Wonder Meets 2026: A Celebration of Thinking Skills
On July 11, 2026, Wonderfy Inc., based in Chiyoda, Tokyo, hosted the annual festival 'Wonder Meets 2026' at the National Museum of Emerging Science and Innovation in Koto, Tokyo. This event attracted approximately 2,500 attendees, including 1,220 children from various parts of Japan, all eager to explore the joy of thinking through engaging activities.
A Unique Gathering of Young Minds
This year's festival was not just a competition; it was designed to foster collaboration and creativity. For the first time, Wonderfy introduced a new interactive program called 'Wonder Party,' which complemented the traditional 'Think!Think! Cup' competition. Children not only tackled challenges individually but also teamed up with friends and engaged with their parents in stimulating activities around the venue.
The day featured participants from all over Japan, with special guests from Cambodia who had excelled in their own country's competition. This demonstrated that regardless of language or nationality, the common joy of thinking unites children from different cultures.
From Competition to Connection
Wonder Meets 2026 transformed from a competitive arena into a vibrant space for connections. The event served as a reunion for children who regularly use the 'Think!Think!' educational app and the STEAM-based communication education program 'Wonder Box.' Changing its name from 'Think!Think! Cup' to 'Wonder Meets' encapsulated the theme of connection.
Children embraced their passion for thinking, engaging with peers and parents alike while tackling new problems and innovative ideas.
The Think!Think! Cup: A Showcase of Skills
The 'Think!Think! Cup,' the official competition of the 'Think!Think!' app, welcomed elementary school children from grades one through six. Participants competed in four categories: first graders, second graders, third graders, and fourth to sixth graders, delving into five areas of cognitive challenges including spatial awareness, logical reasoning, and numerical processing.
As the competition commenced, the atmosphere shifted dramatically; children focused intently on the screens, fully committed to each question posed. Each contestant showcased their unique strengths: some smiled and celebrated upon encountering a familiar question, while others carefully contemplated each challenge, and some quickly pivoted to the next problem after setbacks. The earnestness displayed throughout the competition was indeed inspiring.
International Participation and a Shared Passion
Continuing from last year, six impressive Cambodian students who had performed well in their national competition made their way to Japan to participate in the Cup. Seven-year-old Romnia expressed her delight: “Playing 'Think!Think!' with so many friends in Japan was so much fun! Even though I didn't win, achieving three stars in all the games made me feel accomplished.”
Celebrating Achievement: Award Ceremony
The excitement culminated in an award ceremony where the top performers in each category were recognized. As each child took the stage, they were met with warm applause while receiving certificates and trophies, their smiles reflecting the joy of their achievements. Yet, there were also moments of disappointment as some children missed out on awards, concluding the event with a heartfelt round of applause for all participants.
New and Exciting Experiences: The Boss Battle
In addition to individual assessments, this year’s event introduced unique experiences such as pre-release challenges featuring new questions and a collaborative 'Boss Battle' among participants. In this segment, children who had previously competed against each other united their efforts to reach a common goal. The collective anticipation led to a resounding cheer as teams worked together to solve the problems at hand.
The Wonder Party: Fun and Learning Combined
The newly added program, 'Wonder Party,' targets children from pre-kindergarten to third grade, featuring exciting challenges such as the 'Think!Think! Match,' a mini-lecture by the CEO of Wonderfy, Keisuke Kawashima, on