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Receive a free gift with each $200 spent! Offer expires October 14th, at 11:59PM ET and is only available while supplies last. Some exclusions may apply.
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Wiggle-Bots are motorized contraptions that are designed and built entirely by kids.
Wiggle-Bots are more than a fun activity - they truly inspire. Watch eyes widen as wires are connected and Wiggle-Bots start to move. See how understanding and design evolves through experimentation and tinkering. Appreciate the challenge of going beyond step by step instructions and creating something completely new and innovative. It's an incredible experience. How will you wiggle? Your Wiggle-Bot can be designed to do many cool things.
This educational product pairs well with the Junk Drawer Robotics Curriculum and is suitable for all ages, however youth 12 and under may require adult supervision.
Give it to your students and go! This is the essential document to get students started with Wiggle-Bots, and it culminates in the Scribble-Bot Challenge and Wiggle-Race Challenge. There are two versions of the Go Guide, pick based on whether you ordered the Regular kit or the Super kit (which includes extra parts).
Regular Go Guide: PDF DOCX Videos |
For the Regular version of the kit. |
Super Go Guide: PDF DOCX Videos |
For the Super version of the kit. |
Electricity Lab: PDF DOCX |
How does the Wiggle-Bot work? Learn about electrons, circuits, and the other basics of electricity. Ages 8+. |
Wave Lab: PDF DOCX |
Add markers to your Wiggle-Bot to make a Scribble-Bot, use it to draw waves, then learn about the relationship between waves, frequency, and amplitude. Ages 8+. |
Build a Scribble-Bot to make artwork! Or compete to make the fastest Wiggle-Bot! See the Go Guide documents for challenge instructions.
Regular Go Guide: PDF DOCX Videos |
For the Regular version of the kit. |
Super Go Guide: PDF DOCX Videos |
For the Super version of the kit. |
Engineering Notebook: Simple Version Full Version |
Available at two different learning levels, Engineering Notebooks are designed to help students cycle through the Design & Engineering Process and help them innovate and invent new designs. Use an Engineering Notebook page for each iteration of design. We recommend keeping extra copies of this on-hand for kids during activities. |
STEAM Market-It Challenge: PDF DOCX |
Add the STEAM Market-It Challenge to any completed activity to teach students how to turn their design into a retail product. Students will learn the 4 'Ps' of marketing - Product, Placement, Price and Promotion. Students have the option of completing a commercial, a billboard or retail packaging as a summative assessment. |
Engineering Notebooks: Simple Version Full Version |
Available at two different learning levels, Engineering Notebooks are designed to help students cycle through the Design & Engineering Process and help them innovate and invent new designs. Use an Engineering Notebook page for each iteration of design. We recommend keeping extra copies of this on-hand for kids during activities. |
This is an educational product and not a toy. It is intended for use by ages 6 and above with adult supervision.
Based on their interests and guided by adult mentors, youth develop their own pathway in 4‑H. They select from a broad menu of local 4‑H programs, which provide hands-on, learn-by-doing, opportunities.
Kids thrive when given the tools to succeed. CLOVER offers a supportive space to achieve. CLOVER has something for everyone, with 190+ interactive, exciting activities for ages 5-18, including augmented reality!
4‑H programs are available through local 4‑H clubs, 4‑H camps, in-school, and after-school programs. With the support of adult mentors, youth from ages 8-18 select from a menu hands-on project ideas to complete.