Uses of Input Devices – Computer Joystick (Primary 3)

 

 

COMPUTER STUDIES

(Information Technology)

FIRST TERM  

WEEK 5 

PRIMARY 3

THEME – BASIC COMPUTER OPERATIONS 

PREVIOUS LESSON – Uses of Input Devices – Computer Mouse (Primary 3)

TOPIC – INPUT DEVICES 

LEARNING AREA

1. Introductory Activities

2. Identification of Computer Joystick

3. Description of Computer Joystick

4. Uses of Computer Joystick

 

PERFORMANCE OBJECTIVES 

By the end of the lesson, the pupils should have attained the following objectives (cognitive, affective and psychomotor) and should be able to –

1. identify and describe the computer joystick.

2. state the uses of computer joystick.

 

ENTRY BEHAVIOUR

Computer System

 

INSTRUCTIONAL MATERIALS

The teacher will teach the lesson with the aid of:

Computer Joystick or chart showing computer joystick.

 

 

METHOD OF TEACHING – Choose a suitable and appropriate methods for the lessons.

Note – Irrespective of choosing methods of teaching, always introduce an activities that will arouse pupil’s interest or lead them to the lessons. 

 

REFERENCE MATERIALS

1. Scheme of Work

2. 9 – Years Basic Education Curriculum

3. Course Book

4. All Relevant Material

5. Online Information

 

CONTENT OF THE LESSON  

INTRODUCTORY ACTIVITIES 

Teacher’s/Pupil’s Activities – Displays a functional computer system (if available) for the pupils to identify computer joystick as input device.

Allow the pupils to use computer joystick to a play a computer game.

 

 

Then, ask them to describe a computer joystick. Listen and note their points.

 

MEANING OF COMPUTER JOYSTICK 

A computer joystick is an input device that control (move) a character or machine in a computer game.

Computer joystick got its name from a flight simulator in a plane.

 

FEATURES OF A COMPUTER JOYSTICK 

Teacher’s/Pupil’s Activities – Guides the pupils to identify the basic features of computer joystick.

1. Stick

2. Base

3. Trigger

4. Extra or additional buttons

5. Autofire switch

6. Throttle

7. Hat switch

8. Suction cup

 

USES OF COMPUTER MOUSE 

It is used for selecting and controlling characters or machines in a computer games.

 

 

PRESENTATION

To deliver the lesson, the teacher adopts the following steps:

1. To introduce the lesson, the teacher revises the previous lesson. Based on this, he/she asks the pupils some questions;

2. Displays a functional computer system for pupils to identify computer joystick as input device.

Pupil’s Activities – Identify and describe computer joystick.

3. Leads pupils to use computer joystick as stated above.

Pupil’s Activities –

  • Observe teacher’s activity.
  • Select and control different characters in a video game.

 

CONCLUSION

  • To conclude the lesson for the week, the teacher revises the entire lesson and links it to the following week’s lesson.

 

LESSON EVALUATION 

Pupils to:

1. identify computer joystick as an input device.

2. state the features of computer joystick.

3. select and control different characters in a video game.

 

 

 

 

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