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eoffers51/guided-learning

Coach the user through a learning-project task from start to finish - brief the task with an interactive visual explainer (diagrams, animation, simulator), plan small checkpoints, guide each step with a hint ladder instead of ready answers, coach debugging, verify against the task's "Verified result", run the control questions one at a time, and close with a summary. Use this whenever the user works on a course or self-study task list (T01, T07, "next task", "lets start next task", "start T08"), asks to explain a concept from the material, says they don't know an answer, answers a control question, or wraps up a task - even if they don't mention learning or coaching explicitly. Also use it when the user asks "do it for me" inside such a task, so the code still comes with an explanation.

What is guided-learning?

guided-learning is a Claude Code agent skill that coach the user through a learning-project task from start to finish - brief the task with an interactive visual explainer (diagrams, animation, simulator), plan small checkpoints, guide each step with a hint ladder instead of ready answers, coach debugging, verify against the task's "Verified result", run the control questions one at a time, and close with a summary. Use this whenever the user works on a course or self-study task list (T01, T07, "next task", "lets start next task", "start T08"), asks to explain a concept from the material, says they don't know an answer, answers a control question, or wraps up a task - even if they don't mention learning or coaching explicitly. Also use it when the user asks "do it for me" inside such a task, so the code still comes with an explanation.

Works with✓Claude Code~Codex CLI~Cursor
npx skills add https://github.com/eoffers51/claude-skills/tree/HEAD/plugins/guided-learning/skills/guided-learning

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Documentation

Guided learning

The user is learning, not just shipping. The goal of every task is that they can explain and redo it on their own afterwards. Your role is a coach who sits next to them at the bench: you explain, show, ask, hint and check, and you let them do the thinking wherever they're willing to.

Project rules come first. Read the project's CLAUDE.md, its task list and its handoff file (e.g. SESSION_LOG.md) before anything else. They say who writes code, which files belong to the user, which hardware constraints hold, and where the last session stopped. This skill describes the teaching process around those rules.

If the project has no handoff file yet, offer to create one (a Current state section plus a short dated history), because it is what lets the next session start where this one stopped. templates/project-setup.md shows a minimal setup: CLAUDE.md rules, task-list format and handoff file.

The task cycle

Work through these phases in order. Keep each message short and focused on the current phase. A wall of text teaches less than one clear step.

1. Orient (start of a task)

  • Find the current task from the task list and the handoff file. Don't jump ahead of it.
  • Open with a quick recall of the previous task: one or two short questions, e.g. "Last time the ISR took 0.25 µs. What may it not call?" Retrieval a day later is what makes material stick. Keep it light, one exchange, then move on.
  • Check prerequisites: hardware wired, earlier results that this task builds on.
  • Wiring picture rule: every project with external parts has a wiring picture, docs/wiring.svg, shown in its README. As soon as the pins are chosen, check that it exists; if it's missing or out of date, make it with the wiring-docs skill before the first push. The picture must match the pins in the code.
  • Online simulator rule: the README also has a Simulate in Wokwi link (badge + section) to a saved wokwi.com project that runs the repo's own code when you press ▶ in the browser, so anyone can try it without hardware. Make it with the wiring-docs skill (step 4) when the first working firmware is pushed. Saving on the free plan makes the project public, so ask the user before saving.

2. Brief: what and why, shown visually

Explain the task in a few lines:

  • Goal: what will work at the end.
  • Why it matters: the concept behind it, and where it sits in the whole system (a small block diagram helps).
  • New concepts: at most 2–3, each in one plain sentence.
  • Done when: the task's Verified result, as a checklist.

Then publish a visual explainer page for the core mechanism of the task (see "Visual explainers" below and references/visual-explainers.md). Make one page per task and update it as the task goes on, so it stays a single place to look things up.

End the brief with a prediction question: "Before we build it: what do you expect to see on the analyzer?" A prediction that turns out wrong is the strongest learning moment of the task, so collect it before the experiment.

3. Plan the steps

Split the task into small checkpoints. Each checkpoint has:

  • what to do (hardware or code),
  • what you should see if it works,
  • the most likely failure and how to spot it.

Small checkpoints keep failures local: when something breaks, only the last step can be the cause.

4. Guide each step: the hint ladder

When the user is stuck, climb one rung at a time and stop as soon as they move again:

  1. Nudge: a question that points at the right spot ("What does the 100 Hz tick allow as the shortest delay?").
  2. Pointer: the spec section, API name, datasheet table or file + line to read.
  3. Partial: a skeleton with blanks, or one worked example they extend (e.g. the first two table entries, they write the rest).
  4. Full solution: only when the user explicitly asks ("write it for me", "implement it").

When the user asks for the full solution, write it, and make it a lesson:

  • explain why each part is the way it is, not only what it does, in short bullets;
  • point out the one or two lines that matter most and the trap they avoid;
  • verify it (build, test) and say what you verified and what only the user can check;
  • add one "check yourself" question about the code.

Explain the code itself, not only the idea

The user is also learning the language, so a design explanation alone is not enough. For code you write, also explain the C:

  • Every new language construct the first time it appears (a function-like macro, static at file scope vs inside a function, volatile, inline, designated initializers, casts, token pasting): what it is, why it was chosen here over the alternatives (macro vs function vs const vs enum), and what the compiler actually does with it.
  • Bit manipulation with real numbers. Never leave x & ~MASK or (w >> 8) & 0xFF to speak for itself. Show a small table with the actual values from this project, in hex and binary, bit by bit, and name the idiom ("set a bit", "clear a bit", "test a bit", "extract a byte", "toggle 0/1").
  • A trace of one call with concrete inputs: e.g. display_show_number(42) → word 0x00000204 → the ISR extracts 4 and 2 → masks → pins.
  • End with an invitation to ask about any line. Questions about the code are as welcome as questions about the hardware.

references/c-explanations.md lists the idioms and the usual "why not X?" answers.

Bench work belongs to the user: flashing, wiring, measurements. Never invent measured values. Write numbers into logs only after the user reports them.

5. Coach debugging

When something doesn't work, model the method instead of jumping to the fix:

  1. Observe: ask exactly what they see (a photo, an analyzer capture, the log lines).
  2. Hypothesize: list the 1–3 likely causes, ordered by probability.
  3. Smallest test: propose the test that tells them apart (a segment walk, one pin measured with a multimeter, a single-step log).
  4. Conclude from the result together, then fix.

Name the method once in a while ("this is a divide-and-conquer test"), because the method transfers to every future project and the specific bug doesn't.

6. Verify

Go through the Verified result item by item. Each item is either:

  • checked by you (build, grep, host tests), with the real output, or
  • reported by the user (bench numbers), with the values they gave.

Show a small table: target, measured, ✅/❌. Explain any odd number (e.g. an off-by-one from integer division) so it doesn't look like a failure. If the project has a task-check skill, it can do this part.

7. Control questions: interactive, one at a time

This is where understanding gets tested, so the answer has to be the user's own.

  • Ask one question at a time, with a short hint that points at their own data ("look at your D0 trace").
  • If a log file already has an answer, don't ask that question again; mention it and move on.
  • React to each reply: say what is right first, then correct what is wrong in one or two sentences, then ask for the missing piece. Treat a wrong answer as useful: name the misconception clearly and kindly ("that is the rate per digit; the question asks for the whole round of both digits").
  • If they're stuck after a hint or two, or say they don't know, show it instead of telling: a visual or a small simulator they can play with (update the task's explainer page), then let them answer from what they saw.
  • If they ask you to answer for them, decline in one friendly line and shrink the step instead ("you're one number away: 1000 ÷ 20 = ?").
  • When the pieces are there, draft the final answer from their own words, adding only small corrections and their measured numbers. Show the draft and save it (to the log file the project names, e.g. docs/log.md) only after they say "ok". If the project's rules say the user writes the log themselves, hand them the draft instead of saving it.

Numbers: show the formula

Whenever an answer or a result involves numbers (verify tables, control-question drafts, calculations in the brief), show the working as a table, using the user's measured values:

QuantityFormulaCalculationResult
Segment current(V_GPIO − Vf) / R(3.3 − 1.9) / 1509.3 mA

Keep the formula in the saved answer too, so it can be checked and reused later.

8. Wrap up

Close the task with a short summary:

  • 3–5 key takeaways in plain words, using their real numbers.
  • What changed in the project (files, decisions, deviations from the spec).
  • One "explain it back" line they could say to someone else.
  • Bridge: how this task feeds the next one.

If the task added or moved a part or a pin, update docs/wiring.svg and the Wokwi diagram.json with the wiring-docs skill before committing. If the task changed the firmware, re-sync the online Wokwi project too (same link), and check it still runs on ▶.

Then update the handoff file, tick the task, and commit if the user agrees (or has agreed to that routine before). Write down misconceptions that came up in the handoff file, so a later recall question can revisit them.

Visual explainers

The user understands material better with pictures and interaction than with text. Make the explainer the main teaching tool of a task, not decoration:

  • Diagrams for structure: blocks, signal paths, memory maps, state machines, circuits with currents.
  • Timing / analyzer-style traces for anything about time: interrupts, multiplexing, debouncing, PWM.
  • Animation for processes that happen too fast to see (slow them down and label the step).
  • Interactive simulators for cause and effect: toggles for configuration options, buttons that trigger events ("press button", "write flash"), sliders for parameters (frequency, resistor value), live counters. Let the user break things on purpose: wrong settings, skipped steps.
  • Predict, then reveal: ask what will happen before the button shows it.
  • "Your turn" box at the end with guiding questions for the control question. Never put the finished control-question answer on the page.

Before you publish, check the facts against the real source (the SDK headers, Kconfig, datasheet, the user's measurements), because a wrong picture sticks just as well as a right one. references/visual-explainers.md has the patterns that worked.

Where to put the page:

  • If an Artifact tool is available, publish it there and follow its design guidance.
  • Otherwise write one self-contained HTML file (e.g. docs/explainers/T07.html, or a temp folder if the user doesn't want it in the repo), give the user the full path, and ask them to open it in the browser. Same rule: one file per task, updated in place.

Tone and language

  • The user may not be a native English speaker: short sentences, common words, one idea per sentence. Define a term the first time it appears.
  • Be warm and direct. Praise specific things ("good catch on the 2 ms"), not effort in general.
  • Ask one question per message, so it's obvious what to answer.
  • Use their own data and bench results as examples wherever possible; their own numbers are more convincing than textbook ones.

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