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.
Now that the baseball moves towards the batter, it’s time to program the ball to sense and react when the batter hits it. When the batter clicks the mouse, the bat turns red. You'll program the ball to detect that it hits a swinging bat *if* it touches the *red* bat. From the "control" menu, drag out an “if/then” block. From the "sensing" menu, drag out a “touching color” block, and place it in the “if” portion of the “if/then” block.
Set the "touching color" block to red. First, change the bat costume to the red bat. Then, select the baseball sprite again, click the color square, and click the red bat to change the condition to “red.” Finally, click the bat sprite again, and the code will automatically change the costume back.
Alright, back to programming the ball. Place the “if/then” statement inside the “repeat until” loop, under the “move 10 steps” block.
Finally, tell the ball what to do if it is touching the red bat. When a baseball hits a bat, it goes in the opposite direction. The repeat loop makes the ball keep moving in the same direction until it hits the edge of the screen.
To make the baseball move away from home plate, change its direction. Place a “point in direction” block inside the “if/then” block. Then click the dropdown, and select “up” or 0. Click the flag to test the game. Try missing the baseball on purpose. The baseball goes past the bat and to the edge of the screen before returning to the pitcher’s mitt. Next, hit the baseball. If the batter swings the bat at the right time, the baseball moves away from home plate. Nice work!
Here's the game plan: Program the ball to sense if it is touching the bat after the batter swings using “if/then,” “touching color,” and “point in direction” blocks. In the next video, you'll use a *variable* to keep track of the number of pitches the batter hits.