In Storytelling, students use computer science to tell fun and interactive stories. Storytelling emphasizes creativity by encouraging club members to tell a unique story each day.
In Friends, students are encouraged to sign up with a friend or make a new friend in the club. Friends emphasizes teamwork by allowing club members to tell the story of how their friendship started and imagine a company together.
In Fashion & Design, students learn how computer science and technology are used in the fashion industry while building fashion-themed programs, like a fashion walk, a stylist tool, and a pattern maker.
In Art, students create animations, interactive artwork, photograph filters, and other exciting, artistic projects.
In Social Media, students create fun social media style applications and games while learning about the computer science concepts that enable these programs to work.
In Sports, students use computer science to simulate extreme sports, make their own fitness gadget commercial, and create commentary for a big sporting event.
In Music & Sound, students use the computer to play musical notes, create a music video, and build an interactive music display while learning how programming is used to create music.
In Game Design, students learn basic video game coding concepts by making different types of games, including racing, platform, launching, and more!
Students create fun and complex animated projects. This is an advanced curriculum, which means it teaches new concepts that are recommended for students who have already participated in at least two other CS First themes.
In this sample activity students animate an ocean wave to create a setting, then tell a story that takes place on the high seas.
In this sample activity students tell a story using the characters from Cartoon Network’s "The Amazing World of Gumball."
Be a designer and programmer – bring the Google logo to life using code.
In this video, you’ll use the arrow keys to make the hero move through the world.
Right now, the hero’s walking, but it’s just walking in place; nothing else is moving.
If you’ve ever played Mario, Sonic the Hedgehog, or another side scrolling game, you know that when you walk forward, the character on screen doesn’t actually move forward.
Instead, the background moves backward.
You’ll use this trick with your game today.
If you click on the “Ground” sprite, you’ll see a good bit of code is already in there.
This code uses the block you see in the sprite preview to create the ground all the way across the stage.
It even places random gaps in the blocks that the hero has to jump over.
The “Ground” sprite contains three event blocks – “when flag clicked,” “when I receive forward,” and “when I start as a clone.”
click the “when I start as a clone” stack, you’ll see a little block peek out, but it doesn’t go anywhere.
click the “when I receive forward” block stack.
The block moves a little!
The “forward” message is the key to making the background move.
Broadcast this “forward” message each time the hero moves forward.
In the “Hero” sprite, you’ll build out your motion loop!
The motion loop will control all of the hero’s movements – jumping up, going forward, and falling down.
Drag out another “forever” block.
Add a comment to this one also by right clicking and clicking “add comment.”
Type “motion loop.”
Start simple: Inside this loop, you’ll check whether the right arrow key is pressed, then, each time it is, tell the ground to move backwards.
This will make it look like the hero is moving forwards, which is the trick to making side scrolling games work.
Add an “if” block to the loop.
Then, add a “key pressed” sensing block as the condition.
Pick “right arrow” from the dropdown.
Finally, add a “broadcast” block to the “if” block.
Make sure “forward” is selected, and test it out!
Click the block stack, then press the right arrow key.
Did the ground start moving?
Your character now walks forward.
One final step: Give the hero a little runway to start the game.
Back in the hero sprite, drag out a “repeat” loop, and snap a “broadcast forward” block inside it.
If this stack runs after the flag is clicked, it’ll move the ground forward!
Now, snap the stack just above the motion loop, and cap it off with a “when flag clicked,” so the hero is assured there’s some ground to land on.
Make sure to test, and tinker with the value in the “repeat” loop to control how much the ground moves forward at the start.
In the next video, you’ll add gravity and jumping.
Now, it’s your turn: Place an “if” block inside a “forever” loop to check if the arrow key is pressed.
If it is, broadcast the forward message.