To learn about starting a team, browse the program descriptions below, then select the program or age group you are most interested in working with.

NOTE: FIRST does not match youth to existing teams due to our privacy policy. Teams form in local communities and recruit as needed. We encourage those looking for a team to contact local schools, libraries, or youth organizations that may have a team in place or an interest in starting one. An online search may also be helpful, as some teams share contact information through websites and social media pages.

FIRST® LEGO® League Discover (ages 4-6)
FIRST LEGO League Discover is a playful introductory STEM program for teams of children ages 4-6, that ignites their natural curiosity and builds their habits of learning. By the end of the program, children emerge more confident, better equipped to face future challenges, and discover the joy of learning. A new and exciting Challenge is presented every year, and each team of four children begins their exploration of this real-world theme with an exclusive LEGO Education Discovery Set. With this set as a starting point, they build a solution to the Challenge with LEGO® DUPLO® elements. Teams share their journey, ideas, models, and STEM skills at a celebration event. Throughout their experience, teams operate under the FIRST® Core Values, celebrating discovery and teamwork, all the while having fun! Discover is not available as an individual team option and is designed for classrooms or programs that serve 8 or more students. Learn about purchasing a FIRST LEGO League Discover Class Pack.

FIRST® LEGO® League Explore (ages 6-10)
Each year in August, FIRST LEGO League Explore releases a new Challenge for teams that focuses on a scientific topic. Teams are sent on a journey of discovery to learn all they can about the topic, then present their findings in the form of a team poster and a LEGO model that moves. You may recruit 2 to 6 interested team members ages 6 to 10. A coach is allowed to coach multiple teams. Each team must have at least 2 adult coaches. Once you have a team (you do not need all team member names yet), you may register. Explore is available as an individual team or Class Pack.

Class Pack is a non-competitive implementation option for classrooms or after-school programs and provides educators and communities with flexible, high-quality STEM learning experiences for students. Learn about purchasing a FIRST LEGO League Explore Class Pack.

FIRST® LEGO® League Challenge (ages 9-16)
Each Challenge season has three parts: the Robot Game, the Innovation Project, and the FIRST Core Values. You may recruit 2 to 10 interested team members ages 9 to 16*.  A coach is allowed to coach multiple teams. Each team must have at least 2 adult coaches. Once you have a team (you do not need all team member names yet), you may register. Challenge is available as an individual team or Class Pack.

Class Pack is a non-competitive implementation option for classrooms or after-school programs and provides educators and communities with flexible, high-quality STEM learning experiences for students. Learn about purchasing a FIRST LEGO League Challenge Class Pack.
*ages 9-14 (grades 4-8) US/CAN

FIRST® Tech Challenge (grades 7-12)
FIRST Tech Challenge teams design and build a robot using a reusable kit of parts and compete within a common set of game rules to play an exciting field game and complete the specific season challenge. The robot game changes every season and is always a blast!

Student and adult team members are encouraged to bring any skills they already have, like programming, electronics, metalworking, graphic design, web creation, public speaking, videography, and many more. FIRST Tech Challenge welcomes every student, with or without special skills.

If you are looking to incorporate FIRST into your classroom or after-school programming, learn more about FIRST Class Pack, a flexible implementation option for up to 24 students.

FIRST® Robotics Competition (grades 9-12)
FIRST Robotics Competition gives high school students and their adult mentors the opportunity to work and create together to solve a common problem. Teams of students are challenged to design, build, and program robots and compete for awards, while they also create a team identity, raise funds, hone teamwork skills, and advance respect and appreciation for STEM within the local community.

Beyond game play itself, students are rewarded by team achievements – in robot design and programming, demonstrating community outreach, Gracious Professionalism®, and the ability to overcome obstacles. Winning is always secondary to the quality of the overall experience.