debug/fix if required. set of design instructions (R.5)
Digital Concepts
D.1 Outline the concept of technology and purpose of information technology (IT) Link to D.3, and D.7
Learners should be able to: D.1, D.3 and D.7 can be done together
explain what a computer in the context of information technology is Learners need to understand that Information Technology (IT)
relate the concept of computers to that of an IT tool specifically refers to the use of computers, networks, and software to
Example activity: Explain the basic concept of computers in everyday life manage and process data and information.
Explain the basic concept of computers in the context of information technology. Define what a computer is, emphasising that it is an electronic device The purpose of Information Technology (IT) is to use computers,
capable of performing various tasks using instructions. Present examples of IT tools on presentation slides or posters (e.g., laptops, smartphones, tablets, software, networks, and other technology tools to manage, process,
servers, etc.). Discuss how each of these devices is a type of computer that serves different purposes within the field of information technology. Display store, and present information in various contexts.
images of various computers commonly used in everyday life, such as personal computers, smartphones, ATMs, self-checkout machines, etc. A computer is an electronic device that processes data and performs
Ask learners to list the examples they recognise and relate the use and purpose of each computer to their own daily routines and activities. various tasks according to a set of instructions provided through
software or programs.
D.2 Recognise that he or she is living as citizens in a digital world. Link to D.4 and D.6
Give a basic explanation of the digital world all around us. D.2, D.4 and D.6 can be done together
Provide a basic description of a digital world and digital citizenship.
Everyday examples
D.10 Demonstrate a basic proficiency in the application of digital skills. Link to C.1 – C.7 and R.5 – R.7
Reinforce and extend from the previous year. Revise open, save, close, etc.
Example Activity File and folder management Basic file management – create own folder.
Activity done in relation to prior knowledge and skills in previous grades. Open and save from own folder.
Explain the importance of file and folder management on a computer. File names
Discuss how organizing files and folders helps in easy access to information, reduces clutter, and improves productivity.
Define what files and folders are and explain their relationship (folders can contain files or other folders).
Show examples of common file types (e.g., documents, images, videos) and folders (e.g., My Documents, Pictures, Videos).
Demonstrate how to create a new folder.
Have learners follow along and create their own folders with different names.
Discuss best practices for naming folders (e.g., using clear and descriptive names).
Example activity 2
The Twinkledust fairy wants to cast a spell that will duplicate herself 5 times at different places on the screen. The following code has been provided, but it
does not seem to work. Note:
Find the bug and correct it. Literature suggests that the biggest problem of novice programmers
does not seem to be the understanding of basic coding concepts [in
isolation] but rather learning to apply them [and combine them].to
complete a task or solve a problem Therefore, at this level, beware of
giving learners programming tasks that combine too many concepts
(Robins, 2019).
Jimmy your friend noticed that it seems as if after the code has been corrected and the Green flag is clicked again as the
fairy keeps on duplicating. How should this be fixed?
C.6 Recognise and interpret patterns in symbolic sets of data or visualisations. Link to C.1, C.2 and D.6 and D.7L
Example activity By identifying patterns, we can predict what will come next and what
In pairs, run the following code (on the right) in a block-based environment: will happen again and again in the same way.
Figure out what it does. In Computer Science/coding we analyse patterns in data and make
Now, learners write similar code that uses keyboard input and changing sprite size, colour and other predictions and generalisations based on the pattern analysis
properties.
Example activity 2
The numbers alongside each column and row in the drawing below
are the sums of the values represented by the symbols within each
column and row. Study the patterns and figure out what number
should replace the question marks.
Note:
Evidence suggests that pupils should be taught – initially at least – in
small bite-sized chunks. These steps in the learning process should be
well-thought out and gradual as well as allow plenty of opportunity for
practice (see, for example, Rosenshine, 2012; Coe et al., 2014; Sealy,
2019).
Write the letters of the correct answers in the empty circles in the picture above. 2018-TS-JUNIOR-Q-paper.pdf (olympiad.org.za)
C.2 Present a simple coding solution using symbolic or written statements representing sequences of commands, single repetition, and Link to C.1, C.3 – C.7 and R.6 – R.7
conditional constructs.
C.3 Interpret and execute a given symbolic or written set of commands C.2 and C.3 done together
Example activity 1 – Using 2 sprites that interact
Provide learners with the code for both sprites and let Note:
them first inspect the code for both sprites and explain Interaction between two sprites is made possible using the time laps
what it does. between the 2 sprites
They then run the program and compare what is
happening with their interpretation. Note:
You need to click the green flag at the top to execute It is important that coding activities revise coding concepts learned in
both sprites’ code. previous terms and grades cumulatively, using different activities and
combinations of concepts.
Note:
Provide learner with activities enabling them to
read code and explain what it does or
work through (trace) / act out code (physically or simulated /pen-
and-paper) to determine the output or the correctness or
For each of the Latin squares below (A-F), figure out which of the four numbers
belongs in the place of the question mark.
A B C E E F
Robotics Link to R.1 – R.6
R.1 Explain what a robot is in simple terms. R.1-R.3 is done together
R.2 Identify different types of robots.
R.3 Outline the different components of a robot
Briefly revise aspects of R.1 and R.2
Discus and explain the following, linking to R.5, R.6 and R.7:
It is a good idea to quickly revise the knowledge and skills required for
the new coding environment by linking it to the first coding
environment learned and explain how it works in the new environment.
Note:
In Grade 5, learners do not work with the physical microcontroller, but
only use the virtual one on the screen.
Note:
Evidence suggests that pupils should be taught – initially at least – in
small bite-sized chunks. These steps in the learning process should be
well-thought out and gradual as well as allow plenty of opportunity for
practice (see, for example, Rosenshine, 2012; Coe et al., 2014; Sealy,
2019).
R.7 Create, test and execute a set of robotic instructions Link to R.5 and R.6
Basic outline of how a robot is coded to perform tasks. Learners write code in a block-based coding environment using a
Define the Task: The first step in coding a robot is to decide what task or action you want the robot to perform. For example, you might want the micro controller to play a song.
robot to move forward, turn, or pick up an object with its gripper.
Plan the Steps: Once you know the task, you need to plan the steps or actions the robot should take to accomplish it. Break down the task into
smaller actions. For example, if the task is to move forward, the steps might be to activate the motors in the robot's wheels.
Write the Code: Coding is like giving instructions to the robot in a language it can understand. You write the code using a programming language,
which is a set of commands and rules that the robot can follow. Each command tells the robot what action to take. For example, you might write a
line of code that tells the robot to turn on the motors and move the wheels forward.
Test and Debug: After writing the code, it's time to test it and see if the robot performs the desired task correctly. Sometimes there may be errors
or bugs in the code that cause the robot to behave differently than expected. This is called debugging. If something doesn't work as intended, you
can go back to the code, identify the problem, and make corrections.
Upload the Code: Once the code is working correctly, you need to upload it to the robot's controller. This is usually done using a computer or a
special device that connects to the robot. The controller will receive the code and start executing the instructions.
Execute the Task: Once the code is uploaded, the robot's controller will interpret the instructions and send signals to the actuators, such as motors
or grippers, to perform the desired actions. The robot will start executing the task based on the code you wrote.
Refine and Iterate: Sometimes, the robot may not perform the task perfectly on the first try. That's okay! You can refine and iterate on the code to
improve the robot's performance. You can adjust, add new instructions, or change the sequence of actions to make the robot perform the task
better.
This activity allows learners to also interpret symbols and recognise patterns
Digital Concepts
D.1 Outline the concept of technology and purpose of information technology (IT) Link to D.1, D.3, D.4, D.5 and D.7,
Reinforce and extend from the previous grades and terms using different examples and activities. D.1, D.3, D.4, D.5 and D.7 are done together by reinforcing concepts
Using their knowledge skills and experience gained, learners create concept maps to illustrate and summarise the following: learned from previous Grades and terms
Technology Information technology Information and Communication Technology (ICT)
Computing devices (including the concept of input, processing and output)
Quiz
As a concluding activity, provide learners with a quiz (using apps such as Kahoot!, Google forms, MS Forms, Quizlet, etc.) about what they have learned
about technology, the purpose of IT.
Example activity 1: Combining choice structures with digital citizenship. We must make choices every day, some with positive consequences
The teacher introduces life choices, e.g. Will I greet my friend? Will I be friendly today? Will I obey the rules? and others with negative consequences
Using think-pair-share, (two learners sitting next to each other) to come up with one rule for good citizenship that they can remember.
The teacher gives an example of a drawing showing a road that splits into a fork and explain that Link to C.2 – C.5: IF…THEN….ELSE coding structure
when one reaches a fork in the road, one needs to decide which way to go e.g., doing homework?
or Watching TV? (Just like the IF…THEN construct when doing coding)
Note: for this activity the one choice must include a positive outcome and the orher a
negative outcome
The small group should now draw their own pathway for a good digital citizenship rule and write
positive outcomes and negative outcomes. One learner writes the positive outcome, and the other
learner writes the negative outcome
One can extend the activity by letting the road split into another fork, with another choice and a
positive outcome and a negative outcome.
Allow learners to share their choices and the possible outcomes they came up with. Either way, teacher is going to
The teacher revises the concepts and adds to the discussion and addresses misconceptions. react after my decision
(something is going to happen)
Example activity 2: Different outcomes game
Play a game by starting to pose critical decisions to players. The main objective is for players to explore the different story paths by making critical decisions
that define their journey through a made-up world. Each path offers unique challenges, experiences, and outcomes, allowing players to replay the game to
discover all the possible storylines.
See game Common Sense:: Digital Compass :: Game.
D.8 Interpret a pattern to represent or communicate a message or image Link to C.1, C.6 and C.7
D.9 Create a pattern to represent or communicate a message or image D.8 and D.9 can be done together
Example activity Learners need to know
Provide learners with a square containing the letters of the alphabet. Encryption - a process of encoding messages to keep them secret,
Explain to them that this cipher uses lowercase letters and number to encrypt and decrypt so only "authorized" parties can read it.
messages, e.g., the world HELLO is encrypted as b3a5c2c2c5 Decryption - a process that reverses encryption, taking a secret
Note: there can be variations of the grid, e.g., a different way of ‘packing’ the alphabet or both message and reproducing the original plain text.
rows and columns could be numbers or both rows and columns could be letters. Cipher - the generic term for a technique (or algorithm) that performs
Divide learners into pair. encryption.
Each pair encrypt a message using a grid.
Pairs swop their cipher grids with the and the encrypted message and decrypt the message
D.10 Demonstrate a basic proficiency in the application of digital skills. Link to R.5
When working on the computer in the block-based coding environment, guide learners to become familiar with the environment (Link to R.5 – R.7) Introduce the block-based robotics application environment.
Teacher explicitly guides learners through the process of switching on, opening the new block-based coding application and to understand that they work in This must be done in relation to R.5
a new integrated development environment (IDE) Note:
Open the microcontroller app
A series of actions are performed in a specific There is sometimes more than one path to Loops also ask questions, such as how many Repetition – learners must be able to use a
order, the first action first, then the second action, follow, and we need to ask a question to times? but ask the question over-and-over Forever loop
then the next action until the last action. decide which path to follow again and perform actions over-and-over until Repat loop with a fixed number (constant) of iterations
the condition is It is important that coding activities revise coding concepts learned in
satisfied previous terms and grades cumulatively, using different activities and
combinations of concepts.
Also refer to Table 2-7 for other coding concepts that learners must be
able to use.
Write a set of instructions to help the robot exit the maze using the above instructions. The robot starts on the left top block, facing in the direction the arrow
is showing and must end on the red block, facing in the same direction as it started.
Identify the pattern for moving through the maze.
How many times does the pattern repeat? Learners need to explain the output based on what they have learned
in C.6 (ASCII codes)
Activity 2 – Which is bigger?
Study the code on the right. What would the output be?
Explain your answer.
Now, run the code and see what the output is.
Explain the output.
Use computational thinking, design thinking and the engineering design process to plan and design your animal
prototype as follows:
Use reusable materials and a microcontroller and bring your animal character to life by programming
its movement and incorporating sound.
Securely attach a microcontroller to control the movement and incorporate sound.
Link to R.7 to code the instructions for the animal character
R.6 Mimic the operations of a robot Link to C.7, R.5 and R.7
Example activity 1 – Solve problem using code blocks provided Example activity 1 is an example of using the concept of Parsons
Refer to the activity in C.7 (moving through the maze). puzzles – Refer to Grade 4 Term 1 C.3
The concept of Parsons puzzles is a type of scaffolded program
Someone coded the activity in a block-based coding application but did not complete the construction tasks where the learner is given a set of code blocks of a
code. Open the activity Maze2.sb3, look at the algorithm in C.7, single or multiple lines of code, and the task is to piece together a
Consider the pattern, study the code provided and complete the code for the robot to move program from these or to fill in missing code from these.
through the maze.
It helps learners to develop logical thinking.
The instructions are provided.
Arrange them in the correct order.
Test your program and debug until it works correctly.
Learners need to refer to the steps outlined for coding a robot to perform a task (R.7 term 2)
Revolutionizing Agriculture:
Sarah visits Mr. Johnson's farm, where she witnesses the use of advanced agricultural technology.
Mr. Johnson demonstrates how modern farming tools, such as tractors with GPS, help optimize crop yield and reduce manual labour.
Sarah learns about the importance of precision agriculture and its positive impact on sustainable farming practices.
D.7 Present a basic understanding of the concept of input processing and output. Link to D.1
Part of case study with D.1. Done with D.1
https://olympiad.org.za/talent-search/past-papers/pen-and-paper/
Study the encryption algorithm and write the algorithm to decrypt the message.
Agent Alice receives the encrypted message “PMGEP" from Agent Sipho. Use your decryption algorithm to decode the message and write down the
decoded message.
D.9 Create a pattern to represent or communicate a message or image Link to D.8 and C.2 and C.5 and R.5- R.7
Learners use block-based coding applications to interpret and communicate messages using text/images/LEDs/interactive stories, etc. D.8 and D.9 can be done together
D.10 Demonstrate a basic proficiency in the application of digital skills. Link to Cs and Rs
Revise and extend from previous grades and terms.
Learners use Paint to create sprites and backgrounds for their block-based coding applications to import into their block-based coding applications
Learners practise file and folder management
Also, in Grade 6, it is advisable to complete all the Coding in Term 1 and Term 2 and then complete the Robotics in Term 3 and Term 4. Digital concepts are spread across
the four terms as it supports both Coding and Robotics.
3.3.1 Term 1
Content (Grade 6 / Term 1) Notes/Examples
Coding
C.1 Apply computational thinking (CT) skills to develop a set of logical instructions to solve a problem. Link to C.2 – C.7, R.5 – R.7
Example activity 1 – Follow a set of instructions: Both sequence and detail are important when developing
Provide learners with the instructions below. They must the following instructions exactly to draw a picture. an algorithm
1. Draw a diagonal line. Attention to detail is also important as it helps prevent
2. Draw another diagonal line connected to the top of the first one. This activity illustrates the importance of sequence and detail. mistakes and ensures successful completion of a task.
3. Draw a straight line from the point where the diagonal lines meet. It is important that learners follow the instructions precisely as Detail means considering every aspect or minor part of
4. Draw a horizontal line over the straight line. they interpret. They cannot ask for help, and they may not something. It is to describe or give exact information about
5. At the bottom of the straight line, draw a curvy line. look at a friend’s work (they must do it themselves) something. The steps or instructions to perform a task also
6. Draw a diagonal line from the bottom of the first diagonal to the straight line. need to be unambiguous – they need to be precise and
7. Draw a diagonal line from the bottom of the second diagonal line to the straight line. clear to avoid misinterpretation or different interpretations by
When done, ask some learners to show their drawings and compare the drawings, then ask learners to answer the following questions: different people.
Are they different?
Why? An Algorithm is a set of well-defined steps or instructions
What was difficult about following the instructions? that are followed to perform a specific task or solve a
What was missing from the instructions? particular problem. The instruction set can be sequential or
Now tell them that the drawing was supposed to be a kite and ask them to write a set of improved instructions that that someone could follow to draw the picture. can include branching (decision structure) or repetition
They must make sure that: (loops).
There is only one way to interpret each step, that is, all instructions are unambiguous.
Key characteristics of a good algorithm: Each step
To break down (decompose) instructions where required.
must be clear and unambiguous.
To provide enough detail in each step
must be at the right level of detail and specific.
That the instructions are in the correct order
consists of a single task (be at the most basic
Now, in pairs or small groups, let them write down the characteristics of a good algorithm.
level)
must be in the correct, logical sequence
Example activity 2
You need to explain to someone that is using WhatsApp for the first time how to send a WhatsApp message. You found the following instructions to send a must be correct/solve the problem
WhatsApp message:
Remember
Type message
One uses CT in all tasks that one wants to complete
Open WhatsApp
appropriately.
Send message
Note:
Literature suggests that the biggest problem of novice
programmers does not seem to be the understanding of
basic coding concepts but rather learning to apply them.
Therefore, at this level, beware of giving learners
programming tasks that combine too many concepts
(Robins, 2019).
Both the programmes only test for one number. Complete and improve the code to achieve the outcome (test 10 numbers).
C.6 Recognise and interpret patterns in symbolic sets of data or visualisations.
Example activity 1 Maps and routes Note:
You are a hotel tour guide. Tourists staying in your hotel expect to be taken on a tour visiting Concrete activities remain important as literature suggests
all the city’s attractions. You have been given an underground map that shows all the that the primary weakness of today’s pedagogy of
locations of the attractions and how you can get from one to another using the underground programming is that it doesn’t provide enough opportunity
network. You must work out a route that starts from the hotel and takes your tour group to for the novice to develop concrete operational skills, via the
every tourist site. The tourists will be unhappy if they pass through the same place twice. correct types of exercises…due to too much emphasis on
They also want to end up back at their hotel that evening writing large amounts of code, and problem solving.
cs4fnpuzzlebook11.pdf (wordpress.com)
Note:
Evidence suggests that pupils should be taught – initially at
least – in small bite-sized chunks. These steps in the
learning process should be well-thought out and gradual as
Example activity 4 – LED music visualiser well as allow plenty of opportunity for practice (see, for
Use the microcontroller to play a melody and display a light show on an LED at the same time. example, Rosenshine, 2012; Coe et al., 2014; Sealy, 2019).
This show learners to the concept of random numbers, simultaneous execution of tasks, and the use of
music in programming.
Digital Concepts
D.1 Outline the concept of technology and purpose of information technology (IT) Link to D.3, and D.7 and C.2 and R.5
Learners relate the concept of IT to Done with D.3 and D.7
ways for processing large amounts of data and information Learners need to understand that
rapidly, e.g., supermarkets need to process tons of sales every Information Technology (IT) specifically refers to the use of
day such as calculating the total amount of sales using computers and software to manage and process data and
software (spreadsheets, sales programs) that enables one to information.
just click a button to see daily sales and breakdowns of the The purpose of Information Technology (IT) is to use
sales, etc. computers, software, and other technology tools to manage,
the application of statistical and mathematical methods to process, store, and present information in various contexts.
decision-making, e.g., if the weather forecast tells us that there In the context of information technology, a computer is an
is an 80% probability of rain, we decide to take an umbrella electronic device designed to process, store, and retrieve
when we go out. data through various programs and applications.
the simulation of higher-order thinking through computer What Is Information Technology? ~ 3 Little-known Definitions of IT ~ | Yoshi's IT (yoshi-it.com)
programs such as a racing video game that simulates the
behaviour of a car
using computing devices that enable the above
D.2 Recognise that he or she is living as citizens in a digital world. Link to D.6 and D.3
Provide a simple explanation of the digital world all around us and remind learners what digital citizenship means and Done with D.6
that it can be described as the quality of habits, actions and consumption patterns that impact the ecology of digital The Digital World: The digital world is a vast and
content and communities. interconnected realm of information and communication that
Explain how to use technology and computers in the classroom responsibly Focus on caring for the computing surrounds us in our daily lives. It encompasses all the digital
devices. technologies and networks that enable us to access
Example activity information, communicate with others, and interact with various
Learners engage in an activity that let them understand: digital platforms.
Just like we take care of our precious physical possessions, we also need to take care of the computing devices we Digital Citizenship: Digital citizenship refers to the responsible
use in the classroom to ensure their longevity and to contribute to a safer and more sustainable digital environment. and ethical use of technology, particularly in the online space. It
Focus on aspects such as physical care, secure storage, etc. involves using digital tools, devices, and platforms in a way that
respects the rights and privacy of others.
Input: the data or signals that a device receives from its surroundings. In the context of the microcontroller, input can come from various sensors and external
components. The microcontroller has built-in sensors and buttons that serve as sources of input
Processing: involves taking the input data, performing calculations or operations on it, and making decisions based on that data.
Output: Refers to the results or actions produced by processing the input data. In the case of the microcontroller output is typically displayed on its LED matrix or
heard through its built-in speaker.
D.6 Explain how the adaptation of technology impacted the world we work and live in Link to D.2
The technological ease of copying, pasting, clicking and sharing content online has given rise to the fast spreading of false/fake Learners need to understand that, however, they have access
news. to information they must be aware that anyone can post
information on the internet of distribute information via social
Example activity: Unravelling False/Incorrect Information/Fake news. media, so they need to be vigilant and able to identify
Learners watch the following videos: incorrect/false information or fake news.
https://youtu.be/D0Cd9-eJ-No and https://youtu.be/xDLohXNgF4o Fake news/False information
Provide learners with a worksheet with the following questions: News or stories on the internet that are not true. They may be
What is false information? /Fake news? in the form of disinformation or misinformation.
Why do people spread false information? Disinformation
Is it a matter-of-fact vs opinion? False information that’s created and shared to deliberately
Is it sponsored stories disguised as news on social media? cause harm.
Note:
As many learners tend to struggle with the concept of a variable, it
Can you already explain the differnce between only using Ask and Answer vs using variables? is important that learners initially, practise in writing many small,
Add the folllowing blocks and run the program basic programs using one variable with each program.
What would have happened if you did not use variables (only used Ask and Answer? What Initially learners should be explicitly instructed to declare and
would then have been displayed? include variables as part of their programs. They should not be
required to deduce that a variable is required to solve a problem.
See if your answer is correct by wrrting the following code then run it:
Towards term 4, some elementary problems may be introduced
where the learners are expected to deduce that a variable is
Can you explain the difference between using only Ask required. Variables should not be assessed earlier.
and Answer as opposed to using variables?
Variables should not be over assessed. It should not count more
than 5% in any assessment in term 4.
Test your improved code and debug your code after improving it, if necessary.
Taking Action: Once the robot has processed the sensory information and made decisions, it's time to act.
The robot uses its actuators, such as motors or grippers, to physically interact with the real world. For
example, if the robot has determined that it needs to pick up an object, it will activate its gripper to grasp
the object. If it needs to move, it will command its motors to start moving in the desired direction.
Feedback and Iteration: After the robot has acted, it can use its sensors again to gather feedback on the
results of its actions. This feedback is essential for the robot to evaluate whether it has achieved its goal or
if any adjustments are necessary. Based on the feedback, the robot can modify its future actions, refine its
perception or cognition algorithms, and improve its overall performance.
R.5 Design a simple artefact based on a set of design instructions
Example activity 1 – Rock-Paper-Scissors Example activity 2 – Simulating a dice Example activity 3 – Musical Faces Learners are introduced to variables in a very simplistic form. Using
the variable relate the concept of the single variable to that of the
answer block used in other block-based languages.
Note
It is very important that variables are introduced correctly to avoid
future misconceptions.
Learners generally struggle with the concept of variables.
https://www.wonkitz.com/classroom-activities/motion/microbit-how-
to-use-a-servo-to-make-a-waving-hand/
https://learn.adafruit.com/makey-paper-craft/overview
Straw Bot
https://classroom.strawbees.com/resource/make-a-facebot-
microbit#materials
The end effector can come in different shapes and sizes depending
on the robot's purpose. It can have things like grippers, claws, or
specialised tools attached to it. For example, a robot in a factory
might have a clamp-like end effector to pick up and move objects.
Another robot in a laboratory might have a small arm with a precise
tool for conducting delicate experiments.
The end effector is usually located at the end of the robot's arm or
manipulator. It can be controlled by the robot's computer or by a
human operator. The robot can use its end effector to perform tasks
like picking up objects, assembling parts, painting, or even playing
games.
In simpler terms, the end effector is like the robot's hand that allows
it to interact with its environment and perform different tasks. It's an
essential part of the robot that helps it be useful and perform its
designated job.
Digital Concepts
D.2 Recognise that he or she is living as citizens in a digital world.
Reinforce and extend from the previous grades and terms using different examples and activities. Digital citizenship can be defined as the quality of habits, actions and
Understand ethical issues and dangers associated with the use of information technology, including privacy, security, copyright, false information and consumption patterns that impact the ecology of digital content and
inappropriate content. communities
Example activity: Dangers associated with IT.
Divide the learners into small teams. Provide each team with a set of printed scenario cards describing various IT dangers. Each scenario should outline a
potentially risky situation that users may encounter while using information technology. Instruct the teams to read and discuss the scenarios. Ask them to
identify the potential dangers and suggest safe actions to handle the situations.
D.4 Identify the common uses of ICT in the real world Link to D.5, D, 7 and C.7, R.3 – R.7
D.5 Differentiate between the components of an ICT system Link to D.4, D,7 and C.7, R.3 – R.7
Reinforce and extend from the previous grades and terms using different examples and activities. D.4 and D.5 is done together
A basic ICT system consists of the following basic components: Learners need to
Hardware (computing devices (computer and microcontroller), USB cable (allowing communication to take place) Know that and ICT system is:
Software (microcontroller app on the computer to code instructions for the microcontroller) Diverse set of technology tools and resources used to
Data (input and output via e.g., input devices/buttons, sensors) communicate, create, disseminate, store and manage information.
People (the users of the system) An ICT System is focused on managing data and information, e.g.,
Point of Sale System (POS)
Example activity: Connecting a Microcontroller to a Computer (communication between two computing devices – elementary ICT system) Name common uses of ICT systems in the real world
Explain to learners that one needs to connect the microcontroller to the computer to allow the code to be executed on the microcontroller. The connection Know that an ICT system consists of four basic components.
allows us to write instructions and send the instructions and data to the microcontroller. • Hardware
Components Required for Connection • Software
Show the physical microcontroller board to the learners and explain its different parts, such as input/output pins, power connector, and USB port. • Data
Discuss the USB cable and its role in establishing a connection between the microcontroller and the computer. • People
Explain that the USB cable is used for both supply power and data communication between the microcontroller and the computer.
Connecting the Microcontroller Learners need to:
Demonstrate the steps of connecting the microcontroller to the computer using a USB cable. Know that connecting the microcontroller to the computer allows
communication between two computing devices (instructions and
Example activity 2
Use Paint to create sprites and backgrounds to import to block-based
coding app
Save the files in the correct folder using descriptive names, etc.
Learners first describe the code line-by-line (what each line (block) of code does)
Then learners explain what the program does. 1 x 12 = 12
Leaners now need to understand that, if we want to display the 12-times table, we could use a loop that executes 2 x 12 = 24
exactly 12 times. :
We need to use a variable that starts at 1, and increases by one, each time the loop executes to display all the answers :
from 1 x 12 up to 12 x 12. 11 x 12 = 121
Let learners now write a program for the 7 times table using the above example. 12 x 12 - 144
C.3 Interpret and execute a given symbolic or written set of commands
Example activity 1 Possible answer for activity 1
Code the following high-level algorithm:
A user must type in a number
The program must determine if the number entered is even or odd
The program must display the number that the user typed in and tell the user whether the number
is even or odd
Example activity 2
Provide learners with the code on the right.
Learners study the code and explain what it does.
Use the four instructions provided, a repeat structure and select the algorithm below that will draw the pattern provided
https://microbit.org/projects/make-it-code-it/pressure-switch-alarm/
GREEN = P0
RED = P1
AMBER = P2
This project shows, A, R, G depending on the state
of the lights.
Digital Concepts
D.2 Recognise that he or she is living as citizens in a digital world. Link to D.6
Example activity: Understand your Digital Footprint Digital Passport™ by Common Sense Education
Provide learners with a worksheet with the following introduction and questions
Everyone who uses the Internet has a digital footprint. It is wise to consider what trail of data you are leaving behind Provide learners with guidelines on how to manage
in the online world. Understanding your digital footprint may prevent you from sending a hurtful email, since the o Cyberbullying
message might remain online forever. It may also guide you to be more sensitive in what you publish on social media o Passwords/pins.
websites. While you can often delete content from social media sites, once digital data has been shared online, there o Sharing of personal information.
is no guarantee you will ever be able to remove it from the Internet. o Digital footprints
Create an IPO table to decompose the plant care system scenario, e.g.
Input Processing Output
Soil moisture sensor Microprocessor evaluates soil moisture level Activates watering system if soil moisture is below the desired level (60%)
Light intensity sensor Microprocessor analyses light intensity Adjusts lights to maintain the preferred light intensity (around 800 lux)
Temperature sensor Microprocessor checks the temperature Activates cooling system if the temperature exceeds the preferred range
(20°C to 25°C)
The IPO table summarizes the inputs, processing, and corresponding outputs of the Smart Plant Care System. Inputs from various sensors provide data on soil
moisture, light intensity, temperature, occupancy patterns, and potentially other environmental factors. The microprocessor processes this data to determine
the appropriate actions needed to care for the plants optimally. Outputs include activating the watering system, adjusting the artificial grow lights, activating the
cooling system, and customizing plant care actions based on occupancy or specific environmental conditions. This smart system ensures the plants receive
optimal care for their growth and health.
D.8 Interpret a pattern to represent or communicate a message or image Link to D.9, C.1 – C.7, R.5 – R.7
Reinforce and extend from the previous grades and terms using Learners need interpret a pattern that represents or communicates a
different examples and activities. message or an image using
Example activity: Use a logic game to use patterns to convey a Ciphers (pen-and-paper) – decrypt an encrypted message
message Microcontroller with microcontroller app, e.g., road signs, morse
The beavers are playing a logic game that involves drinking code, smileys, etc.
orange juice. John can drink from a bottle when both of the Block-based coding app, e.g., an interactive story
following rules are met:
A) there is a bottle with less juice immediately to the left of this
bottle, and
B) there is a bottle with more juice immediately to the right of this
bottle.
Which bottles can John drink from:
C.4 Debug a given symbolic or written set of instructions Link to C.1 – C.3
Example activity Note:
Provide learners with the code on the right. Encourage learners to create a block-based program like the
Let them study the code and explain what the program does. extension activity to teach younger learners something.
Now, let them run the code and provide input as requested.
The program does not provide the correct output. The extension activity also provides an opportunity for learners to
Learners need to find the bug and correct it. exhibit their skills to create sprites using a program such as Paint to
import
Extension activity
The following activity can be used as an extension to the activity on the left (Two sprites The extension activity is used to teach learners about the surface area
are used – Cube and Cube unfolded with broadcast) of a cube (Learners can write Scratch code to ‘teach’ concepts to
This activity teaches learners about the surface area of a cube. tother learners)
Example activity 2
Learners write code to implement the algorithm of Term 3 C;6 Activity 1 (write code to draw the pattern)
https://olympiad.org.za/talent-search/past-papers/pen-and-paper/
From the beginning of the show, the lights will be switched on and off in the following pattern:
The red light repeats the sequence: two minutes off, two minutes on.
The green light repeats the sequence: one minute off, one minute on.
The blue light repeats the sequence: four minutes on, four minutes off.
What will the colour of the stage be in the first 4 minutes of the show
Robotics
R.1 Explain what a robot is in simple terms. R.1 – R.4 can be done together
R.2 Identify different types of robots. Revise and extend from previous grades and terms and extend to
R.3 Outline the different components of a robot application of artificial intelligence (AI) in robotics
R.4 Present an understanding of how robots affect the world
Example activity – How AI is applied in robotics The input to the robot will be via sensors and transducers. The various
AI is applied in robotics to make robots smarter and more capable. Here's how AI is used in robotics: sensors used in robotics include:
Perception: AI helps robots understand and perceive the world around them. Sensors, cameras, and other devices provide information to the robot, and AI Contact/touch sensors
algorithms analyse and interpret that data. This allows robots to recognize objects, understand speech, detect obstacles, and navigate their surroundings. Temperature sensors
Light sensors
Learning and Adaptation: AI enables robots to learn from experience and improve their performance over time. Machine learning algorithms, a type of AI,
Sound sensor
allow robots to gather data, identify patterns, and make predictions. By learning from their interactions, robots can adapt their behaviour, refine their skills,
and become more efficient in completing tasks. Proximity sensor
Distance sensor
Decision-Making: With AI, robots can make decisions based on the information they gather and analyse. They can evaluate different options, consider Pressure sensor, etc.
factors such as safety and efficiency, and choose the best course of action. AI algorithms help robots reason, plan, and make intelligent choices, allowing Input
them to perform complex tasks autonomously. Based on the type of the sensor output, digital or analogue, the further
Human-Robot Interaction: AI enables robots to interact with humans in more natural and intuitive ways. Natural language processing allows robots to circuitry is decided.
understand and respond to voice commands, while computer vision enables them to recognize facial expressions and gestures. This makes it easier for Output
people to communicate and collaborate with robots, opening possibilities for assistance, companionship, and teamwork. The output of the robot will vary according to its driving load. The most
common output units are:
R.5 Design a simple artefact based on a set of design instructions Link to R.6 – R.7 and C.1 – C.7
Example activity 1 – Servo incremental movement with loop
Use while loops and variables to control a servo motor's incremental movement. Introduction to variables should be done on a very gradual manner. In
Coding to make the servo motor move in increments of 10 degrees from 0 to 180 when button A is pressed and then back to 0 when button B is pressed Grade 6 term 4, only the concept of a single variable relating to the
(answer block in Scratch) should be introduced.
Example activity 2 – Make an LED blink continuously until the room becomes sufficiently bright
Sensor
Variable Temp
R.6 Mimic the operations of a robot Link to R.5 and C.1 – C.7
Example 1 Flip-a-coin simulator Learners can create various programs in a block-based programming
The microcontroller must simulate flip-a-coin. Decide which picture you want to display for heads and for tails. environment
Possible solution: Choose a random number between 0 and 1. If 0, display “head” if 1, display “tail”.)
Digital Concepts
D.2 Recognise that he or she is living as a citizen in a digital world. Link to D.6
Example activity: "Digital Devices Dilemma” Case Study: Aspects addressed
Introduction: Responsible use of digital devices involves balancing screen time
In this case study, we will explore the story of three friends, Alex, Mia, and Jake, who are in the sixth grade. They each have different with other activities, such as schoolwork, physical activities, and
approaches to using digital devices, and their experiences will help us understand the importance of responsible and balanced use of spending time with family and friends.
technology. Overusing digital devices, especially late at night, can negatively
Characters: affect sleep patterns and overall well-being.
Example activity 2: Understanding living as citizens in a digital world (Dangers, screen time, etc.)
Learners watch the following video: Film Mesir "L'altra par" #2 - YouTube
After watching, learners write down one problem identified in this video and how to overcome this problem.
Have a class discussion about what is identified in the video, how society can overcome these problems, which of these problems learners are
experiencing, etc.
D.3 Demonstrate an understanding of the concept of a computing device. Link to D.1, D.4 and D.5
Example activity 1 Done with D.1
Learners complete a concept map of a computing device: What it is, components and functions, etc. (See Annexure A)
D.4 Identify the common uses of ICT in the real world Link to D.1 and D.5
Example activity 1: Embracing the Digital Revolution: The Impact of ICT on Work and Life Reinforce and extend from the previous grades and terms using
Use a case study to revise. different examples and activities.
Introduction:
Information and Communication Technology (ICT) has revolutionised the world we live and work in, transforming various industries and daily
activities. This case study explores the common uses of ICT in the real world and delves into the profound impact it has had on society, both
professionally and personally.
Common Uses of ICT in the Real World:
ICT has found its application across multiple sectors, enhancing productivity, communication, and access to information.
The case study examines how ICT is utilised in various areas, such as:
Assessment involves activities that are undertaken throughout the year. Assessment comprises two different but
related activities: informal daily assessment (assessment for learning) and formal assessment (assessment of
learning).
Assessment in Coding and Robotics should encourage computational thinking practices, i.e. integrating the
power of human thinking with the capabilities of ICTs and computer programming.
However, cognisance should also be taken of what is being assessed. Certain competencies are best assessed
with particular forms of assessment. Different kinds of assessments are appropriate to the competencies
necessary for different topics at different age groups. It is useful to use an observation checklist to assess
learners measuring in the early grades. Rubrics, for example, can be used to evaluate learner’s Coding and
Robotics as well as problem solving skills.
Assessment involves activities that are undertaken throughout the year. In grades 4 – 6 assessment comprises
two different but related activities: informal daily assessment (assessment for learning) and formal assessment
(assessment of learning).
Assessment in Coding and Robotics should encourage computational thinking practices, i.e. integrating the
power of human thinking with the capabilities of ICTs and computer programming.
Trying to remember something enhances memory, and teachers can use quizzes or self-tests for this purpose.
As learners learn and retain new information by focusing on the meaning of the content, teachers can assign
tasks that require learners to explain or organise the material (e.g. concept maps), which helps them think about
the meaning of content.
In learning Coding and Robotics, practise is also essential, and teachers can focus on regular practise and
retrieval as well as spaced practise and retrieval over time to aid long-term retention. Teachers can also
interleave different types of practice and use multiple modalities to enhance learning
Informal assessment and retrieval practise may be as simple as stopping during the lesson to ask questions or
have learners writing down what they can remember about what was learned in a previous lesson and provide
feedback to the learners. Informal assessment does not need be recorded. It’s part of all learning activities
taking place in the classroom. Learners or teachers can mark these tasks.
Self-assessment and peer assessment actively involves learners in assessment. This is important as it allows
learners to learn from and reflect on their own performance. The results of the informal daily assessment tasks
are not formally recorded unless the teacher wishes to do so. The results of daily assessment tasks are not
used for promotion and certification purposes.
Formal assessment provides teachers with a systematic way of evaluating how well learners are progressing in
a grade and in a particular subject. Examples of formal assessments include tests, examinations, practical
tasks, projects, etc. Formal assessment tasks form part of a year-long formal programme of assessment in each
grade and subject.
The following tables provide the formal assessment requirements for Coding and Robotics:
Table 4-9 Minimum formal assessment requirements for Coding and Robotics
The forms of assessment used should be age and developmental level appropriate. The design of these tasks
should cover the content of the subject and include a variety of tasks designed to achieve the objectives of the
subject.
Example rubric to assess cooperative learning activity: Defining a robot and its different parts.
A.1 CODING
Table A-10 Coding - Clarification of concepts and terms
Term/Concept Explanation
Algorithm An algorithm is a set of logical instructions/commands that a human or computer can execute to solve a
specific problem or accomplish a particular task.
It is a computational process that uses a finite number of steps (logical instructions or commands), carried
out in a specific sequence to solve a problem.
Coding Coding is the process of writing instructions that a computer can understand and execute These
instructions are written in a programming language, which is a set of rules that define how the instructions
should be written.
The purpose of coding is to create software programs that can perform specific tasks, such as running a
website, playing a video game, or analysing data.
Computation In computing, computation refers to any type of arithmetic or non-arithmetic calculation that is well-
defined. It can involve mathematical equations, computer algorithms, and other types of calculations.
Computational It refers to a problem-solving approach that involves breaking down complex problems into smaller, more
Thinking manageable parts and using algorithms and logical reasoning to solve them.
It involves skills such as abstraction, decomposition, pattern recognition, and algorithmic thinking.
It is a way of thinking that is used in computer science, but it can also be applied to other fields.
In education, computational thinking is used to teach learners how to think logically and solve problems
systematically.
Conditional (choice/ A control structure that selects one alternative from two or more possible execution sequences to be
decision) statement executed
Control statement A control structure that is used to modify the order in which instructions are executed such as a loop or
conditional statement
Event A signal or notification that something has happened.
Expression Refers to a combination of one or more values, operators that can be evaluated to produce a result.
Input In computing, input refers to the data that is entered into a computer system, such as text, images, or
sound,
IPO table Input-Processing-Output table describes the inputs processing and outputs of program.
Loop statement A control structure that allows a sequence of instructions to be continually repeated until a certain
condition is reached
Operator Operators are symbols or keywords that represent computations or actions performed on operands.
Operators include:
Arithmetic operators (+, -, x, /, modulo), comparison operators (=, >, <, ≤, ≥, ≠),
Boolean operators OR, AND, NOT, string operators for manipulating strings/text (length, concatenate,
indexing)
Operators provide the building blocks for creating expressions and performing operations
Output In computing, output refers to the result of the processed data that is presented to the user in a usable
format. This can be in the form of text, sound, image, or video.
Processing In computing, processing refers to the operations performed by the computer to manipulate or analyse the
input data.
Program A program is a sequence of instructions that a computer can execute to perform a specific task.
Trace table In programming, a trace table is a technique used to test an algorithm and predict step by step how the
computer will run the algorithm.
Statements are executed step by step, and the values of variables change as an assignment statement is
executed.
A trace table simulates the flow of execution by showing the values of variables at each step of the
algorithm.
Trace tables are typically used by novice programmers to understand how an algorithm works and to
identify errors in the algorithm 2
Variable In programming, a variable is a named storage location that holds a value or data.
Variables are essential for storing and manipulating data in computer programs. The values in variables
can change during the execution of a program.
A.i
CAPS CODING AND ROBOTICS 173
A.2 ROBOTICS
Table A-11 Robotics - Clarification of concepts and terms
Term/Concept Explanation
Actuator Refers to a device that converts energy into physical motion, such as rotation or translation. Actuators are
often called the muscles of robots, as they enable robots to perform various tasks and interact with the
environment
Controller Refers to a device that commands, directs, and regulates the behaviour of a robotic system. It takes input
signals from the robot’s sensors, processes them based on programmed instructions, and then sends
output signals to the robot’s actuators to perform the desired actions.
Microcontroller Refer to a type of small computer that can control the functions and behaviour of a robotic system.
It generally consists of a processor, memory, input/output ports and other peripherals that can be
programmed to perform specific tasks.
It can receive data from sensors, process it according to the programmed instructions and send
commands to actuators.
Robot A robot is a machine that can perform a series of actions automatically, either by being programmed by a
computer or by being guided by an external control device.
Sensor Refers to a device that can measure or detect some physical property of the environment or the robot
itself and convert it into an electrical signal. Examples include light sensor, touch sensor, sound sensor,
etc.
Term/Concept Explanation
Cipher A cipher, also known as an encryption algorithm, is a set of well-defined rules used to transform
information into a scrambled form, called ciphertext.
It is used to encrypt messages so that they can only be read by someone who knows how to decrypt
them.
Computing device A general-purpose machine that can execute instructions for any data processing purpose.
A computing device can receive input, do something with the input and provide a result or output.
Data Raw, unprocessed facts and figures.
Decode Reconstructing the original (encoded) information. It involves taking an encoded representation and
converting it back into its original form
Decrypt The reverse process of encryption, taking ciphertext and using the appropriate key to convert it back into
its original, readable plaintext form.
Digital Citizen A person who uses the Internet and other digital technology to communicate with other and engage in
society.
Digital Citizenship The ability to participate in online society.
It includes concepts like respecting others' privacy, avoiding cyberbullying, netiquette, digital health and
welfare, ability to assess the credibility and reliability of online information, intellectual property, impact and
responsibility of online actions and deeds.
Digital Footprint The trail of traceable digital activities, actions, contributions, and communications one leaves behind when
using the Internet or digital devices.
Encode Converting information into a specific format (transforming data or messages into another format)
Encrypt The process of transforming readable data (plaintext) into an unreadable, scrambled form (ciphertext)
using a cryptographic algorithm (cipher) and a secret key.
Hardware The physical building blocks of a computing device or the tangible parts you can see and touch. It
includes:
Central Processing Unit (CPU): the component responsible for executing instructions.
Random Access Memory (RAM): Component for temporary storage of programs and data the
computing device is currently working with.
Storage devices: E.g. hard drives, solid-state drives (SSDs), for permanent data storage.
Input devices such as keyboard, mouse, screen, microphone mouse, used to interact with the
computer.
Output devices such as screen, speakers, printer, etc., used to display and output information.
Information Data that has been processed and organised to convey meaning.
Information and ICT is the use of computing and telecommunication technologies, systems, and tools to facilitate the way
Communications information is created, collected, processed, transmitted, accessed and stored
Technology (ICT)
A.ii
174 CURRICULUM AND ASSESSMENT POLICY STATEMENT
Information IT refers to the use of computer systems to manage, process, protect, and exchange data and
Technology (IT) information.
Input In computing, input refers to the data that is entered into a computer system, such as text, images, or
sound.
Output In computing, output refers to the result of the processed data that is presented to the user in a usable
format.
This can be in the form of text, sound, image, or video.
Personal information In computing, personal information or personal data is any information or data that can identify a
person, from one’s name and address to one’s device identifier and account number.
Processing In computing, processing refers to the operations performed by the computer to manipulate or analyse the
input data.
This includes executing software applications, performing calculations, sorting and filtering data, and
running programs.
Software The intangible programs and applications (instructions) that give life to the physical components.
Examples include:
Operating System (OS) that manages the hardware resources and provides a platform for
running other programs. (e.g., Windows, macOS, Linux)
Application software: Specific programs designed for performing tasks like word processing,
image editing, games, etc.
Programming languages used to create new software by writing instructions the computer can
understand.
Technology Encompasses any tool, technique, or process used to solve problems and manipulate our environment.
Technology is designed with a purpose of solving problems that meet human needs and wants. It refers to
tools, machines, or devices that make our lives easier or better.
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CAPS CODING AND ROBOTICS 175
ANNEXURE B: ASSESSMENT EXAMPLES
Note:
Although all learners in the group get the same mark for the first three criteria, each learner gets an individual mark for the “Learner
fulfilled role well” – this is based on how well each learner contributed based on their set role.
The teacher can give mark these while learners are completing the activity and hence it should not require much extra time.
Each of the aspects listed in the table above, could be assessed using the following example:
Aspect assessed Beginning (1) Developing (2) Accomplished (3) Exemplary (4)
Definition of Key information is missing Some key information is Most of the key information The learner demonstrates
concept, e.g. robot (e.g. no parts included) and included, and the definition is included (e.g. most of the full understanding in that the
the definition is unclear and is generally clear and easy parts) and it is mostly well- definition is well-organised,
difficult to follow to follow but may be organised and easy to follow complete, and easy to
incomplete or somewhat follow.
disorganised.
Flashcard utilised Flashcards are not used Some attempt is made to Flashcards are used Flashcards used
well effectively use the flashcard to explain appropriately to explain the effectively/innovatively to
the concept, but it lacks concept and includes most support a complete
detail and key information of the key information explanation of the concept
and all key information
Drawing illustrates Drawing attempts to convey Drawing includes some Drawing includes most of drawing includes rich, and
concept, e.g. robot the concept, but the drawing relevant details that may not the relevant and accurate accurate details that
is incomplete and/or difficult all be accurate and conveys details that appropriately effectively convey the
to interpret the concept but lack detail convey the concept concept.
Learner fulfilled Learner does not Shares ideas or tries to fulfil Tries to understand his/her Generates ideas and builds
role well understand his/her role and her/his role, but does not role and mostly makes upon other’s ideas to
makes no contribution or work with group and most of relevant contributions. Can develop a larger plan.
unrelated contributions the contributions are work on her/his part and Works independently to do
unrelated take part in the group his/her part and is invested
in the other group members
(e.g. helps when needed,
cares about the group
product)
Although both learners get the same mark for the first three criteria, each learner gets an individual mark for the “Learner fulfilled role
well” – this is based on how well each learner contributed based on their set role.
The teacher can give most of these marks while learners are completing the activity and hence it should not require much extra time.
Each of the aspects listed in the table above, must be assessed using a rubric:
Inspiration: Demonstrates limited Applies creative thinking Applies creative thinking Demonstrates
Learner applies creative thinking and to understand the effectively to gain a exceptional creative
creative thinking to understanding of the problem or task and deeper understanding of thinking and in-depth
create a product or problem or task identifies some the problem or task and understanding of the
complete a task opportunities for identifies significant problem or task,
innovation opportunities for uncovering unique
innovation. insights and
opportunities for
innovation
Ideation: Unsure about what is Generally, mimics ideas Creates new ideas that Creates many clear
Learner can create expected so any idea is from others (rather than include enough detail ideas by considering lots
own ideas to create scattered or unfocused creating new ideas) that and that are directly of possibilities that
a product or and ideas do not clearly are related to the related to the problem or focuses on key
completing a task. connect to the problem problem or task. task. information and fully
or task. addresses the problem
or task
Implementation: Creates a product or Creates a product or Uses ideas to create a Creates clear ideas to
Learner can use best performance, but the performance with some product or performance create a product or
ideas to create a product has limited functionality that is with good functionality performance with
product or complete functionality or detail and somehow related to the that is directly related to precision and full
a task. does not clearly address challenge or problem. the problem or task. functionality and that
the problem, or the fully addresses the
product is not useful. problem or task.
Testing & Improving Provides minimal or no Collects some feedback Collects thorough Collects extensive
feedback and does not and reflects somewhat feedback, reflects feedback, conducts
reflect on the quality to on the quality for accurately on the quality rigorous testing, and
consider improvements considering minor to inform improvements, iterates on the design or
or iterations improvements or and iterates on the solution based on
iterations solution feedback, leading to
transformative
improvements.
C1 KWLS CHART
The KWLS chart is a learning strategy that helps learners engage with a topic in a structured and reflective
manner. The chart helps learners organize their thoughts and track their progress as they explore a particular
topic or concept.
The KWLS chart is a valuable tool for learners of all ages and levels of education. It promotes active
engagement with the learning material, fosters critical thinking and inquiry, and supports metacognitive skills
development. By using the KWLS chart, learners become more self-directed and aware of their learning
process, leading to a more enriched and effective learning experience.
K W L S
• What I know • What I want to • What I have • What I still want
know learned to know
K
- What I Know: In this section, learners write down what they already know about the topic. This step
helps them activate their prior knowledge and make connections with the new information they are
about to encounter. Identifying what they already know also helps learners build a foundation for further
learning and enables them to understand how the new information fits into their existing knowledge framework.
W
- What I Want to Know: In this part, learners jot down questions or areas of interest they have
about the topic. These are the aspects they hope to learn more about or understand better as they
engage with the subject matter. This step encourages curiosity and sets the stage for active
exploration. By noting down their questions, learners become more focused and motivated to seek answers and
engage with the learning materials more critically.
L
- What I Have Learned: As learners progress through their learning journey, they record the new
information, insights, and understanding gained about the topic. This section allows learners to
summarise and consolidate their learning experiences. It reinforces the concepts they have grasped and
helps them reflect on the new knowledge acquired. Reflecting on what has been learned enhances
comprehension and retention of the material.
S
- What I Still Want to Learn: In the last section, learners identify any remaining questions,
uncertainties, or areas they would like to explore further. Even after learning a considerable amount
about the topic, learners may realize that some aspects still require clarification or deeper investigation.
This step encourages a growth mindset, as learners recognize that learning is an ongoing process, and there is
always more to discover.