The BrainSTEM League
The BrainSTEM League is a year-round, team-based STEM competition program for students in Kindergarten through 12th grade. Organized into three core Leagues—Robot League, Code League, and Beyblades League—the BrainSTEM League brings coding, engineering, and physics to life through high-energy, hands-on challenges. Students compete in weekly scrimmages, practices, and seasonal tournaments while building technical skills and confidence.
What Makes The BrainSTEM League Unique?
- Multiple 8-week competition seasons throughout the year (Fall, Winter, Spring, Summer)
- Three Leagues to explore different areas of STEM
- Mentorship from college STEM students through our Collegiate Partner Program
- Competitions hosted both in schools and on local college campuses
- Opportunities to qualify for regional and national events
Seasonal Structure
The BrainSTEM League features 4–5 seasons per year, each running for 8 weeks:
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Fall 1 – Begins 1 week after Labor Day
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Fall 2 – Begins 1 week after Halloween
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Winter – Begins 1 week after New Year’s
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Spring – Begins 2nd weekend of March
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Summer – Begins 1st week of June
Each season includes:
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Weekly practices
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Mentorship and tutoring
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Skill-building challenges
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Competitive matches and a final tournament
The Leagues

Beyblades League
Beyblades are the perfect entry into STEM sports for younger students. A fusion of physics and robotics, Beyblades League combines classic spin-tops battles with exciting sumo bot battles.

Code League
Students compete in hackathon-style challenges using Scratch, Microsft Makecode Arcade, and other coding languages. Students progress from local competition to national hackathons.

Robot League
Robot League is a blend of coding and engineering using Edison robots, LEGO robots, and Sphero. We offer robots for every age and skill level.

Virtual STEM League
For additional access, BrainSTEM offers a weekly virtual STEM club for grades K–5. Students join live 1-hour sessions online to explore topics like robotics, VR, space travel, and gaming using household items and digital tools (e.g., Minecraft, Scratch).
Outcomes
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