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.
Today’s starter project has a gray architect’s toolbox at the top. In this box are building piece sprites that the user of your software can use to create a building.
To allow someone to select a building piece sprite from the toolbox, you’ll need to program them so that: When a sprite is clicked, it creates a copy, or clone, of itself. The clone follows the mouse pointer until the mouse is clicked again. The clone stamps on the stage.
The next few videos will walk you through how to program the arch sprite. You will program the rest of the sprites on your own. First, create a clone. This clone will become what you stamp, so the building piece sprite can stay in your toolbox.
A “clone” is a copy of a sprite. The clone looks just like the original sprite and does whatever the sprite does. From the control menu, drag out the “create clone of” block. Click on the “create clone of” block to test what it does. It looks like nothing happens. If you click and drag the sprite away from the toolbox, however, then you’ll see that there’s a copy underneath it. For today’s project, clones should appear when the user clicks on the original sprite. Go to the event menu, drag out the “when this sprite is clicked” block, and place it above the “create clone of myself” block. To test, click the sprite to make a clone, then click and drag the sprite to move it aside. You should see the clone beneath the original sprite. Click on the stop sign to remove all the clones.
Then, drag the building block sprite back into its spot in the toolbox.
Now, it’s your turn: Make a clone of the sprite in the toolbox with the “create clone of” and “when this sprite is clicked” blocks.