
Curriculum
Heritage and Identity
Forty minute-scripted lessons ending in a nine-lesson Museum project, curated from artefacts the children make earlier in the unit.
- Built for
- Grade 2 teachers and their classes
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Selected work
Curriculum built as software, assessment designed as a system, and the production machinery underneath both. Every project here has a full case study: the problem it was built for, the decisions taken and why, what AI did, what judgment it could not replace, and — stated plainly — what has and has not been measured.
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10 projects shown.

Curriculum
Forty minute-scripted lessons ending in a nine-lesson Museum project, curated from artefacts the children make earlier in the unit.
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Curriculum
Sixteen assessments across four units, each released when a learner finishes the lesson before it rather than on a fixed date, with three-level exemplars throughout.
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Interactive Learning
Procedurally generated practice, games that take about three minutes, and a Check instrument deliberately built with no score and one attempt — reporting to the adult rather than ranking the child.
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Interactive Learning
Each is one page that does one thing and explains itself: a fraction wall drawn to a single whole so equivalence is visible without a word, area and perimeter, telling time, the equals sign, graphing, patterns, and challenge tasks.
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Systems
Sixty-one automated checks that run against the finished pages a child is served rather than the material behind them, including a grade-level ceiling applied to the actual output. Two real defects it caught: a game with a control that play could never reach, and a release that recorded one version of a product while shipping another.
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Curriculum
Three conditions that have to be true before a child learns anything: they can start alone, they can be wrong without cost, and the adult knows what to say next.
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Curriculum
Ten units across the school year, each built around a classroom frame that gives the writing a real audience — a museum, a detective agency, a company of actors — with the grammar taught inside the writing rather than beside it.
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Interactive Learning
Ninety practice questions across five topics and a timed forty-question mock nobody has seen before, every one worked in full — delivered as a printed workbook and a self-paced site that marks itself and names the topic to go back to.
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Interactive Learning
A Battle Pass and an interactive comic, built in the visual language children already read fluently, where the unlockable loot is real information about the school they are about to start at.
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Interactive Learning
A three-day tutoring site for a handwritten entrance exam — five named routines, original passages with comprehension questions, a drill gym, a print pack because the real test is on paper, and a progress view that says which two things to fix first.
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Infrastructure rather than a product, but it decides what the products can be — so it gets a case study too.
Twenty-four products opened as a website instead of downloaded as a ZIP, gated where paid. No accounts, no passwords, no email capture, and no per-buyer record stored anywhere — a privacy position taken by design rather than by policy.
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Every project carries one of four labels, and they mean exactly this. Nothing here was made for a client I invented, and nothing describes a hypothetical engagement as if it happened.