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 video will show you how to make an object fall from the sky so that the characters can catch it.
First, make the object fall.
Click on the blue star.
From the motion menu, use the “change y by” block.
When you click on this block, notice that the blue star goes up on the screen.
To make the object fall, change the value in the “change y by” block to a negative number.
Test it out.
The object goes down each time you click the block.
Tinker with the value to determine how fast or slow the object falls.
To make the object keep moving down, drag out a forever loop from the control menu, and put it around the “change y by” block.
Next, code the blue star to return to the top of the screen.
From the motion menu, drag out a “go to x y” block to set the object’s starting position.
Type in “170” in the “y” portion of the block.
170 is near the top of the screen. Click on it to test.
The object should move to the top of the screen.
Snap the “go to x y” block above the “forever” loop.”
Click on the code. The sprite starts at the top of the screen and falls all the way down.
To make this game more fun, the object needs to fall from different spots so that the characters must move to catch them. To make the object fall from an unpredictable spot, go to the “operators” menu, and place a “pick random” block in the x value of the “go to x y” block. The left and right edges of the screen range from -240 to 240, so enter those values into the “pick random” block. Click on the code to test it. The object starts at the top of the screen and falls down. Click the stop sign, then click on the code again.
The object starts in a different spot and falls. Great!
Now it’s your turn: Program the object to fall by putting a negative number in the “change y by” block and using a “forever” block.
Program the object to start at the top of the screen using the “goto x y” block Program the object to start at a random location using a “pick random” block.