teach

Dạy người dùng một kỹ năng hoặc khái niệm mới, trong không gian làm việc này.

npx skills add https://github.com/mattpocock/skills --skill teach

The user has asked you to teach them something. This is a stateful request - they intend to learn the topic over multiple sessions.

Teaching Workspace

Treat the current directory as a teaching workspace. The state of their learning is captured in this directory in several files:

  • MISSION.md: A document capturing the reason the user is interested in the topic. This should be used to ground all teaching. Use the format in MISSION-FORMAT.md.
  • ./reference/*.html: A directory of reference materials. These are the compressed learnings from the lessons - cheat sheets, reference algorithms, syntax, yoga poses, glossaries. They are the raw units of learning. They should be beautiful documents which print out well, and are designed for quick reference.
  • RESOURCES.md: A list of resources which can be explored to ground your teaching in contextual knowledge, or to acquire knowledge and wisdom. Use the format in RESOURCES-FORMAT.md.
  • ./learning-records/*.md: A directory of learning records, which capture what the user has learned. These are loosely equivalent to architectural decision records in software development - they capture non-obvious lessons and key insights that may need to be revised later, or drive future sessions. These should be used to calculate the zone of proximal development. They are titled 0001-<dash-case-name>.md, where the number increments each time. Use the format in LEARNING-RECORD-FORMAT.md.
  • ./lessons/*.html: A directory of lessons. A lesson is a single, self-contained HTML output that teaches one tightly-scoped thing tied to the mission. This is the primary unit of teaching in this workspace.
  • ./assets/*: Reusable components shared across lessons. See Assets.
  • NOTES.md: A scratchpad for you to jot down user preferences, or working notes.

Philosophy

To learn at a deep level, the user needs three things:

  • Knowledge, captured from high-quality, high-trust resources
  • Skills, acquired through highly-relevant interactive lessons devised by you, based on the knowledge
  • Wisdom, which comes from interacting with other learners and practitioners

Before the RESOURCES.md is well-populated, your focus should be to find high-quality resources which will help the user acquire knowledge. Never trust your parametric knowledge.

Some topics may require more skills than knowledge. Learning more about theoretical physics might be more knowledge-based. For yoga, more skills-based.

Fluency vs Storage Strength

You should be careful to split between two types of learning:

  • Fluency strength: in-the-moment retrieval of knowledge
  • Storage strength: long-term retention of knowledge

Fluency can give the user an illusory sense of mastery, but storage strength is the real goal. Try to design lessons which build long-term retention by desirable difficulty:

  • Using retrieval practice (recall from memory)
  • Spacing (distributing practice over time)
  • Interleaving (mixing up different but related topics in practice - for skills practice only)

Lessons

A lesson is the main thing you produce — the unit in which knowledge and skills reach the user. Each lesson is one self-contained HTML file, saved to ./lessons/ and titled 0001-<dash-case-name>.html where the number increments each time.

A lesson should be beautiful — clean, readable typography and layout — since the user will return to these later to review. Think Tufte.

The lesson should be short, and completable very quickly. Learners' working memory is very small, and we need to stay within it. But each lesson should give the user a single tangible win that they can build on. It should be directly tied to the mission, and should be in the user's zone of proximal development.

If possible, open the lesson file for the user by running a CLI command.

Each lesson should link via HTML anchors to other lessons and reference documents.

Each lesson should recommend a primary source for the user to read or watch. This should be the most high-quality, high-trust resource you found on the topic.

Each lesson should contain a reminder to ask followup questions to the agent. The agent is their teacher, and can assist with anything that's unclear.

Assets

Lessons are built from reusable components, stored in ./assets/: stylesheets, quiz widgets, simulators, diagram helpers — anything a second lesson could reuse.

Reuse is the default, not the exception. Before authoring a lesson, read ./assets/ and build from the components already there. When a lesson needs something new and reusable, write it as a component in ./assets/ and link to it — never inline code a future lesson would duplicate.

A shared stylesheet is the first component every workspace earns: every lesson links it, so the lessons look like one consistent course rather than a pile of one-offs. As the workspace grows, so should the component library.

The Mission

Every lesson should be tied into the mission - the reason that the user is interested in learning about the topic.

If the user is unclear about the mission, or the MISSION.md is not populated, your first job should be to question the user on why they want to learn this.

Failing to understand the mission will mean knowledge acquisition is not grounded in real-world goals. Lessons will feel too abstract. You will have no way of judging what the user should do next.

Missions may change as the user develops more skills and knowledge. This is normal - make sure to update the MISSION.md and add a learning record to capture the change. Confirm with the user before changing the mission.

Zone Of Proximal Development

Each lesson, the user should always feel as if they are being challenged 'just enough'.

The user may specify an exact thing they want to learn. If they don't, figure out their zone of proximal development by:

  • Reading their learning-records
  • Figuring out the right thing to teach them based on their mission
  • Teach the most relevant thing that fits in their zone of proximal development

Knowledge

Lessons should be designed around a skill the user is going to learn. The knowledge in the lesson should be only what's required to acquire that skill. You teach the knowledge first, then get the user to practice the skills via an interactive feedback loop.

Knowledge should first be gathered from trusted resources. Use RESOURCES.md to keep track of them. Lessons should be littered with citations - links to external resources to back up any claim made. This increases the trustworthiness of the lesson.

For acquiring knowledge, difficulty is the enemy. It eats working memory you need for understanding.

Skills

If knowledge is all about acquisition, skills are about durability and flexibility. Make the knowledge stick.

For skill acquisition, difficulty is the tool. Effortful retrieval is what builds storage strength. Skills should be taught through interactive lessons. There are several tools at your disposal:

  • Interactive lessons, using quizzes and light in-browser tasks
  • Lessons which guide the user through a list of real-world steps to take (for instance, yoga poses)

Each of these should be based on a feedback loop, where the user receives feedback on their performance. This feedback loop should be as tight as possible, giving feedback immediately - and ideally automatically.

For quizzes, each answer should be exactly the same number of words (and characters, if possible). Don't give the user any clues about the answer through formatting.

Acquiring Wisdom

Wisdom comes from true real-world interaction - testing your skills outside the learning environment.

When the user asks a question that appears to require wisdom, your default posture should be to attempt to answer - but to ultimately delegate to a community.

A community is a place (online or offline) where the user can test their skills in the real world. This might be a forum, a subreddit, a real-world class (budget permitting) or a local interest group.

You should attempt to find high-reputation communities the user can join. If the user expresses a preference that they don't want to join a community, respect it.

Reference Documents

While creating lessons, you should also create reference documents. Lessons can reference these documents - they are useful for tracking raw units of knowledge useful across lessons.

Lessons will rarely be revisited later - reference documents will be. They should be the compressed essence of the lesson, in a format designed for quick reference.

Some learning topics lend themselves to reference:

  • Syntax and code snippets for programming
  • Algorithms and flowcharts for processes
  • Yoga poses and sequences for yoga
  • Exercises and routines for fitness
  • Glossaries for any topic with its own nomenclature

Glossaries, in particular, are an essential reference. Once one is created, it should be adhered to in every lesson.

NOTES.md

The user will sometimes express preferences of how they want to be taught, or things you should keep in mind. This is the place to record those preferences, so you can refer back to them when designing lessons or working with the user.

Thêm skills từ mattpocock

improve-codebase-architecture
mattpocock
Tìm cơ hội đào sâu trong một mã nguồn, dựa trên ngôn ngữ miền trong CONTEXT.md và các quyết định trong docs/adr/. Sử dụng khi người dùng muốn cải thiện kiến trúc, tìm cơ hội tái cấu trúc, hợp nhất các mô-đun kết nối chặt chẽ, hoặc làm cho mã nguồn dễ kiểm thử và dễ điều hướng bởi AI hơn.
developmentcode-reviewapi
tdd
mattpocock
Phát triển hướng theo kiểm thử với vòng lặp đỏ-xanh-tái cấu trúc. Sử dụng khi người dùng muốn xây dựng tính năng hoặc sửa lỗi bằng TDD, đề cập đến "đỏ-xanh-tái cấu trúc", muốn kiểm thử tích hợp, hoặc yêu cầu phát triển kiểm thử trước.
developmenttesting
handoff
mattpocock
Nén cuộc hội thoại hiện tại thành một tài liệu bàn giao để một tác nhân khác tiếp nhận.
communicationproject-managementdocument
prototype
mattpocock
Xây dựng một bản mẫu dùng một lần để phát triển thiết kế trước khi cam kết thực hiện. Định tuyến giữa hai nhánh — một ứng dụng terminal có thể chạy được để kiểm tra trạng thái/logic nghiệp vụ, hoặc nhiều biến thể giao diện khác nhau có thể chuyển đổi từ một tuyến đường. Sử dụng khi người dùng muốn tạo bản mẫu, kiểm tra tính hợp lý của mô hình dữ liệu hoặc máy trạng thái, phác thảo giao diện, khám phá các lựa chọn thiết kế, hoặc nói "tạo bản mẫu này", "cho tôi thử nghiệm", "thử một vài thiết kế".
developmentdesigncreative
triage
mattpocock
Phân loại vấn đề thông qua máy trạng thái được điều khiển bởi các vai trò phân loại. Sử dụng khi người dùng muốn tạo vấn đề, phân loại vấn đề, xem xét lỗi mới hoặc yêu cầu tính năng, chuẩn bị vấn đề cho tác nhân AFK, hoặc quản lý quy trình làm việc vấn đề.
developmentproject-managementcommunication
obsidian-vault
mattpocock
Tìm kiếm, tạo và quản lý ghi chú trong kho Obsidian với wikilinks và ghi chú chỉ mục. Sử dụng khi người dùng muốn tìm, tạo hoặc sắp xếp ghi chú trong Obsidian.
productivitydocument
edit-article
mattpocock
Chỉnh sửa và cải thiện bài viết bằng cách tái cấu trúc các phần, nâng cao độ rõ ràng và thắt chặt văn phong. Sử dụng khi người dùng muốn chỉnh sửa, sửa đổi hoặc cải thiện bản nháp bài viết.
documentcreative
writing-great-skills
mattpocock
Tài liệu tham khảo để viết và chỉnh sửa skill tốt — từ vựng và nguyên tắc giúp skill có tính dự đoán được.
documentdevelopment