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.
This add-on will make the terrain more interesting.
Look how it rises and falls – it’s like the hero is walking over hills on its epic quest.
You won’t see all the steps, so you’ll have to figure some of it out for yourself.
Think about these three things as you figure out how to do this task: First, how can you “set” or “change” the height?
Second, when should it change?
And third, what else needs to change with the height to keep the game the same?
Make a variable called “ground height.”
If you’ve done the power-up add-on, think about the way the hero’s “jump height” changes, and think about how you could set the “ground height” the same way.
You’ll make a new ground sprite code stack.
Start with “when flag clicked."
Then, use a “forever” loop to “wait” a random number of seconds, then “set” the ground height.
This add-on is intended to be a little more challenging, so it’s up to you to keep track of all the code.
When you set the ground height, you probably want it to be random, so consider setting it to a random value between negative 120 and negative 80.
Use the new ground height variable in this “go to” block under the “when I receive ‘forward’” event.
It replaces the y value in the block.
Finally, if it changes, what happens with the other sprites?
What do you need to change about them to keep the game interesting?
The bug’s y position needs to go up and down.
If you’ve done the power-up, it should change too.
Into the “forever” loop that makes the clones, drag a “set y” block, then place the ground height variable into that block.
Now, it’s your turn.
Set the height to change.
Change the height at different times while the game plays.
Add code or fixes to other sprites.