Computer Grade 11: Computational Thinking PDF
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This textbook introduces computational thinking concepts in computer science. It covers key aspects like abstraction, decomposition, pattern recognition, and algorithmic design. The text also explores computational artifacts, particularly in the context of software development.
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# UNIT INTRODUCTION Computer systems are used to solve real-word problems relevant to any topic or aspect of our life. For example education, healthcare, Transportation, economics. A problem is a challenge or situation for which a solution is required. The process of analyzing that situation and ac...
# UNIT INTRODUCTION Computer systems are used to solve real-word problems relevant to any topic or aspect of our life. For example education, healthcare, Transportation, economics. A problem is a challenge or situation for which a solution is required. The process of analyzing that situation and accordingly handling it is referred as problem solving. Computational thinking is a thought process that helps us to understand the problem and solve it in a way that computers do. Computational thinking requires understanding the capabilities of computers. For example, computers process the input in a faster and reliable way and it works by following the input-process-output model. To solve problems in any field including computer science, we can apply computational thinking. The solution of a problem where computational thinking is applied uses the following properties: - **Abstraction:** Simplifying a problem or system by focusing on the most relevant aspects while ignoring unnecessary details. It is about looking at the big picture without getting lost in the tiny details. Consider the task of Creating a website. Abstraction is to focus on the main design and functionality without getting into the coding details. Think about the layout, color scheme, and user interaction, rather than every line of code. - **Decomposition:** Breaking down a complex problem into smaller, more manageable sub-problems or tasks. Consider the task of Developing a mobile app. Decomposition is to break the task into smaller parts like designing the user interface, coding specific features *(e.g., login, navigation)*, and handling data storage. Each part becomes a manageable sub-task. - **Pattern Recognition:** Identifying patterns or trends within data, problems, or solutions. Consider the task where we need to analyze user behavior on a website. Pattern Recognition is to identify trends, such as which pages users visit the most or common paths they take. This helps in making improvements based on observed patterns. - **Algorithmic Design:** Developing a step-by-step solution to solve a problem. # 2.1 COMPUTATIONAL ARTIFACTS Computational artifacts refer to human made objects and systems using computational thinking. An artifact is a byproduct of software. Particularly in computer science, the computational artifacts could include programs, websites, videos, simulations, databases, digital animations, software systems, e-commerce platforms, and mobile applications. ## 2.1.1 COMPUTATIONAL ARTIFACTS IN SOFTWARE DEVELOPMENT In software development, the artifact could be an object that helps to describe the architecture, design, and function of software. There are a range of different artifacts generated during the lifecycle of software development as shown in the *Fig 2.2*. The artifacts are considered important because they make the process of developing software easy. **Fig 2.2 - Computational Artifacts in Software Development Lifecycle** There are four main artifacts: - Meeting notes/images - Diagrams - Source code - Software documentation The artifacts generated during computational thinking in the software development process are the objects to be used before starting the coding phase. Artifacts define the behavior of a software with the help of some control sequences. By using these artifacts, software developers can easily understand how software works without requiring going into coding complexities. ## 2.1.2 COMPUTATIONAL SOLUTION DESIGN During the computational thinking, following are the commonly used computational artifacts. - **Algorithms:** While solving a problem using a computer, the first step is to think about the algorithm. An algorithm is a step-by-step set of instructions that defines how a specific problem should be solved. It is a high-level description of the solution without worrying about the implementation details such as specific programming language. Algorithms are normally written in natural language. - **Example:** Let's consider a simpler example and write algorithm to add two numbers. - **Algorithm: Add Two Numbers** 1. Input two numbers, let's call them *num1* and *num2*. 2. Add *num1* and *num2* together. 3. Store the result in a variable, let's call it *sum*. 4. Output the value of *sum*. - **Flowcharts:** Flowchart is another tool used in the process of algorithm design. This provides a visual representation of flow and logic using defined symbols. Flowcharts are mostly helpful in explaining complex loops and decision-making processes. - **Example:** Flowchart: Add Two Numbers (*Fig 2.3 - Flowchart: add two numbers*) - **Pseudocode:** Once you have devised an algorithm, now it's time to create pseudocode. Pseudocode is an intermediate step between the algorithm and actual programming code. It's a more structured and semi-formal way of representing the algorithm using a combination of natural language and simplified programming constructs. Pseudocode helps in explaining the logic and structure of the algorithm before starting programming. It can be thought of as a detailed plan of how the algorithm should be implemented. - **Example:** Pseudocode: Add Two Numbers - // Step 1: Input two numbers - Input "Enter the first number: " into *num1* - Input "Enter the second number: " into *num2* - // Step 2: Add the two numbers and store result in *sum* - *sum* <- *num1* + *num2* - // Step 3: Output the result - Output "The sum of two numbers is: " *sum* **Fig 2.4 - Computational Artifacts in Software Development Lifecycle** There are three main artifacts: - Algorithms - Flowcharts - Pseudocode However, it is important to note that the above sequence can vary depending on the complexity of the problem and your personal preference. Some programmers may skip flowcharts and go directly from algorithms to pseudocode or even from algorithms to writing code; especially for simpler tasks. Let's consider another example to check whether a given number is even or odd and write algorithm, pseudocode and also draw its flowchart. - **Algorithm: Check Even or Odd** 1. Input a number, let's call it *num*. 2. Check if *num* is divisible by 2. 3. If the remainder is 0, output "The number is even." 4. If the remainder is not 0, output "The number is odd." - **Pseudocode: Check Even or Odd** - // Step 1: Input a number - Input "Enter a number: " into *num* - // Step 2: Check if the number is even or odd - if *num* % 2 = 0 then - // Step 3: Output result for even number - Output "*number* is even." - else - // Step 4: Output result for odd number - Output "*number* is odd." - end if - **Flowchart: Check Even or Odd** (*Fig 2.5 - Flowchart: Check Even or Odd*) ### b. Algorithm Design The primary goal of pseudocode is to convey the algorithm's logic in a clear and understandable way, irrespective of specific programming language conventions. Pseudocode writing is not standardized and there isn't a universal set of rules for its formatting. However, certain conventions are commonly used. Below is a set of guidelines that are often followed, but keep in mind that these are not strict rules, and you can adapt them based on your preferences or the requirements of a specific solution: - **Font, Size, Style:** - **Font:** It is typically written in a plain, easy-to-read font. - **Size:** Use a standard font size that is easy to read, often around 10-12 points. - **Style:** Italicizing or bolding keywords is sometimes done for emphasis, but it's not a strict rule. - **Indentation:** - Use consistent indentation to visually represent the structure of your code. Commonly, 2-4 spaces or a tab character is used for each level of indentation. - **Case:** - While pseudocode is not case-sensitive, using uppercase for keywords and lowercase for variables can enhance readability. For example, *FOR i FROM 1 TO n* or *if condition then*. - **Line Numbers:** - Including line numbers is optional and depends on the requirements of a specific project. Line numbers can aid in discussions about the algorithm. - **Comments:** - Comments are essential for explaining the logic. They are often denoted by symbols like *// for single-line comments* or */** / for multiline comments. - **Data Type Keywords:** - Some pseudocode styles use data type keywords like INTEGER, STRING, etc., to indicate the type of a variable. However, this is optional. - **Variables/Assignments & Declarations:** - Variables can be declared using *DECLARE* or simply by mentioning them. Assignments are often denoted using *or :=*. - **Common Operators:** - Use standard operators such as *+*, *-* *,* /, *%, *<*, *>*, *<=*, *>=*, *==*, *!=* to represent common operations. - **Key Commands:** - Key commands like *INPUT*, *OUTPUT*, *FOR*, *IF*, *WHILE* can be used to represent specific actions on control structures. ## 2.1.3 PLANNING AND DEVELOPING A COMPUTATIONAL ARTIFACT The following steps are used for planning and development of an artifact: - **a. Define the problem:** State the problem you are trying to solve in clear and concise terms. - **b. List the inputs:** (information needed to solve the problem) and the expected outputs (what the algorithm will produce as a result). - **c. Plan:** - **i) Outline the logic:** For this purpose, breakdown the problem into smaller problems and consider how to solve each one. - **ii) Choose Data Structures:** A data structure is a storage to save and organize the data. We have different types of data structures such as array, stack, queue, etc. The choice of data structures is determined by considering the merits and drawbacks associated with each specific data structure. - **iii) Choose Control Structures:** enables to determine the order of program execution. The sequential order of execution is disturbed in two aspects: - *skip some program statements.* This is usually done with the help of conditional statements. - *repeat one or more program statements.* This is done by using loops. - Those control structures are selected that are most appropriate for over solution. - **d. Development:** Describe the steps needed to convert or manipulate the inputs to produce the outputs. Start at a high level first and keep refining the steps until they are effectively computable operations. Keep the process simplified and remember that the number of steps should be finite. - **e. Test the algorithm:** choose data sets and verify that your algorithm. **Fig 2.6 - Computational Artifacts in Software Development Lifecycle** There are five main steps involved in the development of a computational artifact: - Define problem - List inputs and outputs - Planning - Outline the logic - Test algorithm **Example:** Jeroo is a Kangaroo like animal. A Jeroo can pick flowers from a location and can plant them to some other. The Jeroo moves by hopping in the four directions e.g. forward, backward, right and left. As the Jeroo hop; it must avoid water, nets, and other of it kind. **Problem Definition** Consider the given diagram, where the field is divided into 5x5 matrix and a Jeroo is available at position (0, 0) facing East. The flower is located at (3, 0). Write an algorithm where the Jeroo picks the flower and plant it to another location (3, 2). After its plantation, the Jeroo should move one hop East and stop there. Assume there are no other Jeroos, flowers or nets available in the field. Top left corner of matrix is (0,0) values of x increases horizontally and y downwards. **Fig 2.7 Jeroo flower picking problem** There are two main parts: - **(a) Start** - **(b) Finish** **List of inputs & Outputs** **Inputs:** - Jeroo starts location (0, 0) - flower current location (3, 0) **Outputs:** - flower new location (3, 2) - Jeroo should stop one hop East **Plan:** **Breakdown the problem:** - Pick flower - Put flower - Move East **Development:** - Pick Flower - Hop 3 times - Take the flower - Put Flower - Turn right - Hop 2 times - Plant the flower - Move East - Turn left - Hop 1 time After the development of the algorithm, try to refine it by asking yourself the following questions: - Does the developed algorithm solve some specific problem or could it may be generalized. - Can the developed algorithm be made simplified? **For example:** - The algorithm that finds the area of a circle having radius of 3 meters (*formula A=π3²*) solves a specific problem, but it could be made generalized by using the formula *A=πr²*. - The formula for calculating perimeter of square is: - Perimeter of square = side + side + side + side - A simple formula would be: - Perimeter of square = 4 × side **Fig 2.8 - Computational Artifacts in Software Development Lifecycle** There are three main artifacts: - Planning - Development - Testing ## 2.1.4 TESTING COMPUTATIONAL ARTIFACTS The computational artifacts should be tested by considering potential logical errors. For example, you should think what would happen if a user enters invalid or a certain out of range input. Testing and accordingly refinement of solution is the iterative process of a computational artifact. ### a) Tracing an Algorithm: Tracing of algorithm is also known as a "desk check or dry-run". The programmers convert the algorithms to code that is ultimately handed over to computer for compilation and execution. But before going to write code for an algorithm, we manually verify that the algorithm works correctly. For this purpose, trace method is used that hand simulate the execution of your algorithm, keep change track of variable values and flow of logic control. Tracing of Algorithm involves the following: - **a. Understand the Algorithm:** Before tracing is started, thoroughly understand the algorithm's logic flow. - **b. Choose Test Input:** To trace the algorithm it requires input; a complete set of input is therefore chosen at this point. - **c. Initialization:** Initialize the variables and data structures. This helps in setting up the algorithm in its initial state, where the algorithm has never run before. - **d. Trace Each Step:** hand execute the algorithm step-by-step, tracking the flow of control. For each step of algorithm, do the following: - *Track record Inputs:* write the input values and variable values relevant to that step. - *Perform processing:* Do computation / perform the operation specified in that step of algorithm. - *Update Variables:* keep an eye on the changes in the variable values and data structures in response to performing operation. - *Go by Control Flow:* Normally, the steps of algorithms are followed sequentially but sometime this sequence is broken by loops, conditional statements, and function calls. Therefore, we need to track how an algorithm decides which step to execute next. - **e. Repeat Until Completion:** Tracing the algorithm continues step by step until we reach the end of algorithm. - **f. Verify Output:** At the end, evaluate the final output and ensure that it matches our expectations based on the given set of inputs. **Example:** Let's take example of Jeroo that we solved in previous topic and apply algorithm tracing. - **a. Understand the Algorithm:** What we need to do, from where we need to pick flowers and to which location, we need to plant flower. - **b. Choose test Input:** In the example flower pickup location e.g. (3,0) serves as input - **c. Initialization:** Initial position of Jeroo and Initial position of flower - **d. Trace each step:** - *Track record input:* Jeroo's location, flower's location are the input variables. - *Processing:* Taking moves, taking turns, picking flower, putting flower are the action that require processing. - *Update variables:* Jeroo's location and flower's location will be updated after each step movement of jeroo and flower pick/put action respectively. - *Go by control flow:* follow the algorithm e.g. sequentially. - **e. Repeat until Completion:** take moves and turns until the jeroo is reached its destination and flower is placed at the designated location. - **f. Verify output:** verify whether the completion done in above step is same as desired in the problem statement. **Trace Tables:** The dry run of an algorithm can be done with a technique known as Trace Tables. These tables show the variables change at each stage in the algorithm. The trace tables generate the output on a given set of input data to test if algorithm is giving expected output. It also helps to check that our logic is correct and find logical errors, if any. **Example:** Consider the following the pseudocode and accordingly its trace table. **Pseudocode** 1. *number* = 3 2. PRINT *number* 3. FOR i from 1 to 3: - *number* = *number* + 5 - PRINT *number* 4. PRINT "?" **Trace Table** | Pseudocode step | Number | Output | |---|---|---| | 1 | 3 | | | 2 | | 3 | | 3 | | | | 4 | 8 | 8 | | 3 | | | | 4 | 13 | 13 | | 3 | | | | 4 | 18 | 18 | | 3 | | | | 4 | | ? | **Example:** Consider the same example, we discussed in the chapter above. **Pseudocode** 1. Start 2. Set *c*=1 3. Read *n* 4. *m* = *n* *c* 5. print *m* 6. *c* = *c* + 1 7. Repeal steps 4 to 6 while (*c* <= 10) 8. End **Table 2.1- Trace table for the given pseudocode** | Pseudocode Step | *c* | Input *n* | Output *m* | Algorithm Step | *c* | Input *n* | Output *m* | |---|---|---|---|---|---|---|---| | 1 | | *n* | | 1 | 1 | 2 | | | 2 | 1 | | | 2 | 1 | 2 | 2 | | 3 | 1 | 2 | | 3 | 1 | 2 | 2 | | 4 | 1 | 2 | 2 | 4 | 1 | 2 | 2 | | 5 | 1 | 2 | 2 | 5 | 1 | 2 | 2 | | 6 | 2 | 2 | | 6 | 2 | 2 | 4| | 7 | 2 | 2 | 4 | 7 | 2 | 2 | 4 | | 4 | 2 | 2 | 4 | 4 | 2 | 2 | 4 | | 5 | 2 | 2 | 4 | 5 | 2 | 2 | 4 | | 6 | 3 | 2 | | 6 | 3 | 2 | 6 | | 7 | 3 | 2 | 6 | 7 | 3 | 2 | 6 | | 4 | 3 | 2 | 6 | 4 | 3 | 2 | 6 | | 5 | 3 | 2 | 6 | 5 | 3 | 2 | 6 | | 6 | 4 | 2 | | 6| 4 | 2 | 8 | | 7 | 4 | 2 | 8 | 7 | 4 | 2 | 8 | | 4 | 4 | 2 | 8 | 4 | 4 | 2 | 8 | | 5 | 4 | 2 | 8 | 5| 4 | 2 | 8 | | 6 | 5 | 2 | | 6 | 5 | 2 | 10 | | 7 | 5 | 2 | 10 | 7 | 5 | 2| 10 | | 4 | 5 | 2 | 10 | 4 | 5 | 2 | 10 | | 5 | 5 | 2 | 10 | 5 | 5 | 2 | 10 | | 6 | 6 | 2 | | 6 | 6 | 2 | 12 | | 7 | 6 | 2 | 12 | 7 | 6 | 2 | 12 | | 4 | 6 | 2 | 12 | 4 | 6 | 2 | 12 | | 5 | 6 | 2 | 12 | 5 | 6 | 2 | 12 | | 6 | 7 | 2 | | 6 | 7 | 2 | 14 | | 7 | 7 | 2 | 14| 7 | 7 | 2 | 14 | | 4 | 7 | 2 | 14 | 4 | 7 | 2 | 14 | | 5 | 7 | 2 | 14 | 5 | 7 | 2 | 14 | | 6 | 8 | 2 | 14| 6 | 8 | 2 | 16| | 7 | 8 | 2 | 16 | 7 | 8 | 2 | 16 | | 4 | 8 | 2 | 16 | 4 | 8 | 2 | 16 | | 5 | 8 | 2 | 16 | 5 | 8 | 2 | 16 | | 6 | 9 | 2 | 16 | 6 | 9 | 2 | 18 | | 7 | 9 | 2 | 18 | 7 | 9 | 2 | 18 | | 4 | 9 | 2 | 18 | 4 | 9 | 2 | 18 | | 5 | 9 | 2 | 18 | 5 | 9 | 2 | 18 | | 6 | 10 | 2 | 18 | 6 | 10 | 2 | 20 | | 7 | 10 | 2 | 20 | 7 | 10 | 2 | 20 | | 4 | 10 | 2 | 20 | 4 | 10 | 2 | 20 | | 5 | 10 | 2 | 20 | 5 | 10 | 2 | 20 | | 6 | 11 | 2 | 20 | 6 | 11 | 2 | 20 | | 7 | 11 | 2 | 20 | 7 | 11 | 2 | 20 | | 4 | 11 | 2 | 20 | 4 | 11 | 2 | 20 | | 5| 11 | 2 | 20 | 5 | 11 | 2 | 20 | | 6 | | | | 6 | | | | | | | | | 7 | | | | | | | | | 8 | | | | **Teacher's Guide** "CS Unplugged: Computational Thinking Activities" *https://www.csunplugged.org/* This resource provides a series of activities designed to familiarize students with computational thinking principles such as problem decomposition, algorithms, and testing. These activities serve as an excellent introduction to the fundamental aspects of creating computational artifacts, all without the requirement of computers. ### b) Algorithms Evaluation Parameters Algorithms are evaluated using a variety of criteria and methods to assess their performance, efficiency, and correctness for specific tasks. The evaluation process determines whether an algorithm meets its intended objectives. The following are some common ways to evaluate algorithms, however at advanced level there are many other ways also. - **Correctness:** - Correctness is considered the most fundamental evaluation parameter. An algorithm must produce the desired output for all possible valid inputs. Therefore, various inputs are tried during evaluation of algorithm. - **Efficiency:** - Efficiency of an algorithm deals with time and space (amount of memory) complexity. The time complexity refers to the amount of time taken by an algorithm to run and space complexity refers to the amount of memory required to run that algorithm. - **Clarity:** - This refers to how easily the algorithm's logic and steps can be understood by humans involved in the software development lifecycle. - **Reliability:** - Reliability refers to the ability to always produce correct and accurate results when the algorithm is given a set of inputs. A reliable algorithm should always perform the required task with a high degree of accuracy and consistency. # 2.2 COMMON COMPUTING ALGORITHMS Different problems require different types of algorithmic techniques to solve the problems. Similarly, different programmers prefer to use different algorithms to solve the same problem. There are many algorithms that have been pre-developed because they are considered fundamental and commonly used in solving daily life problems. Few of them are discussed in the below sections. ## 2.2.1 SORTING ALGORITHMS: The sorting algorithms are used to arrange data in a useful manner *(Such as ascending or descending order)*. Various methods of sorting are used for example Insertion sort algorithms, Bubble sort algorithms, etc. ### a) Insertion sort algorithm In Insertion sort, we compare adjacent elements and sort them if they are not in correct order. While comparison, the smallest element is selected and swapped with the element that is placed at first location. This is the first iteration, and we will continue until all elements are sorted. At the end, we have an array of sorted elements. #### i. Working of insertion sort algorithm Consider the following array of unsorted elements which need to be sorted in ascending order. For ease let's use four colors to represent four different things in the given array - Yellow color for unsorted array. - Blue color for elements to be compared in the unsorted array. - Green color for sorted array. - Red color for elements that are not correct in the sorted part of array. At the start, all elements are colored yellow *12 31 25 8 32 17* Assuming first element *(12)* is already sorted. *12 31 25 8 32 17* We pick the second element *(31)* and compare with the adjacent element with sorted array. *12 31 25 8 32 17* Because 31 is larger than 12. It means that first element is already in correct order. *12 31 25 8 32 17* Now, move to the next element *(25)* and compare it with adjacent element in the sorted array *(25* with *31*). * 12 31 25 8 32 17* Here, *25* is smaller as compared to *31*. It means, *31* is not at its correct position, therefore, swap both the elements *25* with *31*. *12 25 31 8 32 17* Along with swapping, we also need to check and compare it with all elements in the sorted array. Till now, the sorted array contains one element *(12)*. So, *25* will be compared with *12*. Here, *25* is greater than *12*. So, the sorted array remains same. We now move forward to next element that is *8* and compare it with its adjacent element in the sorted array *(31)*. *12 25 31 8 32 17* Here, *31* is greater than *8*, so swap them. *12 25 31 8 32 17* After the above swapping, you will note that elements *25* and *8* are not in its correct order. *12 25 8 31 32 17* So, accordingly swap them. *12 8 25 31 32 17* The elements *12* and *8* are also not in its correct order. So, accordingly swap them. *8 12 25 31 32 17* Now we move to the next elements that is *32* and compare it with adjacent element in sorted array that is *31*. Similarly *32* will be comapared with previous element in the sorted array there will be no change bacause they are aleady sorted. *8 12 25 31 32 17* No swapping is required because they are already sorted. *8 12 25 31 32 17* Here we will take the next element that is *17* and compare it with its adjacent element in sorted array that is *32*. *8 12 25 31 32 17* *32* is greater than *17*. So, swap them *8 12 25 31 32 17* This swapping will make *31* and *17* unsorted. *8 12 25 31 17 32* So, swap them too. *8 12 25 17 31 32* Now, this will make *25* and *17* unsorted. *8 12 25 17 31 32* So, swapping them again. *8 12 25 17 31 32* Now, the sorting process is complete as the array is in correct order. #### ii) Insertion Sort in context of Computational Thinking Let's solve the Insertion sort by applying the computational thinking properties. - **Abstraction:** Organize a collection of items by repeatedly picking up each item and inserting it into its correct position relative to the items already sorted. This will gradually build a sorted collection by inserting items in the right order. - **Decomposition:** - **Sub-Processes:** - *Pick and Insert:* For each item, pick it up and insert it into the sorted collection. - *Correct Position Logic:* Determine the correct position for each item in the sorted collection. - **Pattern Recognition:** - *Repetition:* The process involves repeating the steps for each item. - *Building Order:* The algorithm focuses on building a sorted collection incrementally. - *Ordered Comparison:* It employs comparisons to determine the correct position of each item. - **Algorithmic Deign** 1. Start with the second element: - Begin with the second element of the array (assuming the first element is already "sorted"). 2. Pick the current element: - Pick the current element and remember it. 3. Compare with sorted elements: - Compare the current element with the elements in the "sorted" part of the array. 4. Shift larger elements to the right: - If the current element is smaller than the elements in the "sorted" part, shift those larger elements to the right to create space. 5. Insert the current element: - Insert the current element into its correct position in the "sorted" part. 6. Repeat for each element: - Repeat these steps for each element in the array, gradually expanding the "sorted" part. ### b) Bubble sort algorithm In Bubble Sort algorithm, we repeatedly compare and swap the adjacent elements if they are not in correct order. If we need to sort the array in ascending order, then bubble sort algorithm starts by taking first element of the array and compare it with the second element first iteration. Suppose if the first element is greater than the second then it will swap these elements, and then move forward to compare the second element with the third element, and it continues until the largest element reaches the last place in the array. We need to repeat this process *(iteration)* until the complete list is sorted. #### 1. Working of Bubble Sort Algorithm Consider the following array of elements: **First Iteration** *13 32 26 35 10* Take the first element and compare it with its adjacent element *13 32 26 35 10* Here, the first element *(31)* is small than the second element *(32)*, so it is already sorted. Now, the second element and compare it with next adjacent element *(e.g. 32 with 26)*. *13 32 26 35 10* Here, *32* is greater than *26*. So, we need to swap them both. After the swapping, array will look like this: *13 26 32 35 10* Now, take third element and compare it with its next adjacent *(e.g. 32 with 35)*. No swapping is required because *35* is greater than *32* *13 26 32 35 10* Now, we will compare *35* with *10*. *13 26 32 35 10* Here, *35* is greater than *10* and need swapping. The element *35* has reached at the last place of the array. At the end of first iteration, the array will look like this: *13 26 32 10 35* Now, its time for second iteration. **Second Iteration** In second iteration, we will follow the same process. *13 26 32 10 35* *13 26 32 10 35* *13 26 32 10 35* Here, *32* is greater than *10*. So, perform swapping operation. *13 26 10 32 35* Similarly, next iteration will be done. **Third Iteration** In third iteration, we will follow the same process again. *13 26 10 32 35* *13 26 10 32 35* *13 26 10 32 35* Here, *26* is greater than *10*. So, perform the swapping again. *13 10 26 32 35* *13 10 26 32 35* *13 10 26 32 35* Now, move to next iteration. **Fourth Iteration** Again follow the same process the array is completely sorted now. *10 13 26 32 35* #### ii. Bubble Sort in context of Computational Thinking Let's solve the Bubble sort by applying the computational thinking properties. - **Abstraction:** Organize a collection of items by repeatedly comparing and swapping adjacent items until the entire collection is sorted. It will perform iterative comparison and swapping to achieve order. - **Decomposition:** - **Sub-Processes:** - *Adjacent Comparison:* Compare each pair of adjacent items. - *Swap Logic:* If a pair is out of order, swap them. - *Iteration:* Repeat the process until the collection is sorted. - **Pattern Recognition:** - *Pairwise Comparison:* The algorithm focuses on comparing and adjusting adjacent pairs. - *Iterative Process:* The sorting process is achieved through multiple iterations. - *Repeating Patterns