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 add-on, program one or more sprites to move when keys on the keyboard are pressed.
This example programs a sprite to move left and right and to jump, but program any movements that you’d like. To start, select a sprite to control with the keyboard. Next, program the sprite to move. Click motion, and drag out a “change x by” block. In Scratch, x represents the left and right values on the stage. Click to run it. Great, the sprite moves right. Drag out another “change x by” block, and make the value negative. Click to test. The sprite moves left.
To make the sprite jump up and down, use 2 “change y by” blocks. In Scratch, y values represent spots between the top and bottom edges of the stage. Click one of the blocks to test. A positive y value moves the sprite up. Change a block to a negative value, and click. The sprite moved down. In this example, the sprite jumps up and comes back down. To do this, connect the “change y” blocks, and place a “wait” block from the control menu between them. Click to run it. The sprite moves up, waits, then comes back down. Change the value in the “wait” block to make the sprite jump faster or slower.
Now that the sprite has left, right, and jump movements, program this code to run when the keys are pressed. Each movement code stack should run if a key is pressed. Click control, and add an “if” block to each movement block stack. Then, click sensing, and add a “key pressed” block to each. Changing x by a positive value will move the sprite right. Select a key to move the sprite right. Changing x by a negative value will move the sprite left. Choose a key to move the sprite left. Then, select a key to move the sprite up and down.
To run this code for the entire program, add a forever loop from control around the three if statements. Run this code at the start of the program by adding a “when flag clicked” event. Click the flag to test. Press the arrow keys, and… awesome! The sprite moves left, right, and jumps! Tinker with the values in the “change x” and “change y” blocks to change the movement of your sprite.
To program the other character sprite or the boat, copy over the code by dragging it on top of the sprite, then change the key press conditions.
Finally, tell the user how to use your program. Click "see project page," and add instructions for which keys to press. Click "see inside" to return to your code.
Now, it’s your turn! Program different movements using “change x” and “change y” blocks. Program each movement code stack to run using “if" and “key pressed” blocks. Program the code to run for the entire program using “forever” and “when flag clicked" blocks.