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'll keep the Lens from describing anything but the model.
The code you created so far checks only to see if the color the lens is touching matches the color in any of the conditionals, or "if/then" blocks. That means if the backdrop for the sprite is purple... and the lens clicks on the backdrop, the Lens starts to say the text for the purple shirt! This is a bug, or unexpected behavior, in the code. As a computer program gets longer, with more code and more "if then" decisions, even the most experienced computer scientists are unable to predict every behavior that will happen. So, they test their code often and tinker with it to find and fix the bugs.
Fix this bug so the Lens shows text only when the Model sprite is clicked. Click the Control menu, drag out an "if/then" block, and place it around ALL "If/then" blocks that check the color being touched.
From the sensing menu, drag out a "touching" block, and place it in the "if/then" block.
Choose "Model" from the dropdown. Now, the code reads, *if* the lens is touching the model, *then* run the other "If/then" blocks that check the color and show text. If the lens sprite is *not* touching the model sprite, the "if/then" blocks never run at all.
Try it out! Great! In this example, when the purple backdrop is clicked, the description for the shirt does *not* display. When the Model's purple shirt is clicked, the description *does* display. Add a backdrop for your sprite, too!
Lastly, give the user of your project instructions about how to explore. Click the Model sprite.
Use the "when flag clicked" block and “say” blocks to introduce your project and tell the user how it works. Write your own introductory text. This is just an example.
Now, it's your turn! Add an "If touching Model" block around all the color conditionals in your project so that the Lens does not describe the outfit when the backdrop is clicked. Add a backdrop to your project.
In the Model sprite, add instructions that tell the user how your project works.