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 the Gumball episode “The Signal,” a Glitch affects the Sprite and background simultaneously as if the broadcast signal is distorted.
Check out what this looks like.
<<unintelligible sounds>> <<Oh my gosh, you were right! Something weird is going on!>> In this video, you will create a similar effect by making the glitch affect your backdrop.
To do this, you will copy the glitch code to the stage.
Select the sprite that experiences the glitch.
In this example, that’s Molly.
Drag the “Define Glitch” block stack onto the stage.
Select the “stage.”
The code you copied appears in the Script Editor.
Click the code to test.
The backdrop pixelates, just like the Sprite.
Click the flag to test the backdrop glitch with the rest of the program.
Oh no, The Glitch affects Molly, but it does not affect the backdrop.
Fix this by using “Broadcast” to send a message telling the backdrop to run its Glitch code.
A broadcast has two steps: send and receive.
The “Broadcast” block sends a message from one sprite to another.
The receiving sprite runs its code as soon as it receives that message.
To start, choose which sprite in your program will send the message and which will receive it.
In this example, Molly sends the Broadcast message.
Click the sprite that will send the message in your project.
Then, drag a “Broadcast” block from the Events menu into the script editor.
Create a new message, and rename it.
This example names the message “Start Glitch” To make the sprite broadcast the message before it pixelates, add the “Broadcast” block under the “Define Glitch” block.
Next, program the backdrop to receive the broadcast message.
Click the backdrop Sprite.
Separate the code you will reuse from the “Define Glitch” block.
Then, drag the “When I receive” block from the Events menu to the top of the block stack.
Select your message.
Click the code to test it.
The backdrop glitches!
Finally, click the flag to test the animation.
Both the backdrop and Molly glitch at the same time.
Now it’s your turn: Copy the “Define Glitch” code into the backdrop.
Program your main character to Broadcast a message.
(and finally) Program the backdrop to run its code when it receives the message.