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, you will keep track of the highest batting average.
In the core project, you only used the batting average once. For this project, you will use it many times. Rather than recalculating the batting average each time you use it, keep track of it in a variable. Computer scientists like you use variables to keep track of data so they can use it later in their programs. From the “data” menu, click “make a variable.” Give it a name like “batting average,” then click “OK.”
Click the coach. From the “data” menu, drag out a “set batting average to” block.
Place it under the “when I receive” block that starts the calculation.
Drag the “hits divided by 5” block out of the “say” block, and place it inside the white box next to the “to.” From the “data” menu, drag the “batting average” block and place it inside the second say block. Test the code. Click the flag, and play the game. After five pitches, the coach will say the batting average.
Next, program the coach to check if the batting average is better than the previously recorded batting averages. To do this, create another variable. Computer scientists use variables to keep track of multiple changing data points, like a high score. From the data menu, click “make a variable.” Give this a name that makes sense, like “high score.” Next, calculate whether the current batting average is the best. If it is higher than the previous batting average, it should be the new highest. From the “control” menu, drag out an “if” block and place it under the block that says the batting average. From the “operators” menu, place a “greater than” block inside the “if” block. From the "data" menu, place the “batting average” variable on the left side of the “greater than” operator. Place “high score” on the other side. Now, the “if” statement reads: “if batting average is greater than high score.” Next, fill in what will happen if the batting average is greater than the high score. If the batting average is higher than the high score, the variable should record it as the new high score.
Place a “set variable to” block inside the “if” statement. Click the dropdown to make sure you are setting the “high score” variable.
Set the high score to the batting average. From the “data” menu, drag the “batting average” block into the white square in the “set high score to” block.
Finally, make the coach say the high score just like it says the average. From the “looks” menu, place two “say” blocks under the “if/then” block. In the first, type “The high score is.” Place a “high score” block from the data menu in the second “say” block. Test the code by clicking the flag. After 5 pitches, the coach calculates the batting average and saves it in the variable named “batting average.” Then, the coach says “your batting average is…” followed by the batting average. If the batting average beats the previous high score, it becomes the new high score. Finally, the coach says the high score. Using variables helps you keep track of valuable information. Here's the game plan: Add a variable to store the batting average. Add a variable that keeps track of the high score. If the current batting average is the highest, set the high score using “if,” “set to,” and “greater than,” blocks and the “batting average” and “high score” variables.
Make the coach say the high score.