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.
Your sprite is on the move, but as of now it only moves in a straight line.
That won’t get it past the enemies! Now that you’ve programmed the sprite to “launch” when the spacebar is pressed, you need to program it to turn when the arrow keys are pressed.
Watch this screencast to learn how to create that programming, then try it on your own.
Drag out 2 “when key pressed” events, and change the values to left arrow and right arrow.
Then, add the appropriate turn blocks to each arrow.
Test your code to make sure the the sprite is turning properly when you press the arrow keys.
You’ll notice that there’s a problem here that you’ve run into before. The sprites turn when the arrow key is held down, but they don’t turn smoothly. To fix this, you’ll need to program this to say, “When the arrow key is pressed, repeat turning until the arrow key is no longer being pressed.”
This will ensure that the sprite turns smoothly when the key is pressed and held down. Go to the control menu and select a “repeat until” block to put around one of the turns.
Because you’ll have to program this twice, it’s a good idea to try it on one turn, see if it works, then copy the code for the other turn.
Go to the operators menu and select a “not” block.
Then, go to the sensing menu, select a “key pressed” block, and change the value to the correct arrow key.
Run the code to see how it works.
Remember, as a computer scientist it’s important to test your code at every step, to make sure that it’s doing what you want it to do.
It’s much easier to find and correct problems when you test code early and often before multiple problems pile up.
In the next screencast, you’ll program this game to level up with spawning enemies!