Turn something useful you know into a lesson, tool, or digital resource.
Build and teach · Independent course · Six-module curriculum Published foundation lesson, practice, and learning plan. Full curriculum modules are still being developed.
What you’ll buildDesign one useful learning product and a small feedback test.
Make something that helps a person learn or act
A useful digital product helps a person do something they could not do as easily before. It might be a lesson, checklist, journal, template, or small app. Start with the user’s problem and what they already know. The product’s job should be clear before you generate a large amount of content.
A learning outcome describes what the learner should be able to do. An example shows the skill. Practice lets them try. Feedback helps them improve. A quiz can support learning, but it should not be the only chance to apply the idea. Questions can appear throughout the experience.
AI can help draft explanations and activities. You check accuracy, reading level, accessibility, and the match with the learner’s need. Then test the product with a real person. A polished file is a beginning. A useful learning experience comes from what the person can understand and apply.
A useful result
What you’ll be able to do.
Explain a learning outcome, an example, practice, and feedback in your own words.
Apply the idea by preparing a small learning product.
Compare choices, check the evidence, and revise your work after feedback.
Try a decision · Illustrative example
What would you change first?
A lesson presents a long explanation and asks only whether the learner liked it.
Pause and choose your first action. Explain why it would help before opening the example response.
Compare your reasoning →
Choose a skill the learner should demonstrate. Show a worked example, let them practice, and give useful feedback. Check whether they can apply the idea to a new case.
Understand
Start with plain words, a useful question, and one worked example.
Watch
Hear a perspective, notice a choice, and pause to think.
Practice
Try a small task. Use feedback to make the next attempt better.
Build
Make something you can use, test it, and reflect on the result.
Your learning route
From the basics to your own project.
These six modules outline the full course we are building. Planned topics are not yet full lessons. Start with the published foundation lesson below; available deeper lessons are linked in their relevant modules. No other course is required.
Identify the problem and the starting skill Planned lesson
Write an outcome someone can demonstrate Planned lesson
MODULE 02
Teach in small steps
Explain, model, practice, and give feedback Planned lesson
Use questions throughout rather than only at the end Planned lesson
MODULE 03
Choose the product
Lessons, templates, journals, apps, and toolkits Planned lesson
Make the product usable and accessible Planned lesson
MODULE 04
Use AI in the build
Create drafts, examples, and practice activities Planned lesson
Check accuracy, rights, and the learning experience Planned lesson
MODULE 05
Package and present
Describe what the customer gets Planned lesson
Price, deliver, support, and collect useful feedback Planned lesson
MODULE 06
Your first learning product
Prototype a short lesson or tool Planned lesson
Test it with a learner and improve the design Planned lesson
Published foundation lesson
Learn it. Try it. Make it yours.
This introductory lesson is ready to use. The six-module curriculum below shows the larger course being developed. Take any course independently.
Learn & apply · 1
Start with a performance need
A digital learning product should help a person do something useful. Name the learner, the situation, and the task before choosing a file format. A worksheet, course, template, or small app can each solve different needs. “Understand marketing” is broad; “write a customer-focused offer and test it” gives you observable work. Ask what the person already knows and what prevents success. More content is not automatically a better product.
Learn & apply · 2
Align the teaching and the evidence
Choose an outcome, show an example, offer practice, and provide feedback about the same skill. If the outcome is making a decision, use a realistic decision rather than only asking for a definition. Break an unfamiliar process into manageable steps. Use a diagram where it explains a relationship, not as decoration that competes with reading. AI can draft material, but you check the facts, reading level, accessibility, and whether the task actually teaches the promised skill.
Learn & apply · 3
Test usefulness before packaging
Ask a person from the intended audience to use a small version. Observe where they hesitate and what they can do afterward. Do not rely only on whether they like the colors. Revise unclear instructions and feedback. A sale also requires accurate scope, rights to included material, delivery instructions, and support expectations. Keep versions organized so customers receive the intended file. A learning product improves when the evidence changes the design.
Worked example · Illustrative scenario
See the idea in action.
A creator wants to sell a budgeting worksheet for first-time event organizers. Instead of adding twenty pages of explanation, they show one completed budget, provide a blank example, and ask the learner to find a missing cost. A tester overlooks transport, so the creator adds a short check and feedback. The product becomes easier to apply because it targets a real task and uses the test to improve the instructions.
Apply & create
Build a small result.
Create a one-page prototype for a specific learner. Include an outcome, worked example, practice task, and feedback. Ask someone to use it, then record one revision based on what they actually did.
Review your work against these criteria →
Clarity: Can another person understand your goal and steps?
Evidence: Are your important claims checked against the source?
Usefulness: Does your result work in the actual situation?
Transfer: What would you change for a different person or constraint?
Ask someone to try your result when practical. Use their experience to revise one choice. The three questions check understanding; the project checks what you can actually do.
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Reference shelf.
Original InAct explanation and illustrative examples. These primary sources support further study; platform terms should be checked again before use. References use an APA-style organization, date, and title. Sources without a verified publication date are marked n.d.
The written lesson stands on its own. These optional videos offer another example or perspective. Read the focus, watch if you choose, and try the idea yourself. If a video is unavailable, continue with the explanation and practice on this page.
Research and workplace examples
Generative AI & the Disruption of Work
Ethan Mollick · The Wharton School
Start at 00:00. Separate demonstrations from claims about every workplace. Sketch a small task where you could compare your work with an AI-assisted draft. This talk is from 2023.
The Wharton School. (n.d.). Generative AI & the Disruption of Work [Video]. YouTube. Original publisher link above. Video and availability remain controlled by the publisher.
Product-building lesson
How to Build An MVP
Michael Seibel · Y Combinator
Start at 00:00. MVP means the smallest useful version you can test. Write what your first version must do and what can wait.
Y Combinator. (n.d.). How to Build An MVP [Video]. YouTube. Original publisher link above. Video and availability remain controlled by the publisher.
Videos load only when you choose to watch. The original publisher controls playback; use the direct link if a player is unavailable. Captions and playback speed are available when the publisher provides them.
Your first step
Make a plan you can use.
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Continue with the curriculum or a related InAct course. The videos above are optional examples; the written explanations and your practice do not depend on them.