Wonder League Robotics Competition  |  

Wonder League Robotics Competition Honorable Mentions for Year 4

May 15, 2019

We were delighted with the incredible work that we saw from all the WLRC teams this year. Our overall winning teams and finalists all took it to the next level, and now that we have wrapped up one of our most exciting years of the Wonder League Robotics Competition, we wanted to highlight some additional teams that stood out with a couple of Honorable Mentions. We hope this will help to provide some inspiration for next year’s competition as well as some “a-ha” moments from all of us here at Wonder Workshop.

Drumroll, please …

Artistic Achievement: Team Ufoki’s underwater decorations bubbled with creativity. There was nothing that this team didn’t use in creating a world of their own. They sewed original outfits and creature tails, molded various sea critters, and ensured that their mysterious sea creature was as unique as their presentation. This team was fun to watch from start to finish and inspired all of us.

Inventive and Imaginative: Team Flying Pigs’ imaginations shone through in all that they did, including their presentation, their set design (which even had a sunken pirate ship!), and their well-crafted story. We learned a lot about their mysterious sea creature, the Cactapus, and we giggled our way through their whole presentation.

On-Point Producers: Team D.A.S.H-O showed a whole lot of dedication to their final mission and even created a website documenting their journey. After the production they put together, we wouldn’t be surprised to see this team taking on their local news channel! Watch out, CNN: Team D.A.S.H-O is coming for ya!

Mechanical Masterminds: Team Baby Sharks created a pulley device that aided in the delivery of the babies from their nest to their mysterious sea creature mom. The mechanism not only showed ingenuity but also made our team here at Wonder Workshop start to think about how to incorporate such things into future missions.

Collaborative Quintets: The RMS Coders showcased strong and clear teamwork, collaboration, planning, and problem-solving throughout their journey. The team illustrated their process from start to finish by talking it out with their audience during their panel interviews. They summed up the final mission perfectly by saying, “It takes a lot of tries to get one thing working, and nothing is impossible.”

Aspiring Authors: Team Purple Underscore has a bestseller or sitcom in their future with their dry sense of humor that clearly came out in their final presentation on the electric blobfish. They kept us in stitches throughout their presentation and had us rooting for them as they explored various attachment designs and new ways to overcome the accuracy and consistency challenges they faced.

Programming Pros: Team Be Bold might have even outsmarted their mysterious sea creature with their clever idea to use a forever loop at the end of their code to give Dash plenty of chances to get the eggs into the nest. And from what we could gather, it was a good thing they did, as it took well over 30 attempts to get those eggs to drop into their new home. Brilliant!

Outstandingly Organized: The Squid Squad had a well-structured final presentation that clearly showed that they mean business. They crossed their T’s and dotted their I’s with their Squid Squad website that displayed planning, reflection, curiosity, and exploration. They shared the origin of their artistic inspiration and gave us insight into the team members and why they loved being part of this year’s competition: creativity and friendship.

International Call Out …

We also wanted to share what China, Taiwan and Korea did this year.  We had friends of Wonder Workshop help us create several local Wonder League Robotic Competitions for the second year. We could not have been more impressed at all that these teams did, many of which went on to submit into the global competition and ended up being some of the top finalists, including Team Dong Yuan from Taiwan who was the overall winner for the 6-8 age bracket.  China had 106 teams participate, including Team Baby Blue Whale who placed as a top finalist in the 6-8 age bracket. Taiwan had 31 teams, and both Team Curiosity and Team Submarine No. 1 were finalists in the 9-11 age bracket. Korea had 236 teams participate. A special thanks to our friends at Marusys who hosted the winning ceremony for Korea’s top teams, including Team Hahn from the 12-14 age bracket.

There have been so many amazing examples of creative problem-solving with coding and robotics from all over the world this year. We can’t wait to see how this competition grows next year from all our international countries.

Some insights from the Wonder Workshop team …

We can’t say it enough — we continue to be so impressed by all the incredible work that we see our Wonder League teams doing. It makes our jobs both fun and challenging to determine each year’s winners, but here are some things we noticed among the final submissions.

What works in a team’s favor? Documentation. We can only evaluate what we see, read, or hear. The moments of failed attachments, the reflection, and the reasons to change this piece of the attachment or tweak that piece of code — all of this provides us as evaluators with insight into what your team is learning and exploring. We love hearing about the “why” and learning from teams about what did or didn’t work. It is within the “why” that you see the true magic happen; this is what good engineers, programmers, explorers, and designers are made of. It is that combination of grit, perseverance, and determination that is ultimately the secret sauce in a successful mission and team.

What makes our eyes widen? Creativity. Sure, you can solve the missions without it, and that’s a perfectly reasonable approach, but what can you do as a team that pushes the boundaries? How can you think outside the box and show us something that inspires more curiosity and innovation?

What melts our hearts? Authentic kid power. We don’t necessarily want the most polished presentation or bulletproof logbook. It’s more important for us to see that all the work was done by the teams themselves. Sure, help here and there is important when it helps teams learn something new and discover new tools and skills, but we love to see those little spelling errors and chicken-scratch drawings of prototypes and problem-solving efforts.

What makes it all come together? Collaboration and teamwork. We love seeing who contributed to what, and we love getting to know our teams better. Help us better understand your team dynamic, who brings what to the table, and what about this experience taught you something new about yourself or your team. If you are not part of a team, that is okay. We still want to see where you get your inspiration and ideas from, and how you pushed your own boundaries.

We are in awe of everything you’ve accomplished, and we look forward to seeing you all again next year. Congrats again, and don’t forget that you can register for Year 5 starting June 10th, 2019. We will be releasing a handful of mini-missions that you and your teams can use for summer training to prepare for what we hope will be the best year yet for the Wonder League!


Wonder League Robotics Competition FAQ | Year 8

Hello, robotics enthusiasts! If you’re here, you’re probably as excited as we are about the 8th Annual Wonder League Robotics Competition! To help you and your teams have the best possible experience competing this year, we wanted to share answers to some Frequently Asked Questions (FAQ).

Who Can Compete:

Any kid, anywhere in the world, ages 6-8 (Innovator Cup) and 9-12 (Pioneer Cup). There are two age brackets: 6-8 and 9-12 and team members have to fall within the age category at some point during the competition. Participants must be the qualifying age for their bracket on the last day of the competition, but if they gain a year during the competition, that’s OK. They won’t age out! 

Competition Brackets:

  • Innovator Cup (Age 6-8)
  • Pioneer Cup (Age 9-12)

What Makes a Team:

A team is made up of a supervising adult coach, and one or more children (up to 5). That’s right, kids can compete solo, but a coach who is 18+ is needed to help with the submission process. For multi-kid teams, each member must be in the same age bracket. Coaches may have multiple teams and can register all their teams after registering as a coach. Please keep in mind that each team will need a separate Class Connect registration.

Note: Younger students may participate in the 9-12 age category, but please be aware that the missions have been designed with older students and advanced coding skills in mind.

What a Team Needs to Compete:

Class Connect subscription

The team is made up of a supervising adult coach and one to five members

  1. Compatible device
  2. 5′ x 8′ mat of 30cm squares and basic prototyping materials
  3. Teams in 6-8 & 9-12 age brackets will need a Dash robot
  4. Internet access to download and upload materials

Teams will need one Dash robot: https://store.makewonder.com/products/dash

Check Device Compatibility here: https://www.makewonder.com/compatibility

We will be offering a mat image that you are welcome to use and print with your local printer, but teams are absolutely encouraged to make their own if they prefer. For more on how to make your own mat, check out this blog post.

Coaches will, of course, need internet access to download the apps and keep up with the competition as it progresses, and may want to print out some kid-facing materials that we will provide at each stage.

Class Connect Subscription:

To register for the 8th Wonder League Robotics Competition requires a subscription to Class Connect, providing additional resources like standards-aligned content assignable right inside a student’s Blockly app. Learn more about Class Connect here.

If you already have a Class Connect subscription, you have access to register a team, based on your student license amount. If you have more than one team of 5 students, you will need to purchase another Coach Success Pack or consider a larger subscription to accommodate more teams and students.

  1. A Coach Success Pack provides:
    Participation in the WLRC for up to 5 students
    Access to all Missions
    Full access to Class Connect, (including Math Activities and Dash’s Neighborhood), for 5 students and 1 teacher for 7 months
    A discount code for a Dash robot from our online store at https://store.makewonder.com

Please note: Teams will need a physical Dash robot to complete the Missions.
The Coaches’ Dashboard in Class Connect will help our coaches register and manage their team(s). The dashboard will be your one-stop shop for all Wonder League Robotics Competition management. You will be able to access the Coaches’ Corner–where all competition-related content and resources will be hosted–the Heartbeat community forum, and all the submission forms right there on the Dashboard.

Accessing Missions for the Innovator Cup and Pioneer Cup:

Once your purchase is completed for Class Connect, you will receive an email to activate your Class Connect license.

Once this license is activated, you will be able to register yourself as a coach and register your teams. This is done on your portal page under the Robotics Competition tab.

Once your team/teams are registered, you will get an additional email from CoAssemble, our partner hosting the missions this year. This email will state you have been registered for the “2022-2023 Coaches Corner Course”.

Click on the link to be redirected to the CoAssemble website, and you will see the course and can access the Coaches’ Corner Guide as well as the Missions (available November 3, 2022).

Still having trouble accessing all the resources in the Coaches’ Corner? If you have previously had a license to Class Connect and registered as a coach, and have not seen Coaches’ Corner added to your CoAssemble list of courses, please email us at support@makewonder.com, and we will provide assistance.

Last Year’s Missions:

Taking a peek at last year’s missions might help you get a sense of what the competition is like. Just sign in with your Class Connect subscription and register as a coach to take a peek at the previous years by going to the Coaches’ Corner and selecting the desired year.

2022-23 Wonder League Robotics Competition Milestone Dates:

Here are important milestone dates to keep in mind as coaches develop timelines for teams competing in the 2022-23 Wonder League Robotics Competition.


  1. October 21, 2022: Student Team Registration Opens
  2. November 3, 2022: Round One Opens + Five Mission Released
  3. January 13, 2023: Student Team Registration Closes
  4. January 27, 2023: Mission Evidence Submission Closes 
  5. January 28-March 5, 2023: Invitational Round Notification 
  6. February 6, 2023: Invitational Round Opens + Final Mission Released
  7. March 24, 2023: Invitational Round Submission Due 
  8. April 10, 2023: People’s Choice Voting Opens 
  9. April 21, 2023: People’s Choice Voting Closes 
  10. May 4, 2023: 2022-23 Wonder League Robotics Competition Winner Announcement

NEW Award Category: WLRC People’s Choice Award

Teams may opt in to participate in the WLRC People’s Choice Award category by creating a :30 second video explaining the Team’s Invitational Round Final Mission solution that will be shared with the community at www.makewonder.com/classroom/robotics-competition/ in an “online crowd vote” competition. The WLRC People’s Choice Award allows teams to share and celebrate their work in the WLRC and encourage community support in voting for their team. This is an optional category for teams to enter and will not impact scoring of the Invitational Round submission as they will be judged by STEM and Coding experts using a published rubric.

Children’s Privacy:

We take our participants’ privacy very seriously and comply with COPPA when collecting any information. In the invitational round we ask only for the students’ first names, and request parents’ permission. For those that make it into the Invitational Round, we ask for full names, again with permission. We are never marketing, selling to, or corresponding with children. All contact is through the proxy of the coach.