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 video, you will program the backdrop to show “game over” if the sprite touches an obstacle. First, select the racer sprite. The game ends *if* the racer sprite touches an obstacle. From the “control” menu, drag out an “if then” block, and add it to the forever loop. Remember, an “if then” block checks if something is true, then performs an action if it is. To check if the sprite is touching an obstacle, add a “touching” block from the “sensing” menu to the “if then” block. Choose the obstacle sprite from the dropdown menu.
Then, open the “looks” menu and add a “switch backdrop to” block to the “if then” block. Choose the “game over” backdrop from the dropdown menu.
Test your code. If the racer touches an obstacle, the backdrop switches to display “game over.”
Try playing the game again. The backdrop still says “game over,” but the game hasn’t even started! To fix this, add a “switch backdrop to” block right after the “when flag clicked” block, and select the starting backdrop from the dropdown menu.
Test the code by clicking the flag. The game starts with a backdrop, and switches to the “game over” backdrop only when it hits an obstacle.
Here’s the game plan: Make the backdrop show “game over” if the racer touches an obstacle using an “if then” block, a “touching” block, and a “switch backdrop to” block.