CBSE Coding, AI, Robotics and Computer Book – Class 3 | Skillful Minds

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Unlock the world of technology with Skillful Minds for Class 3 a comprehensive book for students in mastering Coding, Artificial Intelligence, Robotics, and ICT, tailored to foster creativity and problem-solving skills aligned with NEP 2020.

  • Education Board Alignement – CBSE
  • Number of Pages – 112
  • Number of Chapters – 9
  • Number of Lab Activities – 25
  • Software and Hardware Used – Windows 10, Notepad, WordPad, MS Paint, Tux Paint, MS Word, MS Excel, PictoBlox, Quarky Robot
  • Competition – Access to Codeavour – The global AI, Coding and Robotics championship to foster creativity, innovation and entrepreneurial skills among students of age 7 to 18 years to raise awareness about UN Sustainable Development Goals.
  • Technologies Covered – Computer Basics, Coding, Artificial Intelligence, and Robotics
  • Certification – Submit 10 lab activities online to get digital certificate accredited by STEMpedia, STEM.org and ARTPARK.
  • ISBN Number 978-81-969402-2-5

467 in stock

  • Get 10% discount on this product using code – AI10
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Empowering Kids with the Right Future Skills

Computer Fundamentals

Coding and Algorithms

Artificial Intelligence

Computer Fundamentals

Coding and Algorithms

Artificial Intelligence

Fun with Robotics

Explore MS Office

Game Development

Fun with Robots

Explore MS Office

Game Development

Inside the Book

Icon for 21st century skills

21st Century Skills

Chapters and activities designed to impart skills pertinent to the evolving technological landscape of the 21st century.

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Master Coding and AI Skills

Build competency in computational thinking, coding and artificial intelligence with hands on activities.

Badge for Activity Based Learning

Activity-Based Learning

Incorporating 25 hands-on activities and theme-based learning that make learning both fun and intellectually stimulating.

Icon of Quarky board

Learn with Quarky Robot

Interactive sessions with the Quarky robot enhance engagement and maintains a high level of interest.

Icon of PictoBlox

PictoBlox AI Software

Learn the art of coding through block coding in PictoBlox, a premier tool for young learners. Students also receive 3000 AI credits for PictoBlox.

Badge for Certificate

Codeavour Competition

Exclusive access to Codeavour – the AI and Robotics Competition, with the opportunity to represent India on the global stage at Dubai.

Software and Hardware Used

Windows 10

Notepad

Wordpad

MS Paint

Tux Paint

MS Word 16/19

MS Excel 16/19

PictoBlox

Quarky

Chapter-wise Learning Outcome

#Chapter NameLearning OutcomeActivitiesTool Used
1Know Your ComputerLearning about computer systems, IPO cycle, hardware and software, developing familiarity with Windows GUI and file management3Windows OS, Notepad, WordPad
2Fun with PaintDeveloping skills in digital art using MS Paint and Tux Paint, understanding user interfaces and artistic tools3MS Paint, Tux Paint
3Introduction to Algorithm and CodingLearning stepwise thinking, sequence, decomposition and algorithmic thinking, developing basic programming skills5PictoBlox
4Introduction to MS WordDeveloping proficiency in using MS Word, learning about interface, font manipulation, bullets, numbering and shortcuts2MS Word
5Introduction to MS ExcelLearning to manage data using MS Excel, understanding cell, rows, columns and auto drag features1MS Excel
6Sketch with PictoBloxDeveloping skills in digital sketching and pattern making using Pen Extension in PictoBlox2PictoBlox
7Fun with RoboticsLearning about robotics, RGB LED display, touch sensors and robot control using Quarky Robot5Quarky Robot, PictoBlox
8Game DevelopmentDeveloping game development skills, understanding variables in games using PictoBlox2PictoBlox
9Learn About AIExploring Artificial Intelligence, learning about face detection techniques and applications2PictoBlox AI

Lab Activities in the Book

The book includes a range of lab activities in each chapter, designed to reinforce theoretical concepts through practical, hands-on experience.

#Activity NameLearning Outcome of the Activity
1Playing with Windows GUILearning to navigate and utilise the Windows Graphical User Interface, enhancing computer literacy and operational skills.
2Type about Myself in NotepadDeveloping basic typing and text editing skills using Notepad, fostering digital writing abilities.
3About My School in WordPadEnhancing word processing skills by creating documents in WordPad, encouraging descriptive writing and digital literacy.
4My Snowman - MS PaintDeveloping artistic skills and creativity using MS Paint, focusing on digital drawing and design.
5My Nature Scenery - MS PaintLearning to create digital landscapes in MS Paint, enhancing understanding of digital art tools and creative expression.
6Colour My Hen - Tux PaintDeveloping colouring and artistic skills using Tux Paint, fostering imagination and digital artistic expression.
7Tobi WalkingLearning basic programming concepts by animating a character in PictoBlox, introducing foundational coding skills.
8Look at My JungleDeveloping an understanding of sprite manipulation and scene creation in PictoBlox, fostering creative storytelling.
9Creating Animation - Flying CatLearning to animate characters in PictoBlox, enhancing understanding of motion and sequences in digital storytelling.
10Barking DogDeveloping skills in programming sound and movement in PictoBlox, combining audio and visual elements in coding.
11Story Making - Once Upon a TimeEnhancing storytelling and narrative skills through coding tasks in PictoBlox, fostering creativity and sequence understanding.
12My Favourite Cartoon Character - MS WordLearning to use MS Word for creative writing and document formatting, enhancing digital documentation skills.
13Exploring MS WordDeveloping proficiency in various features of MS Word, such as font manipulation, bullets, numbering, and shortcuts.
14My Class List in MS ExcelLearning to organise and manage data using MS Excel, developing skills in spreadsheet usage and data presentation.
15Creating Basic ShapesDeveloping geometric understanding and artistic skills through coding shapes in PictoBlox.
16Making PatternsLearning to create and understand patterns using the Pen Extension in PictoBlox, enhancing logical thinking and creativity.
17Quarky EmotionsDeveloping an understanding of emotional expressions in robotics using Quarky, enhancing programming and emotional intelligence.
18Beating Heart Animation on QuarkyLearning to program animations on Quarky, fostering an understanding of robotics and animation integration.
19Touch Piano with QuarkyDeveloping skills in creating a touch-sensitive piano using Quarky, combining music and robotics.
20Controlling Sprite with Quarky SwitchesLearning to control digital sprites using physical Quarky switches, enhancing understanding of interactive programming.
21Wirelessly Controlled Quarky RobotDeveloping the ability to control a robot wirelessly, introducing concepts of remote operation and robotics control.
22Fruit GameLearning game development skills using PictoBlox, focusing on creating an interactive fruit game.
23Fruit Catching GameDeveloping programming skills in creating a fruit-catching game in PictoBlox, enhancing understanding of game mechanics and user interaction.
24Face Expression DetectorExploring AI technology in detecting facial expressions, gaining insights into AI and machine learning applications.
25Face FilterLearning to create AI-based face filters, enhancing understanding of AI applications in image processing and facial recognition technology.

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Skillful Minds is the book your child needs to start their journey in technology. Equip them with the skills of tomorrow, today!

FAQs on Skillful Minds - Class 3 Book

This book is specifically tailored for Class 3 students, typically around 8-9 years old. The content and activities are carefully curated to be engaging and comprehensible for this age group, ensuring that the complexity and teaching methods are appropriate for their developmental stage.

The book aligns with the National Education Policy (NEP) 2020 by emphasizing the development of 21st-century skills such as critical thinking, problem-solving, creativity, and an understanding of modern technologies like AI and robotics. It fosters an educational environment that encourages students to be creative, think innovatively, and engage interactively with technology, in line with NEP 2020’s focus on holistic and practical learning experiences.

Key areas covered include Information and Communication Technology (ICT), Coding, Artificial Intelligence (AI), and Robotics. The book provides a comprehensive introduction to these fields, offering foundational knowledge and practical skills that are crucial in the contemporary digital world. It ensures that students not only learn about technology but also understand how to apply it creatively.

Yes, the book includes 25 lab activities that provide practical, hands-on experience in ICT, coding, AI, and robotics. These activities are designed to reinforce theoretical knowledge through real-world applications, thereby enhancing the overall learning experience and ensuring that students can apply what they learn in practical settings.

No prior knowledge in coding or robotics is required to start with this book. It introduces all concepts from the basics, making it suitable for beginners. The book gradually progresses to more complex topics, ensuring a smooth learning curve for students who are new to these subjects.

“Skillful Minds” employs a variety of engaging teaching methods, including interactive lab activities, creative projects, and the use of child-friendly tools such as PictoBlox for coding and the Quarky Robot for robotics. These tools make the learning process more interactive and enjoyable, helping to maintain the students’ interest and enthusiasm.

The book includes a range of assessments and quizzes, such as multiple-choice questions, fill-in-the-blanks, subjective questions, puzzles, and higher-order thinking questions. These are integrated into each chapter to evaluate and reinforce the students’ understanding of the material.

The activities in the book require the use of various tools and software, including PictoBlox for coding exercises, MS Word and MS Excel for computer literacy, and the Quarky Robot for robotics projects. These tools are chosen for their educational value and ease of use for young learners.

“Skillful Minds” is designed to be versatile, suitable for both self-study and classroom learning. The content is structured in a way that allows teachers to easily integrate it into their lesson plans, while also being straightforward and engaging enough for students to study on their own.

The book concludes with a Capstone Project, which serves as a culmination activity. This project allows students to apply the skills and knowledge they have acquired throughout the book in a comprehensive manner. It encourages them to innovate and creatively use technology, reinforcing the learning objectives of the book and providing a practical application of their learning.

Quarky is a robotic tool used in various lab activities within the book. It is designed to provide hands-on experience in robotics, helping students understand basic robotic functions and control mechanisms. Through activities involving Quarky, students learn about robotics in an interactive and engaging manner.

PictoBlox is a graphical programming software introduced in the book. It’s used in several lab activities to teach coding and programming concepts. PictoBlox’s user-friendly interface makes it an effective tool for introducing students to programming, allowing them to create animations, games, and more.

Skillful Minds Computer Books - ICT, Coding, AI and Robotics