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 rain sprite to repeat moving from the top of the screen to the bottom. This will make it look like it’s raining in your story.
When you look at this example, it might appear as though there are thousands of little rain sprites. It’s actually one large rain sprite that scrolls from the top to the bottom of the stage, then repeats. First, set a starting position for the rain.
From the motion menu, select a “go to x, y” block.
Every position on the stage has an x and y value. X values determine left and right positions, and Y values determine up and down positions. To see the x and y numbers for a position on the stage, place your mouse pointer on the stage and read the x, y coordinates shown below it.
A “go to x, y” block sets the center of the sprite at the position you type into the white value blanks.
For example, the top of the stage is Y = 180. So, enter 180 for the Y value and 0 for the X. This will make the sprite go up to the top of the stage, and keep its left-right position the exact middle of the stage. When you click on this block to test it, you may notice that the rain sprite still takes up the entire stage. That’s because it is so huge. You need to make the sprite start really far up, so it can glide down and look like rain is falling.
Drag out a “glide” block, and attach it to the “go to” block.
Looks like the bottom of the stage is Y equals negative 180. This is where the middle of the sprite will move to when it glides. Enter negative 180 into the Y spot on the “glide” block. Try it out!
Watch it glide by clicking the block stack.
Great! The rain sprite now starts at the top of the stage and scrolls down to the bottom. Now, you could duplicate this block stack a bunch of times to keep your rainy day going. Or, you can just program it to repeat.
From the control menu, drag out a “forever” block.
To tell the computer what actions should be repeated, place the “forever” block around your block stack. Now, the computer will repeat these two blocks forever, or until you tell it to stop. The sprite will go to the top of the stage, then glide to the bottom, go to the top of the stage, then glide to the bottom… and so on. Now, it looks like it’s raining in your story! Tinker with the “seconds” value in the “glide” block to change the speed at which the rain is falling. A longer amount of time will make the rain fall more slowly.
And a smaller number will make the rain fall faster.
Finally, add a way for your audience to start this story. Go to the events menu, choose a “when flag clicked” event, and place it at the top of this block stack so the story begins when a user clicks the flag. Try it out.
In the next step, you’ll program the lightning flash.