Fifteen interactive lessons for the classroom TV
I have built 15 interactive lessons and games for Grades 2, 3, 4, and 6, and they were used in real class periods, not just prepared. They sit on top of four coursebook series: Oxford Beehive, Voices 2, Oxford Discover, and Wonderful World.
Who did what. I wrote the design rules and the technical specification. Claude wrote and ran the code under my direction.
Design rules I specified
- A fixed 1280 by 720 canvas, because the audience is a classroom TV and not a laptop.
- Plain HTML, CSS, and JavaScript with no frameworks, so each lesson is a self-contained file.
- Practice ratios modeled on Rosenshine's principles of instruction, and content chunked to respect cognitive load.
- A control bar on every lesson: timer, team score tracker, translation toggle, and a random student picker.
How a lesson gets made
I start from the coursebook and build my own pacing schedule and unit arc to fit the real school calendar, with TOEIC Bridge and vocabulary test milestones written into the arc. A separate planning project handles the calendar: I give it a scope such as "Units 1 to 5," and it accounts for holidays, school events, and the actual number of class days. Once the arc is set, I direct Claude to turn it into an interactive lesson.
Try the control bar
This sample slide was made for this page, using the same interface pattern. It is not one of the classroom lessons, which use publisher material and student data that stay private.
The control bar became its own tool
The in-lesson control bar grew into Ribbon Overlay, a separate Windows desktop application (.exe) and not a web page. It tracks team scores over long stretches, runs a timer and a randomizer, and floats over an ebook or slide deck during instruction. An attendance feature is in development.
The scoring idea behind it is explained on the classroom management page.