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 more functions that animate the android’s actions.
In the previous video, you learned that you could make a new block to animate your android.
If you did those same steps for all of your animations, your code would look something like this.
That is one way to create animations, but as an advanced CS First student, you might notice that many stacks in this code look similar to each other.
Instead of repeating code stacks over and over, make a function, or a new block, that will achieve the same effect with fewer code blocks.
This saves time and effort and makes your code easier to read.
Create a function that changes the sprite's costume a specific number of times to complete one animated action.
To start, make a new block, and name it "Animate Action."
To make the costumes repeat like those in your first animation, drag the “repeat” loop, “next costume” block and “wait” block you previously coded under the “define ‘animate action’” block.
To make this code stack start and stop at specific times, add a parameter, or input, to the block’s definition.
This parameter will specify how many times the costume should change.
In computer science, a parameter gives information that slightly changes the behavior of the code stack.
For example, the "Animate Action" function might switch costumes 4 times for a certain action, but 8 times for another action.
The parameter input specifies how many times the costume switches.
When you add a parameter to a block’s definition, it creates an input space, so that users can add another block or value to the code.
Right click on the define block, and select “edit.”
Then, click the Options dropdown menu, and select “Add number input.”
Name this input “Costumes."
Next, drag the newly created “costumes” parameter inside the repeat loop.
Now, put this block to use!
This example for the Happy animation has 10 costumes.
The happy animation needs to cycle through 9 “next costume” blocks to complete the animation.
In this example, the “switch costume to happy1” block should remain under the “define happy” block.
Drag the "Animate Actions" block under the “switch costume to happy1” block.
Change the value in the "Animate Actions” block to the correct number for your animation.
This example uses 9.
Test the code by clicking the "action" block you created.
The sprite animates the action, just like before.
You now have one animation working, but your starter project contains several animations to use throughout your story.
To create those animations, define a new block for each and add a “switch costume” block to set the android to the starting costume.
Next, add an "Animate Action" block, and enter the number of costumes for the animation.
Do this for all the sprite’s actions, then add those actions to your story.
Now, it’s your turn.
Create a function, and use it to define the android actions.
Then, add the "action" blocks throughout your story!