Design a Teaching Game Loop
Design one loop that teaches one outcome. A design is output. Learning remains unproved.
Use when. A learning outcome and owner are accepted, but the loop is not designed.
Do not use when. The learning outcome or owner is missing, or you want the model to ship the game.
Your input. Learner and learning outcome; permitted actions; failure that should teach; constraints; named owner.
Your quality check. Action, feedback, and the learning check agree. Release stays blank.
Put this to work
Prepare one teaching loop
For the named design ownerCopy this prompt. Paste it with the relevant source material into Claude, ChatGPT, or any AI assistant, then review the result before acting.
Human decision — cannot be delegated. Accept the loop, revise it, or stop. AI may draft only. No clinic CTA.
Outcome
One loop design covering action, feedback, failure, and the learning check.
Use When
Use when a learning outcome and owner are accepted, but the loop is not designed.
Inputs
Learner and learning outcome; permitted actions; failure that should teach; constraints; named owner.
Recipe
Copy the prompt. Paste only supplied material. Leave the human decision blank.
Human and AI Control
An assistant may draft and report. Named design owner accepts the loop and controls build, release, and spend. The tool is a player, not the job.
Output and Handoff
Return the Teaching loop design and the blank human decision.
Evidence and Stop
Demand is hypothesized and the outcome is untested. Stop when the owner, the job boundary, or a required input is missing.
Reliability
Skill and tool: teaching-loop design using a private drafting assistant. The Teaching loop design is the pattern; one learning outcome and human acceptance is the protocol. Retain the returned brief as evidence. Accept only a result the named human can verify against the supplied inputs.
Next
Return the result to the named owner. Do not register autonomous execution until a completed prompt trial and an accepted execution contract exist.