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’ll add a song to your story and control its volume based on which part of the story is being told. To start, click the stage. You could add sound to any sprite, but because there is so much other code for the other sprites, this example will add the code to the stage. Click the "sounds" tab and "choose sound from library."
To find a song to loop, click “music loops.”
Choose music that matches the emotion of your story. If it’s an upbeat pitch, use fast, upbeat music. If it’s serious, use dramatic music.
Next, click the scripts tab and the sound menu.
Drag out a “play sound until done” block, and make sure your sound is selected in the dropdown. To play the sound repeatedly, click "control," and add a forever loop. Make the music play at the beginning of the program by adding a “when flag clicked” block to the top of this stack.
Click the flag to test it.
Great! This story now has music in the background.
Next, program the music to play at different volumes during each part of the story. In this example, the volume starts low, then rises to its full volume by the end.
To set the sound to a low volume, click the sound menu, and add a “set volume” block.
Choose a small value like 10%. Place this block after the "when flag clicked" block.
Click the flag to test.
Great, the music is quieter.
To set the music to a high volume, drag out another “set volume” block.
To tell this code to run at the end of the program, click the narrator sprite, and broadcast a new “end” message from the end of the “conclusion” block stack.
If you programmed the fireworks add-on, you’ll already have an “end” message.
Then, click back to the stage, and add a "when I receive" block, and select "end" in the dropdown menu. Test your program. The music starts at a low volume, then goes up to full volume at the end of the story.
Now, it’s your turn: Click the stage, and choose a sound from the sounds tab. Program the sound to loop at the beginning of the program with “when flag clicked” and “play sound until done” blocks and a forever loop Program the volume to start low with a “set volume” block. Program the volume to be loud at the end of the story, by broadcasting an end message, receiving that message, and setting the volume to 100%.