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.
You may have seen talent shows that allow people to vote on a winner. This screencast will show you how to allow users to vote for a winner in your talent show.
Users will vote for a winner by clicking on a button sprite. This example uses the checkmark, but you can use any button sprite you like. When people click on the button, it will instruct the computer to cast a vote for a sprite. To make that happen, use the “when this sprite is clicked” event. Now, the program needs to keep track of how many votes each sprite receives. In computer science, an element that keeps track of things, such as a score or number of votes, is called a “variable.”
To make a variable in Scratch, click on the data menu, then choose “make a variable.”
You need to name your variable, and it makes sense to name it something that tells what it does--this can make it easier for other people to understand your code if you work together on a project. In this example, the variable keeps track of how many votes the dog gets, so it’s named “dog votes.” Choose a name for your variable that makes sense for your project. Every time the sprite is clicked, the sprite’s vote count should go up by one. To make that happen, put the “change by“ block under the “when this sprite is clicked” block. In this case the block is set to “dog votes,” but yours will be set to the variable you made.
To see what the variable is holding, click the checkmark next to it. Then, the variable and the number it contains will show up in your project!
Test your code. When you click on the checkmark, the sprite’s votes should go up.
Great! Do the same for all the other sprites in your talent show. Now, it’s your turn. Add sprites that work as buttons the user can use to vote for a talent show participant. Create a variable for votes for each sprite.