Wonder League

K-5 | Technology Skills | App & Robot

Wonder Workshop > Teacher Resources > Wonder League

Lead the Movement in your School.

The Wonder League is an international community of robotics and coding clubs inspiring the creators of tomorrow. Every year, clubs participate in the Wonder League Robotics Competition, where they design solutions to real-world science and technology challenges.

Children will develop problem solving, creativity, and team-building skills, learn about issues facing the world around them, and build meaningful relationships with their peers.

Wonder League Signups are typically during Summer and Fall. Make plans to start your Wonder League club today!

No Experience Required

You are never alone! Wonder Workshop supports you with activity guides, trainings, tools to promote your club, swag, and a whole network of fellow club organizers.

Lead the Movement

Do your part in bringing #CSforall by inspiring our youngest learners to create with technology.


Sign up today!
 

Included FREE for Every Club Organizer

  • Getting started guide for Dash & Dot
  • Marketing materials - flyers, handouts, presentations, and more for promoting your club
  • Funding guide for Wonder Workshop products
  • Activity guide and coding challenges
  • Club listing on Wonder League website promoted to parents around the world (coming soon).

Join the Worldwide Robotics Competition

Just like soccer and baseball, coding is team sport. Keep an eye out for the next Worldwide Robotics Competition—your Wonder League could win!

Educational Standards

There are important Math, NGSS, and CSTA standards that educators will cover by participating in Wonder League! Read on for specific standards covered.

Age Bracket 6-8

CC Mathematical Practices: 1, 2, 3, 4, 5, 6, 7, 8
CC Math Standards: 1.MD.A.2; 2.MD.A.1; 4.MD.A.2; 5.MD.A.1

CSTA K-12 Computer Science Standards

  • CT.L1:3-03. Understand how to arrange information into useful order
  • ​CT.L1:6-01. Understand and use the basic steps in algorithmic problem-solving.
  • CT.L1:6-02. Develop a simple understanding of an algorithm
  • CPP.L1.3-04. Construct a set of statements to be acted out to accomplish a simple task.
  • CPP.L1:6-05. Construct a program as a set of step-by-step instructions to be acted out.
  • CT.L2-06. Describe and analyze a sequence of instructions being followed.
NGSS Science and Engineering Practices
  • K-2-PS3-2 - Use tools and materials provided to design and build a device that solves a specific problem or a solution to a specific problem.
  • 3-5-ETS1-2 - Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem.

Age Bracket 9-12

CC Mathematical Practices: 1, 2, 3, 4, 5, 6, 7, 8

CSTA K-12 Computer Science Standards

  • CT.L1:3-03. Understand how to arrange information into useful order.
  • CT.L1:6-01. Understand and use the basic steps in algorithmic problem-solving.
  • CT.L1:6-02. Develop a simple understanding of an algorithm
  • CPP.L1.3-04. Construct a set of statements to be acted out to accomplish a simple task.
  • CPP.L1:6-05. Construct a program as a set of step-by-step instructions to be acted out.
  • CT.L2-03. Define an algorithm as a sequence of instructions that can be processed by a computer.
  • CT.L2-06. Describe and analyze a sequence of instructions being followed.
NGSS Science and Engineering Practices
  • K-PS2-1 Motion and Stability: Forces and Interactions Plan and conduct an investigation to compare the effects of different strengths or different directions of pushes and pulls on the motion of an object.
  • K-PS2-2 Motion and Stability: Forces and Interactions Analyze data to determine if a design solution works as intended to change the speed or direction of an object with a push or a pull.
  • K-2-ETS1-1 - Ask questions, make observations, and gather information about a situation people want to change to define a simple problem that can be solved through the development of a new or improved object or tool.
  • K-2-ETS1-2 - Develop a simple sketch, drawing, or physical model to illustrate how the shape of an object helps it function as needed to solve a given problem.
  • 4-PS3-1 - Use evidence to construct an explanation relating the speed of an object to the energy of that object.


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