FLLC / ST / 01
Coding for kids
Blocks, games, first logic.
Open the syllabusUnited States · Ages 9 to 14 in Challenge · The final season, 2026 to 2027
Every point a FIRST LEGO League Challenge robot scores comes from code the children on the team wrote and launched by hand from home. This guide reads the 2026 to 2027 BIOGLOW Robot Game Rulebook and FIRST’s season pages for what they say about programming, then teaches the planning idea most teams miss: since only your highest of three matches counts, the steadiest run plan is not always the right one. It also explains what changes after this season, because BIOGLOW is the last FIRST LEGO League season of all.
Live teaching since 2020 · 10,000+ students · the team’s code stays the team’s
In short
FIRST LEGO League coding help means learning to program the LEGO robot a team launches in the robot game. In the 2026 to 2027 BIOGLOW season, the final FIRST LEGO League season, a Challenge match lasts 2.5 minutes, the robot runs autonomously on the team’s own code, and only the highest of three matches counts. Modern Age Coders teaches that coding live online, in a batch or 1-on-1.
Learn with a teacher
Blocks first, Python next, and the planning habits a robot game run depends on.

FLLC / 01
Ages about 9 to 12. Order, loops, events and conditions.
Open the syllabus →
FLLC / 02
For team members ready to type their robot code.
Open the syllabus →
FLLC / 03
Splitting a mission into steps that can be tested.
Open the syllabus →The 2026 to 2027 season
The 2026 to 2027 season is BIOGLOW, a biodiversity challenge released on August 4, 2026 as part of the FIRST CANOPY season. FIRST says it will be the final season of FIRST LEGO League, and it comes in two editions, Founders and Future, which use different LEGO Education hardware.
| Option | Grades | Hardware | What the team does |
|---|---|---|---|
| Founders Edition: Explore | Grades 2 to 4 (ages 6 to 10) | LEGO Education SPIKE Essential | Design, code and discover solutions; no competitive robot game |
| Founders Edition: Challenge | Grades 4 to 8 (ages 9 to 16, varies by country) | LEGO Education SPIKE Prime | Program a robot to complete missions autonomously in two-and-a-half minute matches |
| Future Edition | Grades K to 2, and grades 3 to 8 | LEGO Education Computer Science & AI kits | Build and code wireless hardware in an alliance-based game across the mat |
FIRST’s BIOGLOW season overview gives Challenge four equally weighted parts: Core Values, Innovation Project, Robot Design and Robot Game. Coding sits inside two of them. The robot game is the code running; robot design is where judges ask how the team built and programmed it.
The same overview describes the BIOGLOW robot game as 15 biodiversity-inspired missions, and Challenge teams as groups of up to 10 children.
The Challenge participation rules linked from the 2026 to 2027 materials say US and Canada participants must not be younger than 9 or older than 14, and a competitive team has two to ten children.
FIRST’s June 17, 2026 registration post says US and Canada teams sign up through a refreshed FIRST Dashboard, and a group with both kinds of LEGO kit can register one team for each edition.
Sources: FIRST LEGO League program page, the BIOGLOW season materials (season overview and participation rules) and FIRST’s community blog, read 31 October 2026. FIRST, FIRST LEGO League, BIOGLOW, LEGO and SPIKE are trademarks of their owners. We are not connected with FIRST or the LEGO Group.
After this season
Two programs are announced for 2027 to 2028, one from each former partner. FIRST is building its own next generation of K to 8 programs, and LEGO Education is launching a program called LEGO League in August 2027. Neither has published its full game yet, so a US team choosing between them should read both announcements.
| Point | FIRST next-generation K to 8 programs | LEGO League (LEGO Education) |
|---|---|---|
| First season | The 2027 to 2028 FIRST season | Launching August 2027, for the 2027 to 2028 season |
| Ages or grades | Kindergarten through grade 8 | Ages 5 to 16, in bands of 5 to 7 (grades K to 2) and 8 to 16 (grades 3 to 8) |
| SPIKE kits | FIRST plans compatibility with SPIKE Prime and Essential through the 2028 to 2029 season | SPIKE and legacy hardware welcome in 2027 to 2028; from 2028 to 2029, Computer Science & AI kits required |
| Coding | Not yet announced | Blocks in the LEGO Education Coding Canvas, or Python |
| Names and details | New program names, game and hardware to be shared before 2027 to 2028 | Registration expected between March and May of 2027 |
| Relationship | FIRST says its new programs are not sponsored, endorsed or affiliated with LEGO Education or the LEGO Group | LEGO Education says BIOGLOW is the final season of its collaboration with FIRST |
Nothing in the current season changes. FIRST says the 2026 to 2027 season goes ahead as planned, so a child on a Challenge team this year should simply enjoy the last BIOGLOW events and learn as much as they can.
The coding a child learns this year carries into either successor. Both announcements describe team robotics with a themed game and a research project, and LEGO League names Python as its text option.
FIRST’s K to 8 FAQ says SPIKE products retire June 30, 2026, and points to LEGO Education for details. A team buying kits for next year should look at both successors’ hardware rules first.
For a student in grade 7 or above, FIRST Tech Challenge continues for grades 7 to 12, so moving up is another route. Our middle school coding competitions guide compares other options.
Sources: FIRST K-8 Programs: 2027 and Beyond (FAQ updated August 27, 2026) and LEGO Education: Introducing LEGO League, both read 31 October 2026. Details may change as both organizations publish more.
Coding rules
The rulebook asks for a robot that operates autonomously once launched and follows programming written by the team. Teams may use any software or programming language, but no remote control of any kind, and electric parts are limited.
| Rule | What the rulebook says |
|---|---|
| Match | A timed period of 2.5 minutes in which the robot autonomously completes as many missions as possible |
| Official matches | Three, and only the team’s best score counts toward awards and advancement |
| Software | Any software or programming language |
| Control | Autonomous outside home; no remote controllers of any type |
| Electric parts | One controller, up to four motors in any mix, and only touch or force, color, distance or ultrasonic, and gyro sensors |
| Program notes | One sheet of notebook paper per home area, not counted as equipment |
| Launch | The robot and anything it is about to move must fit completely inside the launch area |
| Inspection bonus | 20 points if all equipment fits in one launch area under 12 in. (305 mm) |
The rulebook warns that "All robot game wording means precisely and only what it says." For a programmer that cuts both ways: a mission condition must be met exactly as written, and a detail the rulebook does not mention does not matter.
Challenge updates outrank the rulebook. FIRST’s October 14, 2026 updates allow a robot to release an interchangeable model from its dock with the built-in latch, so long as it does so autonomously, and say the leaves in one mission are randomized before every match.
If a model’s starting position is randomized, a program that drives to one fixed spot will sometimes miss. That is a nudge toward code that checks: drive until a sensor sees something, then act.
The rulebook also lets teams calibrate sensors on any part of the mat during setup. A two-line calibration routine at the start of the first launch is cheap insurance against a strange gym light.
Source: the FIRST LEGO League Challenge BIOGLOW Robot Game Rulebook and Challenge Updates (updated October 14th, 2026). Short phrases only; read the full rulebook before your event.
Precision tokens
A team starts each match with six precision tokens worth 50 points, and loses one each time technicians interrupt the robot outside home. The points fall unevenly as tokens go, so the first rescue costs nothing and the second costs the most.
| Tokens left | Points (rulebook) | Cost of losing the last one (ours) |
|---|---|---|
| 6 | 50 | none, the starting value |
| 5 | 50 | 0 |
| 4 | 35 | 15 |
| 3 | 25 | 10 |
| 2 | 15 | 10 |
| 1 | 10 | 5 |
One rescue per match is free. If the robot is about to wander into a mission model it will wreck, grabbing it outside home costs no points the first time, and that is worth knowing before the match.
The second rescue is the expensive one. A program that needs saving twice a match is giving away 15 points, which is often more than a whole mission is worth. Fixing the run that fails is better than practicing the rescue.
The cheapest interruption is none: a run that ends with the robot back in home lets technicians handle it freely. So every run should end with a drive home, and the time for that drive belongs in the plan.
We teach students to write the return trip first, test it until it never fails, and only then add the mission in the middle. A run that always comes home is a run that never costs a token.
Top of three
It depends on the scoring rule, and in Challenge only the highest of three official matches counts. When the top attempt is what matters, a bolder plan that sometimes fails can beat a steady plan on average, even though it scores less in a typical single match.
| Plan | Missions attempted | Expected score, one match | Expected highest of three |
|---|---|---|---|
| A: steady | Five missions worth 20 each, each working 90 percent of the time | 90.0 | 98.6 |
| B: bold | Three of those, plus one 60-point mission that works 45 percent of the time | 81.0 | 107.0 |
# Our model: which run plan wins when only the highest of three matches counts?
# Mission points and success rates are invented for teaching.
from itertools import product
def outcomes(missions):
"""Every possible score for one match, with its probability."""
table = {}
for result in product([0, 1], repeat=len(missions)):
prob, score = 1.0, 0
for (points, p), hit in zip(missions, result):
prob *= p if hit else 1 - p
score += points if hit else 0
table[score] = table.get(score, 0) + prob
return table
def expected_top_of(table, n=3):
"""Expected value of the highest score in n independent matches."""
total, below = 0.0, 0.0
for score in sorted(table):
at_or_below = below + table[score]
total += score * (at_or_below ** n - below ** n)
below = at_or_below
return total
plan_a = [(20, 0.90)] * 5 # five steady missions
plan_b = [(20, 0.90)] * 3 + [(60, 0.45)] # three steady, one bold
for name, plan in [("A", plan_a), ("B", plan_b)]:
t = outcomes(plan)
one = sum(s * p for s, p in t.items())
print(name, round(one, 1), round(expected_top_of(t), 1))
# prints: A 90.0 98.6
# B 81.0 107.0Our own teaching program, standard Python with no robot library. It lists every way a match can go, then works out the expected highest score across three matches.
In a single match plan A is better, 90.0 points against 81.0. But a team gets three tries and keeps the highest. Plan B’s big mission only has to come off once in three matches, and the chance of that is far higher than 45 percent.
So under a top-of-three rule plan B’s expected top score is 107.0 against plan A’s 98.6. The rule of the game changed the right answer, and nothing about the robot did.
If the goal is simply to reach 100 points at least once, plan A does it in about 93 matches out of every 100 by our numbers, and plan B in about 82. A team chasing a target, not a maximum, should prefer steady.
Real teams also face a time limit plan B ignores: the bold mission may take longer to reset. The model is a way to think, not an order. Each team fills in its own robot’s numbers.
Worked example (ours). Suppose your robot’s riskiest mission works 4 times in 10 practice runs. The chance it fails in all three official matches is 0.6 times 0.6 times 0.6, which is 0.216. So it succeeds in at least one match about 78 percent of the time. A mission that looks unreliable in one run is quite likely to land once in three, which is why top-of-three rewards keeping it in the plan.
Practice set
Four original problems, written by us, at the level of a grade 5 to 8 Challenge team member. They use invented missions, not BIOGLOW’s, and each answer shows its reasoning.
In class a student first guesses the answer, then works it out, then explains the gap. The guess-then-check habit is what makes a programmer suspicious of their own code in a useful way.
The arithmetic is light on purpose. The real skill is translating a rule written in words into a number a team can act on.
We do not solve the team’s BIOGLOW missions, write its robot code, or tell it which missions to choose. The participation rules say all work presented at events is the work of the children on the team, and we follow that.
We teach ideas on our own invented missions, and students bring the ideas back to their team.
Season plan
Our plan for a student who meets their team each week and adds one live lesson with us. It assumes the team already has a working robot and has started on missions.
| Week | Lesson with us | Try with the team |
|---|---|---|
| 1 | Sequences and units: degrees, rotations, seconds | Drive out and back to home five times |
| 2 | Wait-until and sensors | Stop on a color line instead of a distance |
| 3 | My Blocks and functions | Turn the return trip into one reusable block |
| 4 | Conditions and calibration | A start-of-match light reading |
| 5 | Counting reliability | Ten tries per run, success written down |
| 6 | Tokens and rescues | Which run needs saving, and why |
| 7 | Top of three planning | Fill in the planning model with real numbers |
| 8 | Explaining code to judges | Talk through one program in two minutes |
The rulebook lets teams use any software or language, so the choice is the team’s. Most younger members start with blocks, which make order and logic visible and remove typing mistakes.
Older members often move to Python, and LEGO League names Python as its text option from 2027. We teach blocks first and then Python, so a child is ready for either.
Judges in robot design want to hear how the team decided, tested and improved. A child who can show reliability counts and say why a run changed has something real to tell them.
We help students learn to explain their own reasoning clearly. The engineering notebook, the code and the answers remain the team’s own.
Readiness
Being able to build a robot and being able to program a reliable run are different skills. These are the steps between them, as we see them in class.
| Step | What it looks like |
|---|---|
| 1. Order | Writes moves in the right order and runs them without help |
| 2. Senses | Uses a sensor to decide when to stop or turn |
| 3. Reuses | Builds functions or My Blocks so one fix changes every run |
| 4. Weighs | Chooses missions with reliability counts and the top-of-three rule in mind |
Ask your child how often their run works out of ten. A child who knows the number is already thinking like an engineer; one who says "usually" has their next lesson.
Under the participation rules, adults who over-instruct or prompt at events can be asked to leave. Coaching ideas at home is fine; the decisions at the table are the children’s.
Write the drive home first. A run that always returns saves tokens and calms the technicians.
Save a copy of the program before each change, and name it with the date. Going back to the last good version is faster than guessing.
The catalogue
All taught live online, one teacher throughout, in a group or individually.
FLLC / ST / 01
Blocks, games, first logic.
Open the syllabusFLLC / ST / 02
Events and loops in depth.
Open the syllabusFLLC / ST / 03
Big tasks into small ones.
Open the syllabusFLLC / TY / 01
The step after blocks.
Open the syllabusFLLC / TY / 02
Chance and angles in code.
Open the syllabusFLLC / TY / 03
A compiled language, gently.
Open the syllabusFLLC / MK / 01
Logic with instant feedback.
Open the syllabusFLLC / MK / 02
How smart kits really work.
Open the syllabusFLLC / MK / 03
Plan and pitch a project.
Open the syllabusHow lessons run
Weekdays or weekends, flexible: choose your batch, or for a very personalised plan choose 1-on-1 at your convenience, weekend mornings or weekdays.
Weekdays
After school, on a night without practice.
Weekends
A morning lesson before a scrimmage.
1-on-1
Shaped around one child’s role on the team.
We teach on our tasks, never on BIOGLOW’s.
Every run is measured out of ten.
Ready for whichever program comes next.
Students learn to turn rule text into numbers.
Live online, any US time zone.
Fifteen to twenty per batch, or one child.
Student work
Games, apps and AI projects our learners have built. See more in the student labs.

AI and ML
An AI nutrition coach that reads what you eat and works you toward a target.

AI and ML
A chatbot that answers mathematics and programming questions, built and deployed by a student.

AI and ML
An assistant that helps a young person recognise unsafe situations online.

Web app
A weather forecasting site with live conditions for any location.
Fees
Registration, kits and event fees belong to FIRST and your local event; we charge only for coding lessons. Billing is monthly, so a child can study through the tournament season and stop when it ends.
Free first class
USD 0
no card required
Group batch
USD 100
a month, billed in US dollars
One to one
USD 150
a month, billed in US dollars
What families say
What parents wrote on Google, unedited.
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Questions from US families and coaches
Yes. FIRST says the 2026 to 2027 BIOGLOW season will be the final season of FIRST LEGO League, and LEGO Education says FIRST LEGO League comes to an end after BIOGLOW. The current season goes ahead as planned.
Two programs have been announced. FIRST is launching its own next generation of K to 8 programs for the 2027 to 2028 season, and LEGO Education is launching LEGO League in August 2027 for ages 5 to 16. Program details are still being published by both.
Any. The BIOGLOW Robot Game Rulebook says teams can use any software or programming language, as long as the robot is autonomous outside home and no remote controller is used. Many teams use blocks, and some use Python.
Two and a half minutes. The rulebook defines a match as 2.5 minutes in which the robot autonomously completes as many missions as possible. Teams play three official matches and only the highest score counts.
The BIOGLOW rulebook allows one controller and up to four motors in any one match. Sensors may be touch or force, color, distance or ultrasonic, and gyro, in any mix and number.
Each team starts a match with six precision tokens worth 50 points and loses one each time it interrupts the robot outside home. Five tokens are still worth 50, four are worth 35 and three are worth 25, so the first rescue costs nothing and the second costs 15 points.
The participation rules linked from the 2026 to 2027 materials say US and Canada participants must be between 9 and 14, on a team of two to ten children. FIRST lists Challenge for grades 4 to 8.
No. The participation rules say all work presented at events is the work of the children on the team. We teach programming ideas on our own invented missions, and the children write their team's code.
For a while. FIRST plans to keep SPIKE Prime and Essential compatible with its new K to 8 programs through the 2028 to 2029 season, and LEGO League accepts SPIKE in 2027 to 2028 but requires Computer Science & AI kits from 2028 to 2029.
Weekdays or weekends, flexible: choose your batch, or for a very personalised plan choose 1-on-1 at your convenience, weekend mornings or weekdays.
No. Modern Age Coders is an independent coding school with no tie to FIRST, LEGO Education or the LEGO Group. FIRST LEGO League is a jointly held trademark of FIRST and the LEGO Group.
Elsewhere on this site
Other robots, other contests, and the next step in code.
Solo coding runs for VEX IQ and RECF Engage robots.
Contest dates in coding, math and AI for this school year.
Where a 13 or 14 year old robot coder can go next.
For the Explore and K to 2 age groups.
How the same final season runs for UK teams.
Useful background for AI-enabled robot kits.
Part of the guide: US math and coding competitions guide
More guides: US state math tests by state · US gifted and selective school tests · US math placement and college readiness tests · Homeschool and school math curricula guide
Start here
Tell us your child’s grade, which edition their team is in and whether they code in blocks or Python. The teacher sets a short task on an invented mission and suggests a starting point.
Curious how lessons feel? Read how we teach, or browse every course we run.
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