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 learn how to use the “Print Prepare” procedure in your starter project to print a pattern. Using the Print Prepare procedure moves the sprite a specified distance. When the sprite reaches the edge of the stage, it starts again one row up, at the left side of the stage. To use the procedure, you’ll need to “call” it. That means you tell the computer to follow the list of tasks contained in that one procedure at a specific point in your code.
Go to the "more blocks" menu, drag out the "Print Prepare" block, and place it inside the "repeat until" loop that was included in your starter project. Enter the number "40" in each of the two value spaces. These numbers set the distance the sprite moves horizontally and vertically. To run the code, press the “1” key. The sprite moves across and up the stage. However, it doesn’t create a pattern. That's because the procedure moves the sprite; it doesn’t make it stamp.
To stamp the sprite, go to the "pen" menu, drag out the "stamp" block, and place it under the “print prepare” block. Press the “1” key, and the sprite will move across the screen and print a copy of itself as it travels.
Awesome! But the pattern only prints once. Nothing happens if you press the 1 key a second time. That's okay. In the next video, you'll learn how to create a procedure to reset the stage, allowing the user to reprint the pattern. Now, it's your turn! Click on the more blocks menu, and drag the "print prepare" block into the "repeat until" loop. Select the "pen" menu, and add a "stamp" block under the "print prepare" procedure. Press 1 to see the code print a set of stamps once. Then, move on to the next video to learn how to make the pattern print multiple times.