WonderLab turns a multi-week design or STEM project into a live session. Build the project once, share a class code, and watch every pupil work through their own digital workbook — in real time, on any computer, whether in class, at home or at a learning centre.
Type the code your teacher gave you to open your workbook.
How it works
WonderLab is built around one reusable workbook engine, so every project you dream up just works.
Step 1
Assemble a multi-stage project from ready-made question types — writing, choices, ranking, star ratings, photo uploads and more. No two projects look the same.
Step 2
Open a session and share a short code. Pupils join from any computer — no accounts, no passwords — and you watch progress fill in live.
Step 3
Each pupil works through their own workbook at their own pace. Export the whole class to a single file whenever you need a record.
Features
Designed for shared classroom computers and busy lessons — big targets, instant joining, and a look that grows up with your pupils.
Writing, choices, ranking, design canvas, star ratings, checklists and photo uploads — mix them into any sequence.
Pupils photograph a paper design or a physical build (K'Nex, LEGO, junk-modelling) straight into their workbook.
See every pupil's progress the moment it changes, and open any workbook read-only from your screen.
Export a class file and import it next lesson to carry on exactly where the room left off.
No pupil accounts and no pupil data in the database — names and work live only in the session and your export.
Build, preview and publish your own projects, or start from the ones that ship with WonderLab.
Ready-made projects
Fully-built projects you can run today — from filtering dirty water to disaster-response engineering — each tuned to its year group. Or build your own from the same blocks.
Ages 7–8 · Science & design
Investigate a dirty-water sample, then design, build and test a filter that cleans it.
Ages 8–9 · Renewable energy
Research clean electricity, then model and test your own wind turbine in TinkerCAD.
Ages 10–11 · Digital & advocacy
Pick a Global Goal, build an app for it in Scratch, and cut a 60-second advocacy film.
Ages 11–12 · Inclusive design
Study a real user need, prototype an assistive product and usability-test it with people.
Ages 12–13 · Sustainability & enterprise
Turn a waste stream into a useful, repairable product — and pitch a circular business model.
Ages 13–14 · Systems engineering
Design and stress-test one subsystem, then integrate a coordinated community response plan.
Pupils don't have accounts. Their names, patterns and answers flow only through a temporary live session to sync the room, and are never written to the WonderLab database — the one lasting copy is the class file you choose to export and keep with your school's records. We keep only a count of how many pupils take part in each class, as a number.
Create a free teacher account and start a live session with your class today.