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.
Racing around the same old track all day could get pretty boring. Use this add-on to change up the venue for your racing sprites. In this video, you’ll learn how to add a button that you can program to change between the three racetrack backdrops available in the starter project. Watch how it’s done first, then try it on your own.
To start, choose a sprite to be the button for this project, for example, “button 1” like you see here. You can choose any sprite you want for your project.
This button is pretty large, so use the shrink tool to make it smaller, and drag it into the corner of the project. Next, program the button to change backdrops.
Click on looks, select the “switch backdrop to” block, and change the value to “next backdrop.” The backdrops now change when the block is clicked.
Finally, add an event that tells the computer to run this code. The backdrop should change when the sprite is clicked. To make that happen, add a “When this sprite clicked” event.
Try it out! Remember, it’s important to test your code at every step along the way--that’s what computer scientists do to make sure everything is working the way they want it to.
Awesome, the user can click this button to choose a backdrop.
When you are finished, add instructions to the project page to tell your users how to use the new feature. Now, it’s your turn: Add a sprite. Change the backdrop using a “switch backdrop” block and a “when sprite clicked” event.