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 video, you will program the racer to move up and down with the mouse pointer to avoid the obstacle. First, select the racer sprite. Click on the costumes tab and select the racer that you want to use in this activity. Then, add a “go to” block to the stage. In Scratch, the stage is a coordinate plane.
You may have learned about coordinate planes in math class.
The x-axis runs across the stage from left to right, or horizontally. It is numbered from negative 240 to positive 240. The y-axis extends from the top of the stage to the bottom, or vertically. It it is numbered from negative 180 to positive 180.
The numbers along the x and y axes are called “coordinates.” Every spot on the stage has a pair of coordinates that represent its vertical and horizontal positions. To find out the coordinates for a place on the stage, hover the mouse pointer over that spot, and read the x and y values in the lower right corner.
Change the x value of the “go to” block to a spot on the left of the stage. This example uses “negative 190.” Then, open the “sensing” menu, and add a “mouse y” block to the y value of the “go to” block. The “mouse y” block holds the current up and down position of the mouse pointer.
Test out this block by clicking on it. Great! The sprite moves to the left of the stage, and moves up and down according to the location of your mouse when you click on the block.
However, this sprite should keep moving to the mouse’s y position forever.
To do this, open the “control” menu and add a “forever” block around the “go to” block.
Click this block stack to test it. Awesome! This sprite now follows the mouse up and down the stage. The forever loop makes the sprite move towards the mouse over and over again forever. Lastly, add a “when flag clicked” block to the top of this stack. Click the flag to see that it starts moving with this event.
Here’s the game plan: Program the racer to move up and down with the mouse pointer using the “forever,” “go to,” and “mouse y” blocks.
In the next video, you will make an obstacle move across the stage.