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 add-on, you will program your game so users can only draw in the white spaces.
That way, users cannot draw outside the lines.
Select the pencil sprite.
Look at the code.
Right now, the pen is ready to draw when the mouse button is pressed down.
To avoid drawing outside the lines, the pen should only draw when the mouse is down AND the sprite is inside the white space.
In the "if" portion of the "if-then" block, add an "and" block from the operators menu.
Add the "mouse down?" to one side of the “and” block.
One the other side, add a "touching color" block.
Click the color inside the block, then click the white drawing area.
Try it out.
It isn't working.
The pen still draws even when it is not touching the white space.
When the pen is touching the edges of the stage, it still draws.
In computer science, sometimes the first solution you try doesn't work, and that's okay.
If one idea doesn't work, keep trying until you find one that does.
Here's another potential solution.
Take out the "touching color" block, and put it back in the blocks palette.
The drawing end of the pencil is black, so see if you can get the pen to draw *only* when the color black is touching the color white.
Add a "color is touching color" block from the sensing menu.
Click inside the first color area, and click the color black.
Then, click inside the second color area, and click the color white.
Try it out now!
Now the user can draw only in the white spaces.
Now it's your turn: Program the pencil sprite to draw if the mouse button is pressed down AND the color black is touching the color white.