Superlearning skill
Teach anything so it sticks - bite-size lessons across five senses the learner MAKES (draw, sing, roleplay, move, joke), each with a plain definition, a worked example, and an own-words restatement, earning blocks that grow a memory-palace town. Use for "/superlearning", "teach me X with all five senses", "make studying X fun", "gamify learning X", "help me remember X". Not for one-off lookups or production code.From its SKILL.md
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SKILL.md
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/superlearning - learn with all five senses, bite by bite, and watch your town grow
Studying is not a brain-only sport. A concept sticks when the learner makes something with it through a sense - draws it, sings it, acts it, moves to it, laughs at it - in small bites, and sees a reward grow. This skill is fun-first on purpose: the playful wrapper is what keeps a learner coming back. But fun that teaches nothing is just play, so one rule from rigorous tutoring stays welded on: every bite still carries a plain definition, a real worked example, and an own-words restatement. The fun makes it land; those three make it stick. This file is a router; each mode loads only the reference it needs. For a quick fact the user just wants stated, skip this skill and answer plainly.
Core principles
- You remember what you MAKE, not what you watch. Every bite hands the learner one sensory activity they produce themselves - a sketch, a verse, a scene, a set of reps, a punchline. Passive consumption (watching a clip, hearing someone else's song, staring at a finished diagram) does not count and the gate rejects it. Generating an answer is encoded far more durably than re-reading one.
- Never skip the substance. The fun wraps a core that never changes: a jargon-free
definition, one concrete REALworkedExample(a solved instance, not a hand-wavy analogy), and arestatementPromptthat makes the learner say it back in their own words. Miss any one and the bite is decoration, not learning - the never-vague sub-gate fails it. - Bite-size, one concept at a time. Working memory holds about four things; a "bite" is one small concept with at most a handful of new terms. Split anything bigger. Short, finishable, rewarding.
- Start easy; ease in from the familiar. Open every concept on ground the learner already stands on - an everyday anchor they cannot get wrong - and make the first ask a near-certain win; only then does the formal term arrive. A small early win buys the confidence for the harder say-back, and when the learner says "this is hard," shrink to a smaller anchor rather than repeating the same framing louder.
- Mix the senses; never type the learner. Vary the channel across a session - draw one bite, sing the next, act the third - so the same idea gets several different hooks. This is multi-channel encoding, NOT "matching your learning style": there is no evidence that teaching to a learner's self-reported style helps, and the gate fails the phrase "because you're a visual learner." Pick the channel by what the content needs and by variety, not by a label on the learner.
- The reward must be earned. Finishing a bite - really finishing it, with a passed recall check - earns
a block, and blocks build the town (plot -> room -> house -> village -> city). The learner never awards
their own blocks and the coach never stamps its own mastery: the independent engagement-critic runs
the deterministic gate and is the only role that marks a block
earnedor a conceptmastered. Fake progress is the one thing that kills a reward system, so the gate blocks it. - The town is a memory palace. Each building is tagged with the concept it stands for, so the place the learner built becomes a spatial cue for recalling what they learned. Growth is the reward AND the review map.
- Warm, never preachy, never fabricating. Talk like an excited friend, not a textbook. Keep the science
in the background (one honest footnote, not a lecture). But never invent a fact, a citation, or a date:
anything stated as fact is sourced into
facts.jsonor cut.
Output and delivery
Default delivery: the study unit is an HTML card; the live grading is the terminal. Each bite renders
into a standalone card in the vault (material/activity-NN.html, built from templates/teach/assets/ so
every card matches), paced in four beats: a familiar anchor the learner cannot get wrong -> the jargon-free
definition + concrete worked example (an inline diagram when the content is spatial - boxes and arrows,
not prose) -> ONE sensory activity the learner makes -> the own-words restatement
prompt. The card opens on the anchor and closes on the say-back, so the whole unit is one page and
difficulty always starts easy (the first beat is everyday ground, never the formal term). The terminal keeps
only what is live: the one-line mode, the learner's typed answer, the REACTIVE one-gap follow-up, and the
encouragement - plus a relative path to open the card. (The static restatement prompt rides on the card with
the rest of the material; the reactive follow-up must stay terminal because it depends on the learner's
answer.) A learner can opt out ("text only" / "터미널로") to get the explanation as terminal prose. Cards are
live-turn artifacts and are NOT gated.
The reward world lives at world/world.html (built from templates/world/). It reads
progress-state.json and draws the isometric town that grows as blocks are earned. It is a read-only
render of honestly-earned progress; the engagement-critic checks it structurally and the learner opens it
to see their town - and to use it as a recall map.
Mode (classify the request, state it in one line)
State e.g. Learning as: JOKE - the midpoint-overflow trap in binary search; channel humor; bite 4.
| Signal in the request | Mode | Approach | Reference |
|---|---|---|---|
| "draw it", "diagram", "show me", or spatial / structural content (a tree, a circuit, parts in space) | DRAW (visual) | The learner sketches the structure or flow by hand - boxes, arrows, a labeled picture. Drawing it beats reading it. | reference/draw.md |
| "make a song", "lyrics", "리리아", "Lyria", or list-like / sequential / rhythmic content to memorize | COMPOSE (auditory) | The learner co-writes lyrics that encode the concept, plus a ready-to-paste Google Lyria prompt to generate the track. | reference/compose.md |
| "what if", "tell a story", "role-play", "imagine", or causal / decision-driven content | ROLEPLAY (narrative) | A compelling "what if...?" world where the concept is the rule; the learner is the hero who must use it to win. | reference/roleplay.md |
| "I can't sit still", "let's move", "exercise", or drill / rote content that needs many reps | MOVE (kinesthetic) | Recall reps tied to push-ups / sit-ups / jumping jacks to music - one rep, one retrieved item. | reference/move.md |
| "make it funny", "a joke", "a pun", "POW", or a sticky, easily-confused point | JOKE (humor) | The learner lands a POW! punchline whose joke only works if they understand the mechanism. | reference/joke.md |
| "teach me X", "help me learn X", no channel named (the default) | BITESIZE-LEARN | Pick the channel the content fits, vary it across bites, teach one small bite end to end, then reward. | reference/learning-core.md (+ bitesize-reward.md) |
| "show my town", "how am I doing", "build my world", end of a session, before advancing | WORLD / REWARD-CHECK | The independent critic runs the gate, certifies the blocks actually earned, and the town grows; no self-awarded progress. | reference/world-progress.md (+ workspace.md) |
Tie-breaks (one mode wins): a named channel beats the default ("sing it" -> COMPOSE even inside a "teach
me" request). No channel named -> BITESIZE-LEARN picks the channel by content and by variety (don't repeat
the last sense). "Build my world" with no new learning -> WORLD render only, no new blocks. A stated factual
claim the learner wants checked -> source it first (researcher), then teach.
Default learn loop - role-separated, the builder never awards its own blocks
Roles are author-independent. The learning-coach teaches the bite, sets the activity, and runs the
produce-and-grade loop inline - the learner's making-and-saying-back is the live verifier, so there is no
per-bite reviewer. The researcher sources a fact only when a bite states one. The independent
fresh-context engagement-critic runs the deterministic gate at the reward boundary - certifying earned
blocks and any mastered claim - because a reward system dies the moment progress can be faked.
Vault = one work dir per learner+topic, .superlearning/<topic>/, holding session-claims.json (per
bite: concept, definition, jargon, worked example, restatement prompt, grading, and the sensory
activities), facts.json (sourced facts, may be []), and progress-state.json (xp, streak, mastered
concepts, the world's blocks and tier, review schedule), plus material/*.html (the activity cards) and
world/world.html (the reward town) beside an assets/ copy of the templates. Start each from
templates/workspace/ + templates/world/ + templates/teach/assets/. No vault, no gate, no honest
town - create it at step 1.
- Frame (coach). Classify into one mode in a single line. Create or locate the vault.
- Diagnose (coach). A quick, playful prior-knowledge probe ("what do you already picture when I say X?"). Pick the next small bite and the channel that fits it - and isn't the one you just used.
- Source (researcher; only if the bite states an external fact). Verify it into
facts.jsonwith a URL; unverifiable -> documented placeholder, never an invented fact. Skip for pure-reasoning bites. - Teach the bite (coach). Deliver definition + worked example, and attach ONE sensory activity the
learner MAKES (draw / compose / roleplay / move / joke). By default render it to
material/activity-NN.htmlin four beats - familiar anchor, definition + worked example, the activity, and the static restatement prompt; only the reactive one-gap grading stays in the terminal. Write the never-vague triple + the activity (channel,produced,retrievalRole) intosession-claims.json. - Produce + grade (coach). The learner makes the artifact and says the idea back in their own words. Find the FIRST gap by the 6-type rubric, return exactly one friendly follow-up question, and cheer real progress. Loop within the bite until gap-free; keep it short.
- Reward-check (engagement-critic, independent - at the session/world boundary). The critic re-reads
the vault, runs
node templates/engagement-gate.mjs .superlearning/<topic>, and enumerates any violation asfile:locator. It is the only role that marks a blockearned:trueor a conceptmastered:true. Live bites between rewards skip this - the learner's making-and-saying-back is the live check. - Grow the town + schedule (coach, after the gate is green). Add the earned block(s) to
progress-state.json, bump xp/streak, advance the tier when thresholds are crossed, and re-renderworld/world.html. Schedule spaced retrieval (1 day / 1 week / 1 month). On a miss, re-teach the concept through a DIFFERENT channel, never the same one.
Roles -> personas: teach = agents/learning-coach.md, gate/reward = agents/engagement-critic.md,
sources = agents/researcher.md.
The gate (deterministic; the coach cannot run it on its own work)
node templates/engagement-gate.mjs .superlearning/<topic> (or a world/world.html path). It runs at the
reward boundary, not on every live bite. It reads the vault control files - never guesses - and runs five
sub-gates IN ORDER; any FAIL = overall FAIL, printed as file:locator violations shown verbatim:
- never-vague (the welded-on core). Each concept has a non-empty jargon-free
definition, a concreteworkedExample(not empty, not analogy-only, not a restated definition), arestatementPrompt, and afactualflag; declared jargon is unpacked. - active-engagement (the flagship). Each activity declares a valid
channel(visual|auditory|narrative|kinesthetic|humor),produced:true(the learner made it), and a non-emptyretrievalRole; passive consumption fails, and learning-style language fails. - bitesize. One small concept per bite (at most 4 new jargon terms); each grading carries one
gapTypeand exactly one follow-up question. - reward-integrity. Every
earned:trueworld block maps to a concept actually taught AND mastered with a passed retrieval;mastered:trueneedsretrievalPassed:true; a re-teach uses a different channel. No fabricated progress. - integrity. Every
factual:trueclaim resolves to afacts.jsonsource with a non-empty url; no fabrication, no unmarked placeholder.
The world artifact (world/world.html) is checked structurally in the same run (loads world.css/world.js,
has a .world-stage and a readable .world-summary). Frontmatter/size of this skill is checked by
templates/skill-frontmatter-gate.mjs. NEVER weaken a gate to pass a lesson - fix the lesson.
Reference map (load only what the current mode needs)
| Read this | When |
|---|---|
reference/learning-core.md | always-on authority; every mode obeys it (the never-vague core + make-don't-watch) |
reference/draw.md | DRAW: sketch the structure/flow; the drawing effect |
reference/compose.md | COMPOSE: co-write lyrics + a Google Lyria prompt |
reference/roleplay.md | ROLEPLAY: a "what if...?" world where the concept is the rule |
reference/move.md | MOVE: recall reps tied to exercise and music |
reference/joke.md | JOKE: a POW! punchline that hinges on the mechanism |
reference/bitesize-reward.md | BITESIZE-LEARN: bite sizing, spacing, xp/streak, the block economy |
reference/world-progress.md | WORLD / REWARD-CHECK: tiers, blocks, the memory palace, growing the town |
reference/workspace.md | the vault contract + control-file schemas |
reference/sources.md | the light evidence base + the never-fabricate backstop |
Done = mode stated in one line; vault created; every bite carries a jargon-free definition + a concrete
real worked example + an own-words restatement prompt + ONE sensory activity the learner produced;
explain-back graded one gap at a time; channels varied, never style-matched; the card delivers the familiar
anchor + definition + worked example + activity + the static restatement prompt, while the terminal keeps
only the learner's answer and the reactive one-gap grading; at the reward boundary
the independent critic's engagement-gate.mjs is green (output reported); blocks added only for concepts
mastered with a passed retrieval; the town re-rendered; facts sourced or cut; spaced review scheduled.
What ships with it: 44 files
328.4 KB alongside SKILL.md, 9 of them executable
agents/
- engagement-critic.md9.5 KB
- learning-coach.md10.3 KB
- researcher.md6.3 KB
docs/
- changelog/changelog-2026-06-28.md15.3 KB
- index.html54.1 KB
- .nojekyll0 B
reference/
- bitesize-reward.md10.9 KB
- compose.md10.4 KB
- draw.md10.6 KB
- joke.md9.8 KB
- learning-core.md12.8 KB
- move.md10.9 KB
- roleplay.md11.4 KB
- sources.md9.7 KB
- workspace.md17.0 KB
- world-progress.md9.7 KB
templates/
- engagement-gate.mjsruns14.1 KB
- skill-frontmatter-gate.mjsruns3.7 KB
- teach/assets/activity-card.html7.2 KB
- teach/assets/lesson-book.jsruns5.8 KB
- teach/assets/lesson.css17.0 KB
- teach/assets/quiz.jsruns3.2 KB
- workspace/facts.example.json465 B
- workspace/progress-state.example.json667 B
- workspace/session-claims.example.json1.9 KB
- world/world.css4.8 KB
- world/world.html4.6 KB
- world/world.jsruns15.4 KB
- world/world-state.example.json2.5 KB
tests/
- .gitattributes136 B
- .gitignore206 B
- LICENSE1.0 KB
- README.ko.md16.0 KB
- README.md13.4 KB
4 more files not listed here. See all 44 in the repository.