table of contents grade 6 with free access to the digital

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2 4 6 8 10 12 14 16 18 Reviewing the skills learnt last year Evaluating sheet Defining smart objects Introducing IOT Introducing the Micro-controllers Using the push button as input control Creating a stop watch using a variable Declaring and updating a variable Creating a project with 2 variables Controlling the leds of the Microbit Integrating a variable to control the Microbit’s leds Evaluation sheet 20 22 24 26 28 30 32 Creating and formatting a table in Excel Inserting a sheet, a row or a column Writing two lines in a cell Aligning a text in a cell Changing the orientation of a text in a cell Hiding and showing a column or row Protecting a sheet Practising calculation in Excel Mastering the use of the formulas: today, month, day, count and countblank Mastering the use of the function if Practising formumlas in Excel 58 60 62 64 66 68 72 74 76 78 80 Creating a story: Adding the Backdrops to the story Programming the time frame for the backdrops Creating a documentary: Renewable energy resources Drawing a new Sprite Creating costumes for the Sprite Creating a game (1) Creating a game (2) Introducing Tinkercad Creating an account Exploring the welcome screen of Tinkercad Using basic shapes to draw 3D objects Changing the properties of an object Aligning objects Grouping objects Rotating objects Creating a hole in an object Mastering the use of TinkerCad Drawing bodies Practise drawing on Paint Drawing a male superhero body Practise drawing on Paint Drawing a female superhero body Practise drawing on Paint Dressing up a superhero Practise drawing on Paint Drawing Projects Reviewing the notions of last year The robotic hardware The Mindstrom software and its components Discovering the Touch, Light, Color, Gyro and Ultrasonic sensors Programming the Brick Button sensor The multi-task missions with the loops Controlling the exit of a loop The nested loops Using a constant in a mission The Datawire technique Defining Puzzle Up/Puzzle Down 34 36 38 40 42 44 46 48 50 Using the Math block in a mission Using the Random block in a mission Using the [Loop Interrupt] block Controlling a mission with two sensors Reviewing the skills acquired in robotics 52 54 56 Grade 6 Table of contents With free access to the Digital Platform www.zero1.education Microsoft Excel Scratch 3.0 Tinkercad for 3D printing MakeCode for Microbit Drawing Cartoon Robotics LEGO EV3 Subscribe to the Digital Platform www.zero1.education Facing problem to access the Digital Platform? Send us an Email: [email protected]

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Page 1: Table of contents Grade 6 With free access to the Digital

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Reviewing the skills learnt last year Evaluating sheetDefining smart objects Introducing IOTIntroducing the Micro-controllersUsing the push button as input controlCreating a stop watch using a variableDeclaring and updating a variableCreating a project with 2 variablesControlling the leds of the MicrobitIntegrating a variable to control the Microbit’s ledsEvaluation sheet

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2628

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Creating and formatting a table in ExcelInserting a sheet, a row or a columnWriting two lines in a cellAligning a text in a cellChanging the orientation of a text in a cellHiding and showing a column or rowProtecting a sheetPractising calculation in ExcelMastering the use of the formulas: today, month, day, count and countblankMastering the use of the function ifPractising formumlas in Excel

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Creating a story: Adding the Backdrops to the storyProgramming the time frame for the backdropsCreating a documentary: Renewable energy resourcesDrawing a new SpriteCreating costumes for the SpriteCreating a game (1)Creating a game (2)

Introducing TinkercadCreating an accountExploring the welcome screen of TinkercadUsing basic shapes to draw 3D objectsChanging the properties of an objectAligning objectsGrouping objectsRotating objectsCreating a hole in an objectMastering the use of TinkerCad

Drawing bodiesPractise drawing on PaintDrawing a male superhero bodyPractise drawing on PaintDrawing a female superhero bodyPractise drawing on PaintDressing up a superheroPractise drawing on PaintDrawing Projects

Reviewing the notions of last yearThe robotic hardwareThe Mindstrom software and its componentsDiscovering the Touch, Light, Color, Gyro and Ultrasonic sensorsProgramming the Brick Button sensorThe multi-task missions with the loops Controlling the exit of a loopThe nested loopsUsing a constant in a missionThe Datawire technique Defining Puzzle Up/Puzzle Down

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Using the Math block in a missionUsing the Random block in a missionUsing the [Loop Interrupt] blockControlling a mission with two sensorsReviewing the skills acquired in robotics

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Grade 6Table of contents With free access to the Digital Platform

www.zero1.education

Microsoft Excel

Scratch 3.0

Tinkercad for 3D printing

MakeCode for Microbit

Drawing Cartoon

Robotics LEGO EV3

Subscribe to the Digital Platformwww.zero1.education

Facing problem to accessthe Digital Platform?Send us an Email: [email protected]

Page 2: Table of contents Grade 6 With free access to the Digital

A computer system is formed of two parts: the Hardware and the Software.

The Hardware is classified in 3 categories: the system unit, the input devices and the output devices.

Define the Hardware:

Name 4 input devices:

Name 4 output devices:

Give 4 examples of Hardware:

Define the Software:

Give 4 examples of Software:

Introduction to microcontrollersIntroduction to microcontrollers

The categories of hardwareThe categories of hardware

1- Reviewing the skills learnt last year 2- Evaluating sheet

Chapter 1: MakeCode for MicroBit | Lesson 1

ObjectivesObjectives

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Page 3: Table of contents Grade 6 With free access to the Digital

A Micro-Controller is an electronic board that links input devices to output devices.

By linking the 3 components above, you can obtain a Smart Object.

Micro-Controllers are found everywhere: in the Car, in the Washing Machine, in the Fridge, in the Air Condition, in a Robot, etc.

Educational companies created Micro-Controllers to be used at schools in order to teach students the concept of Smart Objects and IOT.

The most well known Micro-controllers in education are MicroBit and Arduino.

The MicroBit is made of:

The above components added to the MicroBit allow to create projects using a Microbit in an easy way.

The Arduino Micro-Controller is used by advanced users to create various projects like:

2 push buttons

Irrigation of plants when soil humidity is low.

A screen with 25 leds

Traffic Light management system.

3 sensors

Warning when objects in movement are detected.

The micro-controllerThe micro-controller

Educational micro-controllersEducational micro-controllers

a micro-controller for beginnersa micro-controller for beginners

Projects made with arduinoProjects made with arduino

1- Introducing the Micro-controllers 2- Using a push button as an input control

Chapter 1: MakeCode for MicroBit | Lesson 3

ObjectivesObjectives

A professionnal micro-controllerA professionnal micro-controller

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Page 4: Table of contents Grade 6 With free access to the Digital

In this project, we will create a game that consists of the following:

A variable can’t hold more than one value at the same time; that’s why, a variable should be created for each player.

The variable has a unique name and can change its content any moment in the script.

How many users can play the game?

Let us create a variable named “a” for the first player.

Can the name of a variable change?

And a variable named “b” for the second player.

YES

YES

YES

NO

NO

NO

Can the content of a variable change?

Can 2 values be in the same variable?

A project with two variablesA project with two variables

As a conclusion to be memorized!As a conclusion to be memorized!

1- Creating a project with two variables

Chapter 1: MakeCode for MicroBit | Lesson 5

ObjectivesObjectives

The wi nner is!!The wi nner is!!

How many variables should we use?How many variables should we use?

Let us answer the following questions in order to determine how many variables we should use in the project.

Number of players: 2.

Write on two cards the values 1 and 2.

Reverse the two cards in order to start the game.

Each player will pick a card and press the push button of the Microbit a number of times equal to the number picked. (Player 1 use the button A and player 2 use the button B)

The game will end when one of the two players reaches the value 10. As a result, a message will be displayed announcing the winner.

a b

dic

ed

ice

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Page 5: Table of contents Grade 6 With free access to the Digital

From the previous lesson, we learned that each led of the MicroBit’s screen has a unique address.

In this lesson, we will learn how to control each led using a variable and the loop block.

In order to make the leds turn on and off without referring to the manual method (used in the previous lesson), a variable should be declared, increased or decreased according to the loop block.

(0,0)

When the Script runs:

Create a variable named “led”.

From the category Loops, insert the block “for index from 0 to 4”.

From the category Led, insert the block “plot x - y”.

Replace the block with the block

Insert the block in the “x” field as shown.

Insert the block “pause” to slow down the blinking effect.

Quick reviewQuick review

As a conclusion!As a conclusion!

1- Integrating a variable to control the MicroBit’s leds

Chapter 1: MakeCode for MicroBit | Lesson 7

ObjectivesObjectives

Flashing leds. . . The projectFlashing leds. . . The project

In order to create a flashing led project, follow the steps below:

Write the address (x,y) of each led of the screen shown on the right.

(. . .,. . .)

(. . .,. . .) (. . .,. . .)

(. . .,. . .)

(. . .,. . .)

The for loop repeats the instructions times.

Each turn of the loop, a will illuminate.

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Page 6: Table of contents Grade 6 With free access to the Digital

1- Reproduce the table on the right.2- Apply the same formatting.3- Merge cells B2 to F2. 4- Merge cells B4 to B9. 5- Change to vertical the orientation of the title “My Expenses” .6- Hide column F and row 8.7- Protect Sheet1 against modifications.8- Hide Sheet2. 9- Save the workbook on your computer’s hard drive.

formatting a table in excel (continued)formatting a table in excel (continued)

Hiding a row or a columnHiding a row or a column

1- Changing the orientation of a text in a cell. 2- Hiding and showing a column or a row. 4- Protecting a sheet.

Chapter 2: Microsoft Excel | Lesson 3

ObjectivesObjectives

Select the cell you want to change the orientation.

Select the column F.

The text existing in a cell could be oriented to any orientation you want. This formatting will create attractive documents for the users.

It is always possible to hide a column or a row in case it contains sensitive data that you don’t want to show. If you hide a column or a row, you can, at any time, unhide it.

rotating a text in a cellrotating a text in a cell

From the Home menu, click on the button Orientation, then choose the desired orientation.

From the Home menu, click on the button Format, then on Hide & Unhide - Hide Columns.

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Page 7: Table of contents Grade 6 With free access to the Digital

1- Reproduce in Excel the table shown on the right 2- In columns F, G, and H, write the formulas to calculate the Average, the maximum and the minimum grades 3- In rows 12, 13, and 14, write the formulas to calculate the maximum, minimum and average for the 3 columns C D and E 4- In column I, write the IF function to display “PASSED” if the Average is greater than 10 and to display “FAILED” if the Average is less than 10.

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Use the function if to evaluate a condition Use the function if to evaluate a condition

Mastering the use of the function If.

Chapter 2: Microsoft Excel | Lesson 6

ObjectivesObjectives

Evaluating a conditionEvaluating a condition

In our example, the IF function evaluates the average value in order to display one of the two messages: Passed or Failed.

Examine how the IF formula is written.

The function is formed of 3 parts separated by two commas.

The condition is set to evaluate the cell F4 if it is greater or less than 10.

Examine the result.

Start the function with the equal sign.

The IF function evaluates a condition in order to display the appropriate message.

Page 8: Table of contents Grade 6 With free access to the Digital

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Page 9: Table of contents Grade 6 With free access to the Digital

The sensors of a robot are compared to the five senses of a human being. Man has five senses, whereas the robot has more than 30 sensors. A robot can measure the humidity rate, light intensity……..Without these sensors, the robot can not perform intelligent missions.

Match each sensor with the appropriate figure.

The buttons of the brick are considered as sensors that can control the behaviour of the robot.

Ultrasonic Sensor

Ultrasonic Sensor is used to

Bouton UP Bouton LEFT

Bouton Down Bouton RIGHT

Colour Sensor

Colour Sensor is used to

Light Sensor

Light Sensor is used to

Gyro Sensor

Gyro Sensor is used to

Touch Sensor

Touch Sensor is used to

For intelligent missions

Identify the sensors of an EV3 robot.

Define the utility of the EV3 robot sensors.

The Brick Buttons sensor

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2 4

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The sensors of the robotThe sensors of the robot

1- Discovering the touch, light, colour, gyro and ultrasonic sensors. 2- Programming the Brick Button sensor.

Chapter 4: Robotics | Lesson 2

ObjectivesObjectives

Page 10: Table of contents Grade 6 With free access to the Digital

Examine the example below. A constant equal to 20 is declared.

The [Math] block allows the robot to make calculations. From now on, the robot becomes more intelligent.

The [Math] block exists in the [Data Operations] category. It is symbolized by the four signs of calculation (plus, minus, multiplication, division).

The Math block

A Math block in a robotic mission

Examine the blocks in the [Data Operations] category.

Examine the [Math] block.

The [Constant] block is linked to the [Move Tank] block. Consequently, the robot moves forward at a speed equal to 20.

The [Constant] block is linked to the [Math] block towards the variable [a]. The variable [b] is equal to 40 and the operation is addition.

The output result of the [Math] block is linked to the [Move Tank] block. The robot moves forward at a speed equal to 60 (20+40).

Once you click on [+] , the different mathematical operations are displayed.

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The robot solves mathematical operationsThe robot solves mathematical operations

For better understandingFor better understanding

1- Using the Math block in a mission 2- Using the Random block in a mission.

Chapter 4: Robotics | Lesson 5

ObjectivesObjectives

Page 11: Table of contents Grade 6 With free access to the Digital

Many countries count on oil and natural gas to supply most of their energy needs, but reliance on fossil fuels presents a big problem. Fossil fuels are a finite resource. Eventually, the world will run out of fossil fuels, or it will become too expensive to retrieve those that remain. Fossil fuels also cause air, water and soil pollution, and produce greenhouse gases that contribute to global warming.

Renewable energy resources offer cleaner alternatives to fossil fuels. They are not completely problem-free, but they produce much less pollution and fewer greenhouse gases, and by definition, will not run out. Here are our main sources of renewable energy.Source : https://www.treehugger.com/

Make a research to show the different source of renewable energy, then create a Scratch project as follows:

When the green flag is clicked, each Backdrop will be displayed for 20 seconds. The appropriate Sprite will start moving on the stage while playing the sound recorded that describes the scene.

Save our planet!Save our planet!

awareness documentary on pollutionawareness documentary on pollution

The scriptThe script

For each source of renewable energy, import from the Internet a picture as a Backdrop.

Record your voice in order to explain, for 2 minutes, the concept of each renewable energy.

Creating a documentary: Renewable energy resources

Chapter 5: Scratch 3.0 | Lesson 3

ObjectivesObjectives

I found sources of renewable energy.

Name the different sources of renewable energy.

a-

b-

c-d-

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Page 12: Table of contents Grade 6 With free access to the Digital

S hap es wi th Sc ratc hS hap es wi th Sc ratc h

Drawing shapes in Scratch

Chapter 5: Scratch 3.0 | Lesson 7

ObjectivesObjectives

Use the Pen and the Repeat blocks to reproduce the below shapes.

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1- Access your account on www.zero1.education2- Open the Digital Resources tab to watch the tutorial.

Watch the tutorial on the digital platform

Page 13: Table of contents Grade 6 With free access to the Digital

Ex p lori ng the toolsEx p lori ng the tools of the welcome screen of the welcome screen

1- Using basic shapes to draw 3D objects 2- Changing the properties of an object

Chapter 6: TINKERCAD for 3D printing | Lesson 2

ObjectivesObjectives

In this lesson, we will explore how to build a basic shape by using the tools proposed by Tinkercad.

1- Create a red cube with the following dimensions: W=40 H=40 L=40.

2- Place a green roof on the top of the cube as shown in the figure.

Here are a few tips before starting the building process. Examine the View Box on the left side of the screen.

A view from A view from all anglesall angles

The View Box allows you to turn the object in all directions.

Click on the buttons Zoom In and Zoom Out to change the view scale.

Once the cube is placed on the Workplan, its dimensions are displayed.

Set the new size of the cube to W=40 H=40 L=40.

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Page 14: Table of contents Grade 6 With free access to the Digital

R OTATING & engravi ngR OTATING & engravi ng objects objects

1- Rotating objects 2- Creating a hole in an object

Chapter 6: TINKERCAD for 3D printing | Lesson 4

ObjectivesObjectives

In this lesson, we will explore two additional commands in Tinkercad in order to create advance 3D forms:

The two commands are:1- Rotate an object.3- Create a hole in an object.

Once an object is placed on the Workplan, you can rotate it in different directions.

R otating R otating objectsobjects

Once the object is selected, you can choose one of the three options of rotation.

Click on the appropriate arrow in order to rotate the object. Then click on the text box to type the desired value of rotation.

Examine the result.

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