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VEX Robotics
VEX Robotics
from Wikipedia

VEX Robotics is one of the main robotics programs for elementary through university students, and a subset of Innovation First International. The VEX Robotics competitions and programs are oversaw by the Robotics Education & Competition Foundation (RECF).[1] VEX Robotics Competition was named the largest robotics competition in the world by Guinness World Records.[2] There are four leagues of VEX Robotics competitions designed for different age groups and skill levels:

  • VEX V5 Robotics Competition (previously VEX EDR, VRC) is for middle and high school students, and is the largest competition out of the four. VEX Robotics teams have an opportunity to compete annually in the VEX V5 Robotics Competition (V5RC).[3]
  • VEX IQ Robotics Competition is for elementary and middle school students. VEX IQ robotics teams have an opportunity to compete annually in the VEX IQ Robotics Competition (VIQRC).[4]
  • VEX AI is a 'spinoff' of VEX U, for high school and college level students. The competition features no driver control periods, hence the name 'VEX AI'. VEX AI robotics teams have an opportunity to compete in the VEX AI Competition (VAIC).[5]
  • VEX U is a robotics competition for college and university students. The game is similar to V5RC, but traditionally with separate, more relaxed rules on the construction of their robots.[6]

In each of the four leagues, students are given a new challenge annually and must design, build, program, and drive a robot to complete the challenge as best they can. The robotics teams that consistently display exceptional mastery in all of these areas will eventually progress to the VEX Robotics World Championship.

The description and rules for the season's competition are released during the world championship of the previous season. From 2021 to 2025, the VEX Robotics World Championship was held in Dallas, Texas each year in mid-April or mid-May, depending on which league the teams are competing in.[7] St. Louis, Missouri will host the event in 2026 and 2027.[8]

VEX V5

[edit]

VEX V5 is a STEM learning system designed by VEX Robotics and the REC Foundation to help middle and high school students develop problem-solving and computational thinking skills.[9] It was introduced at the VEX Robotics World Championship in April 2019 as a replacement for a previous system called VEX EDR (VEX Cortex). The program utilizes the VEX V5 Construction and Control System as a standardized hardware, firmware, and software compatibility platform.[9] Robotics teams and clubs can use the VEX V5 system to build robots to compete in the annual VEX V5 Robotics Competition.[10]

Construction and Control System

[edit]

The VEX V5 Construction and Control System is a metal-based robotics platform with machinable, bolt-together pieces that can be used to construct custom robotic mechanisms.[9] The robot is controlled by a programmable processor known as the VEX V5 Brain.[11] The Brain is equipped with a color LCD touchscreen, 21 hardware ports, an SD card port, a battery port, 8 legacy sensor ports, and a micro-USB programming port. Usage with a VEX V5 Radio enables wireless driving and wireless programming of the brain via the VEX V5 Controller. The controller allows wireless user input to the robot brain, and two controllers can be daisy-chained if necessary. Each controller has two hardware ports, a micro-USB port, two 2-axis joysticks, a monochrome LCD display, and twelve buttons. The controller's LCD can be written wirelessly from the robot, providing users with configurable feedback from the robot brain. The VEX V5 Motors connect to the brain via the hardware ports and are equipped with an internal optical shaft encoder to provide feedback on the rotational status of the motor. The motor's speed is programmable but may also be altered by exchanging the internal gear cartridge with one of three cartridges of different gear ratios. The three cartridges are 100 rpm, 200 rpm, and 600 rpm.

VEXcode V5

[edit]

VEXcode V5 is a Scratch-based coding environment designed by VEX Robotics for programming VEX Robotics hardware, such as the VEX V5 Brain. The block-style interface makes programming simple for elementary through high-school students. VEXcode is consistent across VEX 123, GO, IQ, and V5 and can be used to program the devices from each. VEXcode allows the block programs to be viewed as equivalent C++ or programs to help more advanced students transition from blocks to text. This also allows easy interconversion between text-based and block-based programming.[12] VEXcode also lets students code in C++, which gives the opportunity to learn basic C++, but to collect data from sensors or to move the drivetrain, VEX uses a header file.

PROS

[edit]

PROS is a C/C++ programming environment for VEX V5 hardware maintained by students of Purdue University through Purdue ACM SIGBots. It provides a more bare-bones environment for more knowledgeable students that allows for an industry-applicable experience. It has a more robust API that allows for more precise control of the hardware for competition-level uses in VRC/VEX U. It is based on FreeRTOS.[13]

VEX V5 Robotics Competition

[edit]
VEX V5 Robotics Competition
Current season, competition or edition:
Current sports event V5RC Push Back
SportRobotics-related games
FoundedTony Norman
Bob Mimlitch
First season2007
No. of teamsTotal Registered: 20,000+
V5RC: 11,400
VURC: 300
50+ countries [14]
HeadquartersGreenville, Texas
Most recent
champions
2025 V5RC HS Worlds:

World Champions:
United States 80001B: "Double Play"
United States 2775V: "Jackson Area Robotics"

Excellence Award:
United States 5203G: "Gremlin"

2025 V5RC MS Worlds:

World Champions:
United States 10102Z: "[Vinci] Hard Drive"
United States 3588Y: "Cyber Spacers"

Excellence Award:
United Kingdom 78116A: "HABS_CyberSquad"
(High Stakes)
BroadcastersLivestream.com (2013–present)
ESPN2 (2016)
CBS Sports (2017)
YouTube (2020)
Official websiteVEX Robotics Competition

VEX V5 Robotics Competition (V5RC) is a robotics competition for registered middle and high school teams that utilize the VEX V5 Construction and Control System.[15] In this competition, teams design, build, and program robots to compete at tournaments. At tournaments, teams participate in qualifying matches where two randomly chosen alliances of two teams each compete for the highest team ranking. Before the Elimination Rounds, the top-ranking teams choose their permanent alliance partners, starting with the highest-ranked team, and continuing until the alliance capacity for the tournament is reached. The new alliances then compete in an elimination bracket, and the tournament champions, alongside other award winners, qualify for their regional culminating event. .[16]

The current challenge is VEX V5 Robotics Competition: Push Back.[16]

General rules

[edit]

Middle and high school students have the same game and rules. The most general and basic rules for the VEX V5 Robotics Competition are as follows, but each year may have exceptions and/or additional constraints.[17]

  • Each robot is partnered with another robot in a pair called an "alliance". In any given match, each alliance competes against one other alliance. One team is designated as the red alliance, and the other as the blue alliance.[16]
  • No robot may exceed the dimensions of an 18-inch cube until the match has begun.[16]
  • No robot may contain hardware, software, material, or content that is not distributed by or explicitly allowed by VEX Robotics.
  • The playing field consists of a 12-foot by 12-foot square of foam tiles bordered by a wall of metal-framed polycarbonate dividers.[16] Anything outside of these border walls is considered as off of the playing field. The various field elements associated with that season's competition are arranged in a defined and reproducible manner before the start of each match.
  • At the start of the match is a 15-second 'autonomous' period, where all four robots navigate the field based on pre-programmed instructions without driver input.[16]
  • After the autonomous period has ended, the 'driver control' period begins. This stage of the match consists of one minute and forty-five seconds of manual control of the robot[16] using one or two handheld controllers utilized by the respective number of 'drivers'.
  • The object of the match is to attain a higher score, i.e. more points, than the opposing alliance. The method by which the alliances attain these points varies significantly with each season.[16]
  • Throughout the match, the blue alliance is not allowed to enter the red alliance's 'protected zone' of the field, and vice versa. The designated areas of the field are often different for each season. During the autonomous period, the protected zone normally consists of half of the field where the alliance starts, whereas the driver control period rarely features a defined protected zone, as was the case for VRC Tipping Point, VRC High Stakes, and VRC Push Back.
  • Intentionally removing game objects from the field will result in a warning, minor violation, and/or major violation (disqualification).[18]
  • Intentionally and repeatedly damaging any of the robots involved, either during the match or otherwise, will result in immediate disqualification.

Current Game: Push Back

[edit]
VEX V5 Robotics Competition Field - Push Back

The objective of the game is to score as many blocks as possible in goals within a 15-second autonomous period, and 1:45 driver control period. Each field consists of two long goals, two center goals, four loaders, and two park zones.

Field Element - Goals

[edit]

The goals may be pictured as 'bridges' above the field. Long goals can fit fifteen blocks of any color, while center goals can fit seven. Goals feature control bonuses that are always awarded to the alliance with the most blocks scored in the control zone of each goal. Center goal control zones incorporate the entire goal, with the 'upper center goal' granting an eight-point bonus, and the 'lower center goal' granting a six-point bonus. Long goal control zones incorporate a marked center region of the goal, and grant a ten-point bonus.[18]

Scoring

[edit]

Each block considered scored within a goal is worth three points.[19] A block is considered scored within a goal if that block is: in contact with the inside surfaces of a goal; is not in contact with a robot of the same alliance as that block; is not in contact with the floor.[18] At the end of each match, teams may elect to 'park' their robots in a park zone, exclusive to each alliance, and can receive an eight-point bonus if one robot is parked, and a thirty-point bonus if both alliance's robots are parked. The autonomous period winner, the alliance that scores the most points during the 15-second autonomous period, is granted an additional ten-point bonus added to their score .[19]

2024-2025 Game: High Stakes

[edit]

The objective of the game is to score as many alliance rings as possible on stakes. Each field consists positive and negative corners, a ladder, five mobile goal stakes, two alliance wall stakes, two neutral wall stakes, and one high stake.

Corners

[edit]

There are four 'corners' of the field, two positive corners and two negative corners, 12 x 12 in., each being triangular in shape. Any mobile goal stake can be pushed into any corner, however during the last thirty seconds of a match, positive corners are protected, with neither alliance allowed to interfere, or come into contact with goals considered placed in a positive corner. Positive corners double the worth of the rings, while negative corners subtract ring points from the alliance of the ring(s) color.

Field Element - Mobile and Wall Stakes

[edit]

Mobile goal stakes and neutral wall stakes can fit six rings each, and alliance wall stakes can fit two rings of any color. The 'high stake' located on top of the center ladder can fit one ring. Any alliance can score on any stake, however alliance wall stakes, colored to the alliance that can legally score on the stake, are restricted to robots of only one alliance each.[20]

Scoring

[edit]

Each ring scored is worth one point, however top rings are worth three points. The autonomous period winner, the alliance that scores the most points in the 15-second period, gains an additional six points which negative corners cannot subtract. Teams cannot have 'negative points' capping the minimum point amount to 0.[20]

2023-2024 Game: Over Under

[edit]

There are sixty Triballs, two goals, and four match load stations on a VRC Over Under Field. The field is divided into two offensive zones by a barrier. Triballs can be Scored in the two Goals, one per Alliance, at opposite sides of the field. Each Triball scored in a Goal is worth 5 points. A Triball scored in the alliance's side of the field is worth 2 points.

At the end of the Match, Alliances will receive points for elevating their robots with their alliance's elevation bar.

The Alliance that scores more points in the Autonomous period is awarded with eight bonus points, added to the final score at the end of the match. Each Alliance also has the opportunity to earn an Autonomous Win Point by scoring at least 1 Triball in their goal, emptying their match load station, and touching the elevation bar at the end of the autonomous period. This Bonus can be earned by both Alliances, regardless of who wins the Autonomous Bonus.[21]

2022-2023 Game: Spin Up

[edit]

There are sixty Discs and four Rollers on a VRC Spin Up Field. Discs can be Scored in the two High Goals, one per Alliance, at opposite corners of the field. Each Disc scored in a High Goal is worth 5 points. However, Robots aiming for the High Goal had better be accurate! Because underneath each High Goal, is a 1-point Low Goal for the opposing Alliance.

In addition to Discs, Robots can also spin the four Rollers mounted to the field perimeter. If the area inside of a Roller's pointers only shows one color, that is considered “Owned” by that Alliance. Each Owned Roller is worth 10 points at the end of the match.

At the end of a Match, Alliances will receive a 3-point bonus for each tile their Robots are Covering, excluding the tiles which make up the Low Goals. So, during the last 10 seconds of the Match, there are no horizontal expansion limits.

The Alliance that scores more points in the Autonomous period is awarded with ten bonus points, and each Alliance also has the opportunity to earn an Autonomous Win Point by scoring at least two Discs in Alliance's High Goals, and owning Both Rollers on their side of the field. This Bonus can be earned by both Alliances, regardless of who wins the Autonomous Bonus[22]

2021-2022 Game: Tipping Point

[edit]

2020-2021 Game: Change Up

[edit]

2019-2020 Game: Tower Takeover

[edit]

Previous VEX Games

[edit]
2024-2025 2023-2024 2022-2023 2021-2022 2020-2021 2019-2020 2018-2019 2017-2018 2016-2017
High Stakes[23] Over Under[24] Spin Up[25] Tipping Point[26] Change Up[27] Tower Takeover[28] Turning Point[29] In The Zone[30] Starstruck[31]
2015-2016 2014-2015 2013-2014 2012-2013 2011-2012 2010-2011 2009-2010 2008-2009 2007-2008
Nothing But Net[32] Skyrise[33] Toss Up[34] Sack Attack[35] Gateway[36] Round Up[37] Clean Sweep[38] Elevation[39] Bridge Battle[40]

VEX IQ Robotics Competition

[edit]
VEX IQ Robotics Competition
Current season, competition or edition:
Current sports event VIQRC Mix and Match
First season2012
No. of teamsTotal Registered: 20,000+ VEXIQ:8,500
50+ countries [14]
HeadquartersGreenville, Texas
Most recent
champions
2025 VIQRC MS Worlds:

World Champions:
China 7755B: "Flaming Boys"
China 94888A: "ACE"

Excellence Award:
United States 11110A: "Greenspun Dolphins"

2025 VIQRC ES Worlds:

World Champions:
China 71266V: "Basis International School Wuhan"
China 87258A: "Dragon Team"

Excellence Award:
United States 2014K: "Robo Cats"
(Rapid Relay)
BroadcastersESPN2 (2016)
CBS Sports (2017) YouTube (2020-2021)
Official websiteVEX IQ Challenge

The VEX IQ Robotics Competition, presented by the Robotics Education & Competition Foundation, provides elementary and middle school students with exciting, open-ended robotics and research project challenges that enhance their science, technology, engineering, and mathematics (STEM) skills through hands-on, student-centered learning. VEX IQ is tailored for grades 5–8. A VEX IQ Robotics set is used with plastic pieces that snap together using pegs, making it easy to construct a robot. Students use a coding software called VEXcode IQ to program the robot. It can be programmed with block-based coding or Python. There are two parts to the contests: Robot Skills, which is a single robot trying to score as many points as possible, and the Teamwork Challenge, where two robots attempt to work together to complete the same task.[41]

Current Game: Mix and Match

[edit]

2025-2026: Mix and Match

[edit]

VEX IQ Robotics Competition Mix and Match is played on a 6 feet x 8 feet rectangular field. Two robots compete during a 60-seconds-long period. The goal of the game is to stack properly shaped pieces, available on the game field, one on top of another.[42]

Previous games

[edit]

2024-25: Rapid Relay

[edit]

VEX IQ Robotics Competition Rapid Relay is played on a 6 feet x 8 feet rectangular field configured as seen above. Two robots compete in the Teamwork Challenge as an alliance in 60-second-long teamwork matches, working collaboratively to score points.

Teams also compete in Skills Challenges, where one team tries to score as many points as possible. These matches consist of Driving Skills, where the robots is operated entirely by humans, and Programming Skills, where the robot acts autonomously.

The object of the game is to score yellow, padded nylon balls into a goal on one side of the field, whilst passing it between each of the teamwork partners robots. The goal wall consists of 4 different holes that can be scored into. Each hole contains a 'switch' that is activated when a ball passes through a hole. Each switch can be activated once per match. Once a ball has been scored, it can be picked up by a designated member of the drive team who throws it to a loader on the opposite side of the field. The loader places the ball into the 'loading station', which randomly sends the ball in any direction. 2 balls can be in play at once during the game. In the last 15s of a match, the designated 1st loader can load the balls to a specific zone on the field instead of using the 2nd loader.

VIQRC Rapid Relay Scoring
Action Points
Ball into any goal 1 point
Switch flipped 1 point
Ball passed from one robot to the other 4 points per switch flipped

2023-2024: Full Volume

[edit]

VEX IQ Robotics Competition Full Volume is played on a six-foot by eight-foot rectangular field. Two robots compete in the Teamwork Challenge as an alliance in 60-second-long teamwork matches, working together to score points.

Teams also compete in Skills Challenges, where one team tries to score as many points as possible. These matches consist of Driving Skills, where the robots is operated entirely by humans, and Programming Skills, where the robot acts autonomously.

The object of the game is to score different sized blocks into one of three goals. The more blocks in a goal, the more points. As well as that, if all the blocks in a goal are the same color (size), then the team(s) get a uniform goal bonus. Teams can get blocks from the supply zone, or get blocks located at specific positions on the field. Teams can also get points for knocking the red blocks off the starting pegs. Teams get points for partial-parking (having part of your robot located in the supply zone at the end of the 60 seconds), or full parking (having all of your robot located inside the supply zone at the end of the 60 seconds).

VIQRC Full Volume Scoring
Each Block Scored in a Goal 1 point
Height Bonus 10 points per fill level
Each Uniform Goal 10 points
Cleared Supply Zone 20 points
Each Red Block Removed from Starting Peg 5 points
Each Partially Parked Robot 5 points
Each Full Parked Robot 10 points
Double Parked Bonus 10 points

2022-2023: Slapshot

[edit]

VEX IQ Competition Slapshot is played on a six-foot by eight-foot rectangular field. Two robots compete in the Teamwork Challenge as an alliance in 60-second-long teamwork matches, working collaboratively to score points.

Teams also compete in the Robot Skills Challenge, where one robot takes the field to score as many points as possible. These matches consist of Driving Skills Matches, which will be entirely driver-controlled, and Programming Skills Matches, which will be autonomous with limited human interaction.

VIQC Slapshot Scoring
Disc Scored in Purple Zone 2 points
Disc Scored in Blue Zone 3 points
Disc Scored in Green Zone 4 points
Disc Scored in Yellow Zone 1 point
Disc Removed from Dispenser 1 point
Contact Bonus 1 extra point per disk in the Goal Zone

The scoring objects in VEX IQ Competition Slapshot are 2.5" (6.35 cm) diameter Discs. There are a total of (45) Discs on the field. The object of the game is to score as many points as possible with an alliance partner by scoring Discs in Goal Zones, removing Discs, and touching Contact Zones at the end of the Match.

2021-2022: Pitching In

[edit]
VIQC Pitching In Scoring
Ball Scored in Low Goal 2 points
Ball Scored in high goal 6 points
Starting Corral Cleared of all Balls 5 points
Low Hanging Robot at end of Match 6 points
High Hanging Robot at end of Match 10 points

VEX IQ Challenge Pitching In is played on a six-foot by eight-foot rectangular field. Two robots compete in the teamwork challenge as an alliance in one-minute-long teamwork matches and a 15-second period of autonomous working collaboratively to score points. Teams also compete in the robot skills challenge, where one robot attempts to score as many points as possible. These matches consist of driving skills matches, which will be entirely driver-controlled, and programming skills matches, which will be autonomous with limited human interaction.

The object of the game is to attain the highest score by scoring balls in either a low-scoring goal or a high-scoring goal in the center of the field. Additional points are scored by clearing the starting corrals of all balls and by parking by hanging on either a low or high bar on either side of the field.

2020–21: Rise Above

[edit]
VIQC Rise Above Scoring
Base riser 1 point
Stacked riser 1 point
Completed row 3 points
Completed stack 30 points

VEX IQ Challenge Rise Above is played on a six-foot by eight-foot rectangular field. Two robots compete in the teamwork challenge as an alliance in one-minute-long teamwork matches, working collaboratively to score points. Teams also compete in the robot skills challenge, where one robot attempts to score as many points as possible. These matches consist of driving skills matches, which will be entirely driver-controlled, and programming skills matches, which will be autonomous with limited human interaction.

The object of the game is to attain the highest score by scoring risers in the goal. There are a total of 27 risers, nine for each color (orange, purple, and teal).

2019–20: Squared Away

[edit]
VIQC Squared Away Scoring[43]
Each ball scored in a cube 1 point
Each ball scored on a cube 2 points
Each blue and red cube placed in their respective corner goals 10 points
Each green cube placed on a platform 20 points

VEX IQ Challenge Squared Away is played on a four-foot by eight-foot rectangular field. The scoring objects in are three-inch diameter balls and seven-inch cubes. There are a total of 35 balls and seven cubes on the field. The object of the game is to score as many points as possible with an alliance partner in one of two ways: by scoring balls in or on cubes and by moving cubes to their respective scoring zones.[44]

2018–19: Next Level

[edit]
VIQC Next Level Scoring[45]
Each Low Scored Hub 1 point
Each High Scored Hub 2 points
Each Bonus Hub removed from the Hanging Structure 1 point
Each Low Scored Bonus Hub 2 points
Each High Scored Bonus Hub 4 points
Each robot Parked underneath Hanging Structure 1 point
Each Low Hanging Robot 2 points
Each High Hanging Robot 4 points

VEX IQ Challenge Next Level is played on a four-foot by eight-foot rectangular field. The object of the game is to attain the highest score by scoring and stacking colored hubs in building zones, removing bonus hubs from the hanging structure, and by parking or hanging on the hanging bar.[46] There are two building zones in the corners of the field. In the middle, there is one hanging structure. There are a total of fifteen hubs, plus two bonus hubs available to be scored in the building zones and one parking zone in the middle of the field.[46]

2017–18: Ringmaster

[edit]
VIQC Ringmaster Scoring[47]
Each Emptied Starting Peg 5 points
Each Ring scored in the low-scoring goal 1 point
Each Ring scored on a Scoring Post 5 points
Each Ring scored on a Uniform Scoring Post (All the same color) 10 points
Bonus Tray Emptied 20 points

VEX IQ Challenge Ringmaster is played on a four-foot by eight-foot rectangular field. The object of the game is to attain the highest score by scoring colored rings on the floor goal and on posts, by having uniform posts, by emptying starting pegs, and by releasing the bonus tray.[48] There are a total of 28 hexballs available as scoring objects in the game. There are two scoring zones, sixteen low goals, twelve elevated goals, and one bridge on the field.[48]

2016–17: Crossover

[edit]
VIQC Crossover Scoring[49]
Each Hexball Scored in the Scoring Zone 1 point
Each Hexball Scored in the Low Goal 3 points
Each Hexball Scored in the Elevated Goal 5 points
Having One Robot Parked on the Bridge 5 points
Having Two Robots Parked on the Bridge 15 points
Having All Robots Parked on a Balanced Bridge 25 points

VEX IQ Challenge Crossover is played on a four-foot by eight-foot rectangular field. The object of the game is to attain the highest score by scoring hexballs in their colored scoring zone and goals, and by parking and balancing robots on the bridge.[50] There are a total of 28 hexballs available as scoring objects in the game. There are two scoring zones, sixteen low goals, twelve elevated goals, and one bridge on the field.[50]

2015–16: Bank Shot

[edit]
VIQC Bank Shot Scoring[51]
Each Ball Scored in the Scoring Zone 1 point
Each Emptied Cutout 1 point
Each Ball Scored in the Goal 3 points
Having One Robot Parked on the Ramp 10 points
Having Two Robots Parked on the Ramp 25 points

VEX IQ Challenge Bank Shot is played on a four-foot by eight-foot rectangular field. The object of the game is to attain the highest score by emptying cutouts, scoring balls into the scoring zone and goals, and by parking robots on the ramp.[52] There are a total of 44 balls available as scoring objects in the game. There is one scoring zone, one goal, one ramp, and sixteen cutouts on the field.[52]

2014–15: Highrise

[edit]
VIQC Highrise Scoring[53]
Each Cube Scored in the Scoring Zone A point value equal to the Highrise Height of the same color as the

Cube (i.e., if a team builds a Highrise of 3 red Scoring Cubes on the

Highrise Base, a red cube in the Scoring Zone is worth 3 points.)

VEX IQ Challenge Highrise is played on a four-foot by eight-foot rectangular field. The object of the game is to attain the highest possible score by scoring cubes in the scoring zone and by building highrises of cubes of the same color on the highrise bases.[54] There are a total of 36 cubes, twelve of each of three colors, available as scoring objects in the game. There is one scoring zone and three highrise bases on the field. Each robot begins a match on one of two starting positions and must occupy a space of less than 13 by 19 by 15 inches.[54]

2013–14: Add It Up

[edit]
VIQC Add It Up Scoring[55]
A Small BuckyBall Scored in the Floor Goal 1 point
A Small BuckyBall Scored in the Low Goal 2 points
A Small BuckyBall Scored in the High Goal 3 points
A Large BuckyBall Scored in the Floor Goal 3 points
A Large BuckyBall Scored in the Low Goal 5 points
A Scoring Ring that is Filled 5 points
A Large BuckyBall Scored in the High Goal 8 points
A Robot that is Hanging at the end of the match 8 points

VEX IQ Challenge Add It Up is played on a four-foot by eight-foot rectangular field. The object of the game is to attain the highest possible alliance score by scoring small and large BuckyBalls into the floor, low and high goals, filling scoring rings, and having robots hang from the hanging bar at the end of the match.[56] There are a total of 36 small BuckyBalls and four large BuckyBalls available as scoring objects in the game. There are four floor goals, two low goals, two high goals, and four scoring rings, as well as a hanging bar.[56]

2012–13: Rings-N-Things

[edit]
VIQC Rings-N-Things Scoring[57]
A Ball Scored in a Low Goal 1 alliance point
A Ball Scored in a High Goal 3 alliance points
A Ball Scored in a Scoring Ring 2 alliance points; 1 individual point
A Robot that is parked at the end of match 2 alliance points
A Second Robot parked at the end of match 3 alliance points

VEX IQ Challenge Rings-N-Things was the Pilot Program for the VEX IQ Challenge robotics competition program, which launched in April 2012.[58] The game is played on a four-foot by eight-foot field, surrounded by a 3.5-inch tall perimeter. There are four goals and eight rings into which teams can score 36 balls. The field is divided by the ramp.[58]

VEX U

[edit]

The VEX U level competition is a robotics competition for college and university students that uses the VEX Robotics hardware and V5 electronics. The rules are nearly identical for this competition as for the VEX Robotics Competition, but VEX U teams are allowed to take advantage of more customization and greater flexibility than other levels (teams are granted the ability to use 3D printers and use raw materials such as sheet metal and wood). This allows VEX U teams to have more customization on their robots and construct mechanisms that cannot be created solely via the VEX Robotics hardware. Also, their robot creation is limited by the need to find effective costs and a restricted development environment in order to model a real-world situation. Additionally, rather than being limited to a robot size of an 18-inch cube, VEX U contestants had the freedom to use up to a 24-inch cube of space for their larger robot and up to a 15-inch cube for their smaller robot (thus, each team builds 2 robots, and competes against another team's two robots).[59]

The VEX U competition, although very similar to the VEX Robotics Competition, has some distinct rules. The autonomous period of VEX U competitions is also longer, lasting forty-five seconds versus the fifteen for the VEX Robotics Competition. As a result, the driver control period is shortened to a period of seventy-five seconds immediately after the autonomous period has been scored, and the autonomous bonus has been awarded to the correct alliance to keep matches at a length of two minutes.

VEX AI

[edit]

On April 25, 2020, VEX Robotics and the REC Foundation announced a new platform of competitions, the VEX AI Competition. The new platforms will use the VEX V5 Construction and Control System, and registration will be available to high school and college teams.[60][61]

The competition is fully autonomous and will use an array of new sensors, including the VEX Game Positioning System (VEX GPS); VEX AI microprocessor; VEX AI Vision Sensor with depth perception; VEX LINK, a wireless robot-to-robot communications interface; and the VEX Sensor Fusion Map, a new multi-sensor integration technology which uses sensory data from the robots to render the course in real-time 3D. Each team will build and program two robots. Teams will be able to 3D print and machine parts, use custom electronics, and utilize an unlimited quantity of motors.[62]

The pilot program is scheduled to open for registration to university students in the fall of 2020. After registration begins, any high school teams that wish to participate must apply for program admission. Unlike university participants, only those high school teams that show exceptional preparedness for this level of advanced competition will be allowed to compete.[63] VEX AI robotics teams will be able to compete in the VEX AI Competition. Unlike VEX U, this competition will be completely separate from the VRC Competition.[61]

VEX Robotics World Championship

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The VEX Robotics World Championship brings together qualifying teams from the two VEX Robotics programs: the VEX IQ Challenge, VEX Robotics Competition, with the VEX AI Competition bringing the number to three in 2022. The championship is an international celebration of the robotics community and a final tournament to crown the VEX World Champions in each league. The 2021–25 championships are/were scheduled to be held in Dallas, Texas.[7]

The current title of VEX Robotics World Champions is held by team 6767X and team 9123A.

A one-hour special version of the 2016 VEX Robotics World Championship aired on ESPN2 in June 2016.[64] CBS aired a one-hour special version of the 2017 VEX Robotics World Championship on June 11.[65]

During the VEX Robotics World Championship, a "Parade of Nations" is held and includes hundreds of students, often dressed in costumes, from more than thirty countries.[66]

The 2020 VEX Robotics World Championship was canceled due to the COVID-19 pandemic.[67] On March 30, 2020, VEX Robotics and the REC Foundation announced they would host the first-ever VEX Robotics Virtual World Celebration on April 25, 2020. The event celebrated the accomplishments of all teams and revealed the 2020–21 VEX Robotics Competition and VEX IQ Challenge.[68] During this event, VEX Robotics and the REC Foundation also hosted a Fantasy Robotics simulation for all levels in the VEX Robotics Program, using statistics from state and qualifying tournaments.[69] On January 20, 2021, the REC Foundation along with VEX Robotics announced that due to the COVID-19 pandemic the 2021 VEX World Championships would be modified to an online fully remote tournament and would also include remote skills matches.[70]

VEX Robotics World Championship Venues
Venue Location Years
California State University, Northridge Northridge, California 2008
Dallas Convention Center Dallas, Texas 2009–10
ESPN Wide World of Sports Complex Kissimmee, Florida 2011
Anaheim Convention Center Anaheim, California 2012–14
Kentucky Exposition Center and Freedom Hall Louisville, Kentucky 2015–19
2020 (planned)[a]
VEX Robotics Headquarters Greenville, Texas 2020[a]
Kay Bailey Hutchison Convention Center Dallas, Texas[7] 2022–25
America's Center St. Louis, Missouri 2026-27 (Planned)
  1. ^ a b Because the 2020 VEX Robotics World Championship was canceled due to the COVID-19 pandemic, a Virtual World Celebration event was held with no in-person attendees.

Role in Pedagogy

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VEX Robotics competitions have been of interest to educators as a way of stimulating students' interest in hands-on learning, engineering, and computer programming. The Department of Engineering and Technology Education at Utah State University has created a Design Academy with a curriculum for teaching skills through participation in a VEX Robotics Competition.[71] In addition, VEX Robotics provides two other programs aiming to introduce these skills at an early age in the classroom: VEX 123, and VEX Go.

VEX 123

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VEX 123 is a VEX Robotics program aimed to introduce basic turtle-style programming to young students in kindergarten through second grade. It uses a small round robot with a front, wheels, and an audio speaker (the '123 Robot'), which is programmed to drive around a plastic course using either a handheld wireless programming module (the 'Coder') or a mobile device (not included) with Scratch-based programming software. The course is modular and can be built differently to present different programming challenges. VEX provides multiple pre-prepared STEM Labs designed for different classroom settings, such as language arts and mathematics. The VEX 123 STEM Labs are "designed to provoke STEM thinking and spark creative problem-solving ideas."[72]

VEX GO

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VEX GO is a robotics program that introduces robotics to students in third grade and upwards. GO is designed to be an affordable construction system for teaching the fundamentals of STEM through engaging, collaborative, and hands-on activities that help young students learn coding and engineering concepts.[73]

References

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from Grokipedia
VEX Robotics is a leading educational platform that provides modular robotics kits, curricula, and competitive programs to engage students from pre-kindergarten through university in STEM (science, technology, engineering, and mathematics) learning through hands-on design, building, and programming of robots. Developed as the largest subsidiary of Innovation First International (IFI), VEX emphasizes accessibility, scalability, and affordability to foster creativity, teamwork, leadership, and problem-solving skills among over 1 million students worldwide. Founded in 1996 by electrical engineer Tony Norman and mechanical engineer Bob Mimlitch—who met while mentoring a local high school robotics team—IFI initially focused on electronics for autonomous robots before expanding into educational tools. VEX itself originated from a 2005 partnership between IFI and RadioShack to create an affordable robotics design system, which IFI fully acquired in 2006 to establish the VEX Robotics division and scale its global impact. Today, VEX operates in more than 60 countries, serving over 22,000 schools and supporting 24,000 competition teams with free, standards-aligned curricula and professional development resources. The platform's product lineup spans developmental stages, including VEX 123 for pre-K interactive play, VEX GO for grades 3–5 with snap-together construction, VEX IQ for grades 5–8 featuring smart components and block-based coding, and advanced systems like VEX EXP, VEX V5, and VEX AIR for grades 8–university with metal structural elements, sensors, and text-based programming options via VEXcode. These kits integrate with partnerships such as Project Lead The Way (PLTW) and the Robotics Education & Competition (REC) Foundation to align with educational standards and real-world applications. At its core, VEX, in partnership with the Robotics Education & Competition Foundation (REC Foundation), supports the world's largest student robotics competitions, certified by Guinness World Records as the largest robotics competition in the world. The annual VEX Robotics World Championship, managed and hosted by the REC Foundation, draws over 20,000 participants from more than 2,400 teams across 60+ nations. Events like the VEX Robotics Competition (VRC) for high school and university levels, VEX IQ Competition (VIQC) for middle school, and VEX U for college emphasize game-based challenges where teams design and program robots to score points in alliance matches, promoting engineering innovation and global collaboration. Since its inaugural VRC season in 2007–2008 with the "Bridge Battle" game, the program has grown to include diverse formats, reaching students in formal classrooms, after-school clubs, and international qualifiers.

History

Founding and Early Development

VEX Robotics originated as a division of Innovation First International (IFI), founded in 1996 by Tony Norman, an electrical engineer, and Bob Mimlitch, a mechanical engineer, in Greenville, Texas, where they began operations in Norman's garage as mentors for the FIRST Robotics Competition. The duo's passion for STEM education drove the creation of VEX in the early 2000s, focusing on accessible, modular robotics kits that emphasized creative problem-solving and hands-on learning for students. These initial kits utilized a structural system of aluminum extrusions with square holes spaced at 0.5-inch intervals, enabling straightforward assembly using standard fasteners without requiring advanced tools or machining. In April 2005, IFI partnered with RadioShack to launch the first VEX Robotics Design System starter kits, priced at $299.99 and sold exclusively through the retailer's stores, marking a significant step in making robotics education widely available to schools and hobbyists. The kits included over 500 pieces, such as motors, gears, and sensors, allowing users to build and program functional robots inspired by proven designs from FIRST competitions. Due to the product's rapid popularity, IFI acquired full ownership of the VEX technology and intellectual property from RadioShack in 2006, enabling independent expansion and refinement of the platform. The introduction of organized competitions accelerated VEX's growth, beginning with the 2007-2008 season's "Bridge Battle" game, where two-team alliances competed on a 12x12-foot field to score points by placing tennis balls into goals and on elevated bridges. This debut season shifted VEX from educational tools to a competitive program, culminating in the inaugural VEX Robotics World Championship in Los Angeles, drawing over 1,000 students from regional qualifiers worldwide. Subsequent seasons built on this foundation with "Elevation" in 2008-2009, challenging teams to stack and elevate goals on a multi-level field, and "Clean Sweep" in 2009-2010, where robots maneuvered oversized balls across a divided field to score by pushing them into opponent zones. Early expansion included the establishment of regional tournaments across the U.S. and internationally, fostering community involvement and providing pathways to national events.

Growth and Organizational Changes

In 2006, Innovation First International (IFI) acquired full control of the VEX Robotics platform from RadioShack, enabling the company to independently expand its educational outreach and product development without retail distribution constraints. This shift allowed IFI, founded by Tony Norman and Bob Mimlitch, to focus on scaling STEM programs for K-12 and university levels, building on VEX's 2005 launch as an educational tool inspired by FIRST Robotics. The VEX Robotics Competition achieved global recognition in April 2018 when Guinness World Records certified it as the largest robotics competition, highlighted by the VEX Worlds event that year featuring 1,648 teams from 30 nations. By that time, the program had grown to encompass over 20,000 registered teams worldwide, reflecting rapid expansion driven by new platforms like the VEX IQ system launched in 2013 to engage elementary and middle school students with snap-together components and simplified programming. This was followed by the introduction of the VEX V5 platform in 2017, which incorporated advanced sensors, metal structural components, and modular electronics to support high school and advanced users, further broadening participation across age groups. In 2019, the Robotics Education & Competition Foundation (RECF), a nonprofit established in 2011 to promote STEM through hands-on learning, assumed primary oversight of VEX competitions, creating a clear separation between event management and IFI's product development responsibilities. This organizational change enhanced governance by focusing RECF on equitable access, diversity, and international growth, while IFI concentrated on hardware innovation. In December 2022, co-founder Tony Norman stepped down as President and CEO of IFI, transitioning leadership while remaining involved. As of 2025, VEX operates in more than 60 countries, serving over 24,000 teams with more than 1,200 competitions annually, supported by key partnerships such as a decade-long collaboration with NASA to integrate aerospace-themed challenges and provide grants for underserved communities.

Platforms

Elementary Platforms: VEX 123 and VEX GO

VEX 123 is an entry-level robotics system designed for students in Pre-K through Grade 2, emphasizing hands-on, screen-free exploration of STEM concepts through interactive play. The system includes the 123 Robot, a compact, pre-assembled device, along with a Coder controller and Coder Cards that enable simple programming via touch-based inputs or physical cards, without requiring traditional coding or devices. Activities focus on foundational skills such as cause-and-effect relationships, sequencing, and problem-solving, often integrated into storytelling and role-playing scenarios to foster creativity and social-emotional learning. For instance, students can use the robot to match emotion codes to story prompts, creating their own narratives while observing robot responses like movements and sounds. VEX GO builds on this foundation for students in Grades 3 through 5, introducing modular construction and basic programming to develop engineering design processes. The kits feature durable plastic structural pieces connected via color-coded pins, pegs, and standoffs, alongside motors, the GO Brain controller, and sensors such as the Eye Sensor for line following or the Electromagnet for object manipulation. Programming occurs through the VEXcode GO app, which uses a drag-and-drop block interface based on Scratch, allowing students to control robot behaviors in project-based activities like building robotic arms or exploring physical science themes. Curricula, including STEM Labs units, guide teachers in facilitating hands-on projects that align with the engineering design process, such as prototyping solutions to real-world challenges. Both platforms utilize affordable, robust plastic components suitable for classroom and after-school environments, promoting accessibility and repeated use without complex assembly tools. They align with Next Generation Science Standards (NGSS) through integrated curricular resources that address science, engineering, and computational thinking practices. Digital resources like VEX STEM Labs provide teacher-guided projects, enhancing conceptual understanding with rubrics and extension activities. These elementary systems serve as a gentle progression to more advanced platforms like VEX IQ for middle school learners.

Middle School Platform: VEX IQ

VEX IQ is a robotics platform designed specifically for middle school students, emphasizing accessible building, coding, and engineering concepts through hands-on activities. Introduced in 2013, it provides a scalable system that bridges elementary-level play with more advanced high school platforms, allowing students to develop skills in STEM without requiring prior experience. The platform uses durable, colorful components to foster creativity and teamwork in classroom or club settings. The hardware of VEX IQ consists of injection-molded plastic structural pieces that snap together easily, enabling quick assembly of functional robots. These pieces form the chassis and mechanisms, supported by smart cables that simplify wiring by automatically connecting motors and sensors to the central Robot Brain without manual port assignments. Key components include up to six smart motors for motion, and sensors such as the optical sensor for color detection, distance sensor for proximity measurement, bumper switch for contact detection, and touch LED for interactive feedback. The system is designed for compact robots, with competition size limits typically around 12 x 12 x 12 inches in earlier seasons, though specific dimensions vary by game rules to encourage innovative designs within constrained spaces. Software for VEX IQ is provided through VEXcode IQ, a free, user-friendly environment that primarily uses blocks-based programming to teach logical sequencing and problem-solving, ideal for beginners. For more advanced users, it also supports text-based languages like Python and C++ to introduce computational thinking and code efficiency. The software runs on multiple devices, including Chromebooks, iPads, and PCs, with automatic firmware updates ensuring compatibility across hardware generations. This dual approach allows educators to differentiate instruction based on student readiness. VEX IQ kits are categorized to suit different educational needs, starting with the Education Kit for classrooms, which includes over 750 parts for basic builds and serves 2-4 students. Competition Kits expand on this with 1,750+ parts, incorporating drivetrain assemblies for mobility and optional pneumatics kits for advanced mechanisms like grippers or lifts. The platform received a significant update with the second-generation release in August 2021, featuring improved batteries for longer runtime, new sensors like a 3-axis gyroscope, and enhanced compatibility while maintaining backward support for first-generation parts. Educational integration is supported by comprehensive curricula, including standards-aligned STEM Labs that cover robotics fundamentals such as mechanics, electronics, and programming, often used in over 17,000 competition teams during the 2024-2025 season.

High School Platform: VEX V5

The VEX V5 platform serves as the primary robotics system for high school students, emphasizing advanced engineering, programming, and competition readiness through a modular design that supports complex robot builds. Introduced in 2017 as the successor to the VEX EDR system, V5 builds on two decades of educational robotics experience to provide greater flexibility and power for STEM learning. The platform features an aluminum-based structural system, enabling durable constructions with components such as beams, plates, channels, angles, gussets, and gears, drawn from a library exceeding 1,000 unique parts to facilitate innovative designs like drivetrains, manipulators, and mechanisms. Competition kits, such as the V5 Competition Super Kit, include over 1,500 components to equip teams for full-season builds. At the core of V5 hardware is the V5 Robot Brain, a microcontroller with a dual Cortex-A9 processor and FPGA for enhanced performance, offering 21 smart ports that automatically detect and power connected devices. These ports support up to eight V5 Smart Motors (each delivering 11W peak power with integrated encoders for precise position and velocity feedback) and additional peripherals, with the combined power of all motors limited to 88 W per competition rules. Sensors compatible with the system include the Inertial Sensor (combining a 3-axis gyroscope and accelerometer for orientation and acceleration data), built-in motor encoders (providing up to 1,800 ticks per revolution depending on gear ratio), and the Vision Sensor for object detection and tracking. Robots built on V5 must fit within an 18 x 18 x 18 inch (457 mm) sizing box at the start of matches, promoting compact yet expandable designs without a strict weight limit beyond practical battery and structural constraints (typically around 18 kg for competition viability). Software development for V5 centers on the official VEXcode V5 environment, a free integrated development environment (IDE) that supports both block-based programming for beginners and text-based coding in Python or C++ for advanced users, allowing seamless progression from simpler platforms like VEX IQ. Third-party options include PROS, a C++-based kernel developed by Purdue University for high-level customization, with version 4.x supporting V5 hardware through enhanced API features like advanced task management and hardware abstraction as of 2025. The VEXos firmware, updated to version 1.1.5 in September 2024, includes optimizations for device compatibility and stability. By 2025, V5 has seen updates enhancing usability, such as improved battery management in V5 batteries (offering 30-45 minutes of runtime under heavy load) and integration with AI-compatible sensors like the VEX AI Vision Sensor for machine learning-based object recognition. Accessibility remains a priority, with over 14,000 teams from 53 countries participating in V5-based competitions during the 2024-2025 season. Entry-level kits start at around $200 for basic structural bundles, while full competition sets like the V5 Competition Starter Kit cost approximately $1,245, making it scalable for schools and clubs.

University and Advanced Platforms: VEX U and VEX AI

VEX U utilizes the VEX V5 hardware platform but incorporates relaxed construction rules to foster greater engineering flexibility for university-level participants. Teams must start within the standard 18 x 18 x 18 inch sizing box, the same as in VRC, with expansion allowed per game rules, and are permitted to incorporate 3D-printed components, machined parts, raw materials, and custom electronics to encourage innovative designs. Matches in VEX U follow the same game objectives as the VEX V5 Robotics Competition but feature the standard 15-second autonomous period followed by 45 seconds of driver control, allowing teams to demonstrate advanced programming and mechanical integration. This format emphasizes engineering innovation by prioritizing complex autonomous behaviors and strategic robot development over basic operation. In 2025, over 300 university teams participated in VEX U events worldwide, reflecting its growing adoption in higher education for hands-on STEM training. VEX AI, launched as a pilot program in 2020, represents a specialized extension of VEX platforms tailored for advanced autonomous robotics at the university and high school levels. The competition requires fully autonomous operation with no driver control, where each team deploys two robots that must collaborate without human intervention, supported by unlimited motor usage and allowance for custom electronics to enable sophisticated behaviors. Advanced sensors, including the VEX GPS for precise positioning and the AI Vision Sensor for real-time object recognition and distance measurement, form the core of robot capabilities, integrating machine learning algorithms for tasks like path planning and opponent response. The 2025 VEX AI Robotics Competition Championship took place in Houston, Texas, highlighting machine learning integration through challenges focused on sensor fusion and adaptive decision-making. Unique game elements, such as object recognition tasks, demand robust AI programming to score points autonomously within a two-minute match. Both VEX U and VEX AI leverage the VEXcode programming environment, including support for advanced tools like PROS for C++ development on V5 hardware, enabling teams to implement complex algorithms and custom code. VEX AI further requires dedicated add-on kits costing over $500, which provide essential AI sensors and communication modules like VEX LINK for robot-to-robot coordination. To prepare students for AI-focused competitions, VEX released the AIM coding robot in February 2025, a compact platform with built-in AI Vision and omni-drive capabilities for introductory machine learning exercises in Python or blocks. While VEX U teams engage with standard V5 game rules adapted for collegiate play, VEX AI introduces distinct autonomous challenges that prioritize AI-driven innovation over manual control.

Virtual Platform: VEXcode VR

VEXcode VR is a virtual robotics programming environment designed for students in grades 3 and above, allowing simulation and testing of robot mechanisms without physical hardware. It enables users to program virtual robots in interactive playgrounds, supporting features such as drivetrains, sensors, and arm mechanisms for object pickup and manipulation. The platform integrates with the broader VEXcode ecosystem, offering both blocks-based programming for beginners and text-based Python coding for advanced users, facilitating skill development in computational thinking and engineering design. Curricula and STEM Labs provide guided activities aligned with educational standards, promoting accessibility in classroom settings by eliminating the need for costly kits while bridging to physical platforms like VEX GO and VEX IQ.

Competitions

Competition Format and Rules

VEX Robotics competitions are structured around student teams, each consisting of one or more students coached by adult mentors who provide guidance but minimal direct involvement in design, building, or programming. Eligibility is determined by age or grade level aligned with specific platforms: VEX IQ targets elementary and middle school students up to 15 years old (born after May 1, 2010), VEX V5 serves middle and high school students up to 19 years old (born after May 1, 2006 for the 2025-2026 season), and VEX U is for university-level participants. Teams register annually through RobotEvents.com, paying a $200 fee per team for the 2025-2026 season, which grants access to official events and resources. Matches follow a standardized yet platform-specific format to emphasize engineering and strategy. In VEX V5 and VEX U, alliances of two robots compete in 15-second autonomous periods followed by 1 minute and 45 seconds of driver-controlled play, testing programming precision and human-robot interaction. VEX IQ features 60-second teamwork matches with two-robot alliances focused on collaborative challenges. Complementing matches, skills challenges allow individual robots to demonstrate capabilities in driver-controlled and programming-only modes, scoring points based on task completion without opponents. General rules ensure safety, fairness, and educational integrity across all competitions. Robots undergo mandatory inspections to verify compliance with size limits (e.g., 18 x 18 x 18 inches for VEX V5), construction using official components, and safety standards before participation. The Gracious Professionalism code, a core principle, requires teams to exhibit respect, integrity, and cooperation, with violations potentially leading to disqualification. Tournaments advance through qualification matches at local events, progressing to regional, state, national, and international levels to qualify for championships. For the 2025-2026 season, enhancements include a new online volunteer training platform, expanded NASA-sponsored online challenges with grants, and virtual skills options to broaden accessibility. The program fosters global participation, with over 17,000 teams from more than 50 countries engaging in STEM skills such as mechanical design, coding, and strategic planning. This international scope promotes cross-cultural collaboration while building foundational competencies in engineering and teamwork.

VEX V5 Robotics Competition Games

The VEX V5 Robotics Competition games began in the 2019-2020 season with "Tower Takeover," marking the introduction of the V5 platform's annual theme-based engineering challenges played on a 12-foot by 12-foot square field. Each season features a new game designed to test teams' abilities in robot design, strategy, and execution, with two alliances of two robots competing head-to-head in matches consisting of a 15-second autonomous period followed by a 1:45 driver-controlled period. These games emphasize innovation in mechanics such as scoring objects, field interactions, and endgame maneuvers, fostering skills in STEM disciplines. Subsequent seasons built on this foundation with evolving objectives. The 2022-2023 game, "Spin Up," involved scoring 60 discs into high and low goals for 5 and 1 points respectively, owning four perimeter rollers for 10 points each by applying alliance-colored tape, and covering field tiles in the final 10 seconds for 3 points per tile. In 2023-2024, "Over Under" centered on 60 triballs scored into goals for 5 points or placed in offensive zones for 2 points, with robots able to traverse a central barrier to access opponent goals, and endgame elevation on bars yielding 5 to 20 points per robot. The 2024-2025 season's "High Stakes" required scoring 48 rings on nine stakes—five on mobile goals and four wall-mounted—for 1 point per ring plus 3 for the top ring, positioning mobile goals in positive or negative corners to multiply scores, and climbing a central ladder at match end for 3 to 12 points. The current 2025-2026 game, "Push Back," released on May 11, 2025, challenges teams to score 88 blocks—18-sided foam polyhedrons—into four goals: two long goals (48.8 inches each) and two center goals (22.6 inches each with upper and lower sections). Each scored block earns 3 points if fully contacting the goal's interior surface without touching the floor or an alliance robot. Field elements include four 21.34-inch-tall loaders attached to the perimeter, each starting with six blocks for teams to clear and score, control zones around goals where majority block ownership grants 6 to 10 points, and alliance-specific park zones for endgame parking (8 points for one robot, 30 for two). An autonomous bonus of 10 points goes to the higher-scoring alliance after 15 seconds, with a new "Autonomous Win Point" awarded to both alliances for completing specific tasks like scoring seven blocks and clearing three from adjacent loaders. Key innovations in VEX V5 games include annual full field and game element kits, priced at approximately $600, which provide all necessary components for setup and play. An official Q&A system allows teams to submit rule clarifications, ensuring consistent interpretation across events. The 2025-2026 season features over 1,300 tournaments worldwide, enabling broad participation for more than 14,000 teams.

VEX IQ Robotics Competition Games

The VEX IQ Robotics Competition games series, launched in the 2012-2013 season, introduces middle school students to engineering challenges through collaborative robot-based tasks designed to build foundational STEM skills. The inaugural game, "Rings-n-Things," involved scoring balls into goals and rings while parking robots, setting a pattern of accessible objectives on a compact field. Subsequent early games, such as "Add it Up" (2013-2014), emphasized scoring varied balls into multiple goals and hanging robots for bonuses, progressing to more structured builds like "Highrise" (2014-2015), where teams scored cubes and constructed towers on bases. These competitions use a smaller 6 ft x 8 ft field compared to high school platforms, with simpler plastic components and rules tailored for ages 8-14 to reduce complexity and encourage rapid prototyping without advanced tools. The current 2025-2026 game, "Mix & Match," released on May 14, 2025, challenges alliances of two robots to collaborate in 60-second driver-controlled matches on the standard 6 ft x 8 ft field, focusing on matching colored tiles by building and stacking structures using pins and beams. Field elements include standoff goals, matching goals, and starting tiles with pins, where teams score by creating connected stacks (1 point per pin, 10 points per beam), color-pattern bonuses (5 points for two-color stacks, 15 for three-color), and placements in goals (10-point bonuses for matching or elevated positions). Maximum scoring per match can reach up to 50 points through optimal patterns and clearances, with kits providing turnkey field elements for easy setup in classrooms or events. Robot Skills Challenges include a 60-second autonomous coding period followed by driver control, allowing teams to demonstrate programming and manipulation separately. Recent games highlight evolving themes suited to younger participants, such as "Rapid Relay" (2024-2025), which featured relay-style passing and scoring of balls while clearing switches for bonuses, promoting speed and coordination. The prior season's "Full Volume" (2023-2024) centered on stacking uniform blocks into goals for height and pattern bonuses, emphasizing precision and stability. "Slapshot" (2022-2023) involved herding and placing discs into zones with contact bonuses, akin to a simplified hockey challenge. Earlier notable entries include "Squared Away" (2019-2020), where teams scored balls into and onto cubes moved to scoring zones, and "Rise Above" (2020-2021), focusing on stacking risers to complete rows in goals. Other key games like "Pitching In" (2021-2022) required clearing corrals and hanging after scoring balls, while "Next Level" (2018-2019) involved stacking hubs and removing bonuses for elevation points, illustrating a decade-plus progression toward creative, age-appropriate problem-solving. These games support over 8,500 registered teams across more than 50 countries, with hundreds of regional and national events annually fostering teamwork and iteration in a low-barrier environment. Kits integrate seamlessly with VEX IQ hardware, enabling quick assembly of fields and objects to accommodate school schedules and competitions.

VEX U and VEX AI Competitions

VEX U, launched in 2015, is designed for college and university students and adapts the standard VEX V5 Robotics Competition games with modifications to accommodate advanced engineering and research-oriented designs. For the 2025-2026 season, VEX U teams compete in the "Push Back" game, where alliances aim to score blocks, control zones, clear loaders, and park robots on a 12'x12' field, but with enhanced rules allowing greater fabrication freedom, including custom machined parts, 3D-printed components, and custom electronics within a restricted development environment. Unlike high school V5 rules, VEX U permits two robots per team—one fitting within a 24-inch cube and the other within a 15-inch cube—enabling larger, more complex prototypes focused on innovative research applications. Matches consist of a 30-second autonomous period followed by 1:30 minutes of driver-controlled play, emphasizing a blend of autonomy and human oversight to simulate real-world engineering challenges. The competition features over 300 teams participating in local, regional, and national events worldwide, culminating in a dedicated division at the VEX Robotics World Championship, where more than 300 university-level teams from various countries compete. This structure supports the development of research prototypes, as teams leverage advanced fabrication to push technological boundaries while adhering to cost-effective constraints that mirror industry practices. VEX AI, piloted in 2020 and fully implemented as a standalone competition since the 2023-2024 season, targets high school and university students with fully autonomous challenges that highlight artificial intelligence integration. For 2025-2026, the theme centers on AI-driven navigation and task execution in "Push Back," where two-robot teams perform object detection, path planning, and collaborative maneuvers without any human input. Scoring rewards AI accuracy, such as points for precise object detection of game pieces and goals using the VEX AI Vision System, with machine learning models trained in VEXcode for sensor fusion and decision-making. Each match lasts two minutes in a fully autonomous format, differing from VEX U's hybrid driver-controlled structure, and underscores innovation through unrestricted motor usage and custom hardware. The 2025 VEX AI Robotics Competition Championship, held June 6-7 in Houston, Texas, featured over 40 international teams, reflecting the program's growth to approximately 100 participating teams combined with VEX U for advanced levels that year. Both competitions prioritize cutting-edge innovation, with VEX U fostering prototype development through controlled autonomy and VEX AI advancing pure AI capabilities in robotics.

VEX Robotics World Championship

Structure and Divisions

The VEX Robotics World Championship serves as the culminating event for the global VEX ecosystem, convening over 20,000 students from more than 60 countries in a nine-day competition held annually from May 6 to 14, 2025. Organized by the Robotics Education & Competition Foundation (RECF), the championship is structured around four primary leagues—VEX V5 for high school participants, VEX IQ for middle school, VEX U for university-level teams, and VEX AI for advanced robotics challenges—each with dedicated schedules and venues within the host convention center. These leagues feature divisions that operate as self-contained mini-tournaments, including practice sessions, qualification matches, skills showcases, and finals, with top alliances advancing to overall league championships. Qualification for the championship follows a rigorous, multi-tiered pathway designed to select elite teams from thousands of global participants. Top performers earn invitations through regional, state, and national events, where awards such as the Excellence Award or Tournament Champions grant qualification spots—typically one to four per event depending on size and region. In total, around 1,400 teams compete in the VEX V5 division, approximately 800 in VEX IQ, with smaller cohorts of about 200-250 in VEX U and emerging numbers in VEX AI, reflecting the platforms' respective scales. Additional spots may be allocated via world skills rankings if regional quotas remain open, ensuring a merit-based selection across diverse geographies. Event logistics emphasize efficiency and accessibility for the large-scale gathering, utilizing multiple arenas equipped with raised competition fields, queuing tables, and technical support stations for matches and skills challenges. Dedicated judging panels assess teams on criteria including STEM research portfolios, engineering notebooks, and innovative designs during division-specific sessions. Awards span performance-based honors like Tournament Champions and Skills Champions, alongside categories recognizing sportsmanship, innovation, and inspiration, with division-level presentations feeding into culminating ceremonies. The entire event is live-streamed on the RobotEvents platform, enabling global audiences to follow matches, interviews, and awards in real time. Divisions within each league are segmented by age and experience levels, with separate brackets for middle and high school (VEX IQ and V5) versus collegiate and advanced (VEX U and AI) to foster age-appropriate competition. Teams from the same organization are distributed across divisions to promote fairness, and categories such as Excel (Excellence), Create, and Inspire guide evaluations for judged awards, highlighting technical prowess, creativity, and motivational impact.

Recent Events and Locations

The VEX Robotics World Championship has evolved through various hosting locations to accommodate its rapid growth. Initially held in California for its early years, including Northridge in 2008 and Anaheim from 2012 to 2014, the event shifted to Louisville, Kentucky, from 2015 to 2019 at the Kentucky Exposition Center, with the 2020 edition planned there but ultimately canceled due to the COVID-19 pandemic. In response to the global health crisis, the 2021 championship transitioned to a fully virtual format, allowing remote participation from thousands of teams worldwide. Beginning in 2022, the event moved to Dallas, Texas, at the Kay Bailey Hutchison Convention Center, where it has been hosted annually through 2025 to better support the expanding scale of attendance and logistics. The 2025 VEX Robotics World Championship, held from May 6 to 14 at the Kay Bailey Hutchison Convention Center in Dallas, marked a milestone with approximately 20,000 students from over 60 countries participating across divisions, reflecting the event's status as the world's largest robotics competition. Key highlights included strong performances by international teams, such as Team 81988B Artemis from Shanghai, China, claiming the VEX V5 Robot Skills World Championship title, and Team 80001B Double Play from Piedmont, Oklahoma, USA, securing the high school V5 alliance victory in intense finals matches. This edition underscored the program's global reach, with teams from regions like Asia and Europe competing alongside U.S. participants, and emphasized inclusivity through expanded scholarships and qualifiers that enabled diverse representation. Past events have showcased the championship's growth and resilience, from around 100 teams in 2008 to over 2,400 teams and thousands of robots by 2025, with notable disruptions like the 2021 virtual format fostering innovation in remote skills challenges. The 2024 Dallas event, featuring dramatic finals in the Over Under game, drew similar crowds and highlighted escalating competition intensity, with alliances pushing boundaries in scoring and strategy. This expansion from modest beginnings to a multi-week spectacle involving tens of thousands has driven the need for larger venues. Looking ahead, the Robotics Education & Competition Foundation announced in May 2025 that St. Louis, Missouri, will host the championship in 2026 and 2027 at the America's Center Convention Complex, selected for its capacity to handle over 25,000 attendees and projected economic impact of $16-17 million per event. This shift from Dallas aims to sustain growth while promoting accessibility, with continued focus on scholarships for underrepresented teams and streamlined global qualifiers to broaden participation.

Role in Education

Pedagogical Applications

VEX STEM Labs, introduced in 2020 as free digital resources, provide scaffolded lesson plans that align with key educational standards such as the Next Generation Science Standards (NGSS), International Society for Technology in Education (ISTE) standards, and Computer Science Teachers Association (CSTA) guidelines, targeting K-12 curricula in areas like engineering design processes and computational thinking. These units emphasize hands-on activities that integrate science, technology, engineering, and mathematics (STEM) concepts, allowing educators to incorporate robotics into existing lesson plans without requiring additional costs. VEX platforms are implemented in over 22,000 schools worldwide, as well as in after-school clubs and homeschool environments, supporting both formal and informal learning settings. Teacher professional development is facilitated through the Robotics Education & Competition Foundation (RECF) workshops and certifications, including the VEX Professional Development Plus program, with 2025 updates incorporating AI integration modules to enhance instructional capabilities. The platforms are tailored to specific educational levels: VEX 123 and VEX GO support early childhood play-based learning for pre-K through elementary students, fostering foundational skills in sequencing and problem-solving through simple, tactile interactions. VEX IQ and VEX V5 enable project-based assessments for elementary through high school, where students design, build, and program robots to address real-world challenges. VEX U and VEX AI serve university-level capstone courses, focusing on advanced engineering and autonomous systems. Supporting tools include the VEX Library, an online repository of build instructions, coding examples, and extension activities, alongside app-based coding environments like VEXcode, which offer block-based and text programming options accessible on tablets and computers. According to RECF surveys, 95% of VEX participants report increased engagement in STEM subjects, highlighting the platforms' role in motivating learners. Competitions serve as an optional extension to classroom activities, applying learned skills in team-based scenarios.

Research and Impact Studies

A 2012 study presented at the American Society for Engineering Education (ASEE) conference examined the impact of VEX Robotics Competition (VRC) participation on middle and high school students' interest in STEM fields. The survey of 341 students and 345 team leaders revealed significant increases in engineering excitement, with 90% of students expressing greater interest in learning about engineering and 92% wanting to learn more about robotics. Team leaders reported that 95% of participants showed heightened interest in robotics, and 87% developed stronger interest in computer programming, highlighting VRC's role in fostering early enthusiasm for technical disciplines. In 2019, the Robotics Education & Competition Foundation (RECF) supported a study that developed and validated an instrument to measure self-efficacy among VRC participants, linking involvement to higher confidence in problem-solving skills. The research, involving 344 middle and high school students, identified key constructs such as mechanical design, programming, and teaming, with mean self-efficacy scores of 4.19 for mechanical and design tasks and 3.37 for programming on a 5-point Likert scale. This evaluation demonstrated that VRC participation correlates with improved self-efficacy in problem-solving. No negative effects on student outcomes were noted in this or subsequent reviews of VRC programs. Broader impacts include enhanced teamwork and resilience, as evidenced by the 2019 RECF evaluation where 66% of team leaders identified teamwork as the primary benefit and 79% observed increased perseverance among participants. A RECF survey indicated that 95% of VRC participants report a boost in STEM interest, with correlations to pursuing STEM majors and careers; for instance, 87% of students in the 2012 ASEE study expressed interest in STEM jobs. VRC has also supported underrepresented groups through initiatives like Girl Powered, launched in 2016, which contributed to female participation growing from 23% to 37% by 2018, promoting diversity in STEM pathways. As of 2025, VEX continues to expand AI-focused educational resources, further integrating computational thinking and autonomy into STEM curricula.

References

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