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 screencast, you will learn how scrolling backdrops work, then, you’ll program your own background sprites to scroll. Watch this screencast first to learn what to do, then you’ll get the chance to try programming it on your own.
In this starter project, three different cave sprites act as the background. The first cave sprite is red, the second is blue, and the third is green.
In this example, you can see that one cave sprite closely follows the next, forming what looks like a continuous, scrolling background. In the starter project, you’ll notice that there is already code created for each cave sprite.
This code starts the first cave at x = 480, the second at 2 times 480, and the third at 3 times 480.
This code also contains a variable: distance traveled. Each time these loops run, each sprite goes to a new position based on the value of distance traveled.
You can imagine how this might look outside of the Scratch viewer. Imagine you have three sprites that are all 480 pixels wide. You need to set the first to start with an x value of 480, the second to start with an x value of 2 times 480 (or 960), and the third to start at an x value of 3 times 480 (or 1,140). To move these sprites, you’ll need to use a variable called “distance traveled,” which will go up continually as the sprite moves.
To get your backdrops to scroll, you’ll need to program the distance traveled variable to increase throughout the game. To start, click the player sprite and drag out a “change distance traveled block” from the data menu. The cave sprites start running their code when the flag is clicked, so to test how this block works with the cave sprites, add a flag event here as well.
Click the flag a few times to test this code.
You should see that each time the program runs, the value of “distance traveled” goes up by 1 and the caves move 1 step to the left.
If you try a higher value, like 50, you can scroll through all of the caves just by running the code a few times.
Great, now you need to program the computer to increase the value of distance traveled repeatedly.
Add a forever loop to your block stack and try that.
Whoa, that scrolled really fast! This program can only be run one time.
If you try it again, nothing happens. This is a common type of bug that computer scientists encounter. The distance traveled variable holds a value. When you start the game, the variable is still holding the value of distance traveled from the last game. To fix this, add a “set distance traveled to 0” block that will run right after the flag is clicked. Try that.
Nice work! Now distance traveled starts at 0, and the computer is constantly increasing its value. What do you think about the speed at which the background is changing? Too slow?
Too fast? Tinker with the value in the “change distance traveled by” block until the sprites scroll across the screen at a pace you like.
In the next screencast, you’ll control the rising and falling of the player sprite with an if-else statement.