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Agent Skill · 研究检索

bookforge-desirable-difficulty-classifier(Bookforge 理想难度分类器)

bookforge-desirable-difficulty-classifier 用于记录任务执行中的错误、用户纠正、经验和能力缺口,适合在 OpenClaw 中希望让 Agent 持续沉淀问题、修正和最佳实践时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

bookforge-desirable-difficulty-classifier 是研究检索类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为调用外部服务;许可证为 MIT-0,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 32,598。

总安装 2,496周安装 130GitHub Stars 公开资料未说明下载 808核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT-0
版本
1.0.0

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:bookforge-desirable-difficulty-classifier(Bookforge 理想难度分类器)
来源仓库:https://github.com/quochungto/bookforge-desirable-difficulty-classifier
安装命令:
openclaw skills install bookforge-desirable-difficulty-classifier
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install bookforge-desirable-difficulty-classifier

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

将学习活动分类为有效难度或有害困难,优化教学效果。适用于课程设计、练习编排和能力训练场景。bookforge-desirable-difficulty-classifier 属于研究检索类 Skill,可作为该场景下的辅助能力补充。依据认知负荷理论判断任务是否促进技能编码。需结合学习者背景调整难度阈值,避免一刀切判断。

持续收集反馈以校准分类准确性,形成良性改进循环。

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 OpenClaw;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 openclaw skills install bookforge-desirable-difficulty-classifier;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要调用外部服务,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

bookforge-desirable-difficulty-classifier 怎么安装?

在终端执行 openclaw skills install bookforge-desirable-difficulty-classifier。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

bookforge-desirable-difficulty-classifier 支持哪些 AI 工具?

公开资料标注支持 OpenClaw。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

bookforge-desirable-difficulty-classifier 需要什么权限?

权限级别是调用外部服务。该 Skill 可能调用第三方服务、云服务或外部模型 API,使用前需要确认账号、额度、数据发送范围和服务条款。

bookforge-desirable-difficulty-classifier 是免费的吗?

来源标注的许可证是 MIT-0。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

bookforge-desirable-difficulty-classifier 用的人多吗?

公开数据是累计安装 2,496 次,近一周安装 130 次,下载 808 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

bookforge-desirable-difficulty-classifier 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 OpenClaw 一种宿主,触发方式和使用习惯不用来回切换。
  • 许可证明确为 MIT-0,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 OpenClaw,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
bookforge-desirable-difficulty-classifier

Bookforge 理想难度分类器 · 本页

2,496—调用外部服务MIT-0通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

name
desirable-difficulty-classifier
description
Classify any learning activity, practice structure, or instructional design element as a desirable difficulty (strengthens encoding) or undesirable difficulty (creates friction without learning benefit). Use this skill when an instructional designer, trainer, teacher, or learner wants to audit a course design, training session, study method, or practice regimen for evidence-based difficulty management — even if they don't use the phrase "desirable difficulty." Applies to onboarding programs, corporate training, academic course design, self-study plans, coaching sessions, and skill development programs. Identifies which of six proven difficulty strategies are present or absent (spacing, interleaving, variation, retrieval, generation, elaboration) and generates specific redesign recommendations. Do NOT use this skill to build a full study schedule (use retrieval-practice-study-system), to assess learner readiness or aptitude, or to evaluate content quality unrelated to difficulty structure.
version
1.0.0
homepage
https://github.com/bookforge-ai/bookforge-skills/tree/main/books/make-it-stick/skills/desirable-difficulty-classifier
metadata
{"openclaw":{"emoji":"📚","homepage":"https://github.com/bookforge-ai/bookforge-skills"}}
status
draft
source-books
title
Make It Stick: The Science of Successful Learning
authors
["Peter C. Brown", "Henry L. Roediger III", "Mark A. McDaniel"]
chapters
[4, 6, 8]
tags
["learning-science", "cognitive-psychology", "evidence-based-learning", "instructional-design", "learning-difficulty"]
depends-on
[]
execution
tier
1
mode
hybrid
inputs
description
Description of a learning activity, course structure, training program, or study method
tools-required
[]
tools-optional
[Read]
mcps-required
[]
environment
Any agent environment. No file access required unless the user provides a course document.
discovery
goal
Classify every difficulty element in a learning design as desirable or undesirable, map present and absent strategies from the six-strategy taxonomy, and produce a prioritized set of redesign recommendations.
tasks
audience
["instructional designers", "teachers", "trainers", "corporate L&D teams", "coaches", "self-directed learners"]
triggers
not_for
environment
Can operate on a verbal description, syllabus document, training outline, or practice schedule
quality
completeness_score
accuracy_score
value_delta_score

Desirable Difficulty Classifier

When to Use

You are reviewing or designing a learning experience and want to know whether the difficulty it creates strengthens or weakens learning. Typical situations:

  • An instructional designer completed a course outline and wants an evidence-based difficulty audit before launch
  • A trainer notices participants are not retaining material and suspects the difficulty structure is wrong
  • A learner is working through a study method (e.g., rereading, re-watching lectures) and wants to know why nothing is sticking
  • A corporate L&D team is redesigning onboarding and wants to know which difficulties to add or remove
  • A coach wants to evaluate a practice regimen for an athlete, musician, or professional

Before starting, verify:

  • Is a description of the learning activity available? (Enough to understand what the learner does during practice or study)
  • What is the learner's background and the intended skill being developed?

Mode: Hybrid — The agent runs the classification analysis and generates the report. The human decides which recommendations to implement.

Context and Input Gathering

Required Context (must have — ask if missing)

  • Learning activity description: What does the learner actually do during practice or study?

→ Check for: course syllabi, training outlines, practice schedules, session descriptions, study method descriptions → If missing, ask: "Describe the learning activity — what does the learner do, in what order, and for how long?"

  • Target skill or knowledge: What must the learner be able to do after learning?

→ Check for: learning objectives, job competency requirements, exam descriptions → If missing, ask: "What should the learner be able to do after this training? What does success look like?"

  • Learner background: Prior knowledge and skill level of the learner

→ Check for: prerequisite statements, audience profile, experience level → If missing, assume intermediate (some prior exposure to the domain, not expert)

Observable Context (gather without asking)

  • Practice structure signals: Any mention of blocked practice, random ordering, massed sessions, or spaced reviews
  • Assessment signals: Whether the design includes tests, quizzes, or performance checks
  • Feedback signals: Whether corrective feedback is provided and when

Default Assumptions

  • If no prior knowledge is specified → assume intermediate learner
  • If no timeline is specified → assume multi-week program (not single-session)
  • If the description mentions "lecture + notes" with no practice → flag as massed-passive baseline

Sufficiency Threshold

SUFFICIENT when ALL of these are true:
  ✓ Learning activity is described clearly enough to identify practice structure
  ✓ Target skill or knowledge is known
  ✓ Learner background is known or acceptably assumed
BLOCK if: the description is so vague (e.g., "we do training") that no structural elements can be identified

Process

Step 1 — Map the Learning Activity Structure

Read the description and identify all structural elements of the learning design. Extract:

  • Practice format: How content is delivered (lecture, demonstration, reading, video, simulation)
  • Practice timing: How sessions are spaced or compressed (single block, daily, weekly, on-demand)
  • Practice order: Whether topics are blocked (one type at a time) or mixed (interleaved)
  • Practice variation: Whether the same scenario is repeated identically or varied
  • Assessment method: Whether learners are tested, self-quizzed, or never formally assessed
  • Learner generation: Whether learners are asked to produce answers, solve problems, or only receive information
  • Elaboration prompts: Whether learners are asked to connect new knowledge to prior knowledge or to explain in their own words

WHY: Classification requires knowing the actual structure of what the learner does, not just the topic. A lecture on retrieval practice can be a passive event (low desirable difficulty) or an active one (high desirable difficulty) depending on whether learners are quizzed, asked to generate examples, or simply read slides. The same content can be either desirable or undesirable depending on the surrounding practice structure.

Output: A structured list of 5-10 design elements extracted from the description.


Step 2 — Apply Bjork's Two-Part Classification Test

For each difficulty element identified in Step 1, apply both tests:

Test A — Does the effort strengthen encoding? Ask: Does this difficulty require the learner to actively reconstruct knowledge from long-term memory, generate a response, or make discriminations? If yes → potentially desirable. If the effort is purely about overcoming an obstacle unrelated to the skill being learned → undesirable.

Test B — Can the learner overcome this difficulty? Ask: Does the learner have the prerequisite background knowledge and skills to respond to this difficulty successfully? If yes → desirable. If the difficulty exceeds the learner's current capacity to respond → undesirable.

The critical distinction: A difficulty is desirable when it triggers encoding and retrieval processes. It becomes undesirable when the learner cannot overcome it, when it does not strengthen the specific target skill, or when it creates anxiety that consumes working memory capacity instead of directing it toward learning.

Undesirable difficulty markers — flag these for removal or redesign:

  • Difficulty caused by missing prerequisite knowledge (learner cannot engage because the gap is too large)
  • Difficulty caused by poor presentation quality (confusing language, broken technology, inaccessible format) that is unrelated to the target skill
  • Difficulty that induces test anxiety sufficient to disrupt performance (working memory consumed by self-monitoring)
  • Difficulty that matches learning style preference but has no empirical support (e.g., requiring visual-only delivery for self-identified "visual learners")
  • Difficulty that requires overcoming a physical or cognitive limitation unrelated to the skill (e.g., requiring dyslexic learners to decode complex text when the target skill is mathematical reasoning)

WHY: The Bjork framework distinguishes between difficulties that slow apparent progress while strengthening durable learning (desirable) and difficulties that simply impede without cognitive benefit (undesirable). The test of "does the effort succeed?" is the pivotal discriminator: unsuccessful effort in the face of an insurmountable obstacle does not produce learning. Both conditions must hold for a difficulty to qualify as desirable.

Output: A classification table: each difficulty element labeled DESIRABLE, UNDESIRABLE, or AMBIGUOUS with the specific test that determined the classification.


Step 3 — Map to the Six-Strategy Taxonomy

For each difficulty classified as desirable in Step 2, identify which of the six named strategies it represents. For each strategy, note whether it is PRESENT, ABSENT, or PARTIAL in the current design.

See references/six-strategy-taxonomy.md for the full bilateral contrast table. Summary:

StrategyCore mechanismCounterpart (ineffective)
SpacingPractice sessions separated by time, forcing reconstruction from long-term memoryMassed practice (cramming): draws on short-term memory, rapid improvement, rapid forgetting
InterleavingDifferent topics or problem types mixed within a session, requiring discriminationBlocked practice: one type at a time, feels productive, produces narrow skill that fails to transfer
VariationProblems, scenarios, and contexts varied across practice sessionsIdentical repetition: builds narrow pattern-matching, fails in novel contexts
Retrieval practiceLearner produces answers from memory before checking (testing effect)Rereading / re-watching: creates familiarity illusion, not actual retrievability
GenerationLearner must produce a response, attempt a solution, or formulate an explanation before being given the answerPassive reception: information presented without learner output requirement
ElaborationLearner connects new knowledge to prior knowledge, gives examples, or explains why it is trueIsolated encoding: material presented in isolation without connection to existing knowledge structures

Presence scoring:

  • PRESENT: The design explicitly includes this strategy (e.g., quizzes before feedback = retrieval; randomized problem order = interleaving)
  • PARTIAL: Some elements exist but inconsistently (e.g., end-of-module quiz but no spacing across sessions)
  • ABSENT: No elements of this strategy appear in the design

WHY: Naming which strategy is present or absent converts a subjective critique ("this training seems passive") into a specific, actionable gap. Each absent strategy represents a concrete redesign opportunity. Partial presence is often more actionable than complete absence — it means the design already has the right structural idea but applies it narrowly.

Output: A 6-row strategy presence table.


Step 4 — Identify Redesign Priorities

Rank the gaps from Step 3 by expected learning impact. Prioritize:

  1. Absent retrieval practice — highest single-strategy impact on long-term retention. If learners never produce answers from memory, all other strategies are less effective.
  2. Absent spacing — without time between sessions, retrieval cannot draw from long-term memory, undermining the mechanisms of all other strategies.
  3. Absent generation — learners who only receive information without producing responses show weak transfer.
  4. Blocked practice / absent interleaving — blocking creates narrow skill that fails to transfer to real-world variation.
  5. Absent variation — produces rigid pattern-matching, especially problematic for professional and applied skills.
  6. Absent elaboration — reduces integration with prior knowledge; new learning remains isolated and less retrievable.

For each priority gap, generate a specific redesign suggestion that fits the existing design format. Do not recommend radical structural changes when a small addition achieves the goal.

Redesign suggestion format:

Gap: [Strategy absent or partial] Current design element: [What currently exists] Redesign: [Specific change to add the strategy] Effort: [Low / Medium / High — how much design work is required] Expected impact: [What improves and why]

WHY: Prioritization prevents the instructional designer from feeling overwhelmed. The redesign suggestions are ordered so that the highest-impact changes are addressed first. Adding retrieval practice to a passive lecture (e.g., three quiz questions at the end of each session) is a low-effort change with disproportionately high impact. The effort estimate helps designers triage.

Output: 3-6 prioritized redesign recommendations.


Step 5 — Produce the Difficulty Analysis Report

Compile the outputs of Steps 1-4 into a structured report:

Report sections:

  1. Learning activity summary — 2-3 sentence description of what was analyzed
  2. Classification table — all difficulty elements with DESIRABLE / UNDESIRABLE / AMBIGUOUS labels
  3. Strategy presence table — all six strategies with PRESENT / PARTIAL / ABSENT status
  4. Undesirable difficulty list — specific elements to remove or redesign
  5. Prioritized recommendations — 3-6 redesign suggestions in ranked order
  6. Screening questions for ongoing design — 6 questions the designer can ask about any future learning element (see Step 6)

WHY: A structured report makes the analysis actionable and shareable. The classification table gives evidence for each finding. The strategy presence table shows the overall difficulty profile at a glance. The screening questions equip the designer to self-assess future designs without re-running the full analysis.


Step 6 — Provide Screening Questions for Ongoing Design

Deliver these six questions to the instructional designer for use in future design reviews. They are derived from Bjork's classification framework and the six-strategy taxonomy:

  1. Does the learner produce a response from memory before receiving feedback? (Tests retrieval practice — if no, add low-stakes quizzing or recall prompts)
  2. Is practice distributed across multiple sessions with gaps of at least one day? (Tests spacing — if no, redesign the schedule to prevent massed practice)
  3. Are different topics or problem types mixed within sessions rather than blocked? (Tests interleaving — if no, randomize problem order or alternate topic blocks)
  4. Does the learner encounter varied scenarios, examples, or problem formats across sessions? (Tests variation — if no, diversify the practice set)
  5. Are learners asked to attempt a solution or generate an answer before the solution is revealed? (Tests generation — if no, add pre-solution attempts, even for material not yet taught)
  6. Does the design ask learners to connect new material to what they already know or to explain it in their own words? (Tests elaboration — if no, add reflection prompts or explanation exercises)

Bonus undesirable difficulty screening question:

  1. Does this difficulty require prerequisites the learner does not yet have? (If yes → it is undesirable; address the prerequisite gap first)

WHY: Providing screening questions converts the classification framework into a self-service tool. A designer who has the questions does not need to re-engage the skill for every design decision — they can self-audit in minutes. The questions are written to produce a binary yes/no answer because ambiguous criteria are not used in practice.


Inputs

InputRequiredDescription
Learning activity descriptionYesWhat the learner does during practice or study
Target skill or knowledgeYesWhat success looks like after learning
Learner backgroundNo (defaults to intermediate)Prior knowledge and experience level
Course document or syllabusNoFile containing the full design structure

Outputs

OutputFormatDescription
Classification tableInline markdownAll difficulty elements labeled DESIRABLE / UNDESIRABLE / AMBIGUOUS
Strategy presence tableInline markdownSix strategies with PRESENT / PARTIAL / ABSENT status
Redesign recommendationsInline markdown3-6 prioritized, specific recommendations
Screening questionsInline markdown7 questions for ongoing design self-audit

Key Principles

1. Difficulty is not inherently good or bad — mechanism determines value The same activity can be a desirable or undesirable difficulty depending on whether it strengthens encoding and whether the learner can overcome it. A hard test given before the learner has any relevant knowledge is an undesirable obstacle. The same test given after initial instruction is a desirable retrieval event. The mechanism — not the felt difficulty — is what matters.

2. Fluency is the enemy of durability Learning that feels easy, smooth, and productive is often the least durable. Rereading produces fluency (the text feels familiar) without retrievability (the learner cannot recall it without the text in hand). Massed practice produces performance gains (rapid improvement in the session) without long-term retention. Instructional designs that prioritize participant comfort consistently produce poor retention outcomes.

3. The effort that succeeds is the effort that teaches Effortful retrieval that results in correct recall (with or without struggle) strengthens the memory trace. Effortful retrieval that fails because the difficulty is unsurmountable does not. The key is to calibrate difficulty to the learner's current level: enough to require reconstruction from long-term memory, not so much that the reconstruction fails entirely.

4. All six strategies are additive The six desirable difficulty strategies are not mutually exclusive — they stack. A practice session that includes retrieval (quizzing from memory), spacing (scheduled one week after initial learning), interleaving (mixing problem types), and elaboration (explaining answers in own words) is dramatically more effective than any single strategy alone. Instructional designs should aim to incorporate multiple strategies rather than optimizing for one.

5. Structure building requires difficulty Learners who are given information passively develop superficial familiarity. Learners who are required to generate, retrieve, and elaborate develop mental models — connected knowledge structures that enable transfer to new problems. The difficulty of constructing meaning cannot be shortcut; it is the mechanism of learning.


Examples

Example 1 — Corporate Onboarding Audit

Input: A new-employee onboarding program: Day 1 is a full-day lecture with slides covering company history, culture, and processes. Employees are given a manual to read. No assessment. Employees shadow a senior colleague for Day 2 and Day 3. Week 2 is independent work.

Classification results:

  • Full-day lecture: UNDESIRABLE — passive reception with no retrieval requirement; massed (one day), no spacing
  • Read-only manual: UNDESIRABLE — rereading analog; creates familiarity, not retrievability
  • Shadowing: PARTIAL — observational, not generative; no retrieval or elaboration required
  • Independent work (Week 2): DESIRABLE — real-world variation; generation required; implicit spacing from Day 1

Strategy presence:

  • Retrieval practice: ABSENT
  • Spacing: ABSENT (Day 1 lecture never revisited before independent work)
  • Interleaving: ABSENT
  • Variation: PARTIAL (Week 2 provides it)
  • Generation: PARTIAL (Week 2 only)
  • Elaboration: ABSENT

Top recommendation: Add three retrieval prompts at the end of Day 1: "Without looking at your notes, write down the three things from today that you'll need to do in your first solo task." Low effort, high impact.


Example 2 — Medical Training Workshop

Input: A one-day continuing education workshop for physicians: Morning session is two hours of case presentations (attending presents, residents watch). Afternoon is small-group discussion of cases. Participants complete a satisfaction survey at the end.

Classification results:

  • Case presentations (passive): UNDESIRABLE — observation only; no retrieval, no generation
  • Small-group discussion: DESIRABLE — elaboration present (connecting to prior cases); generation partial (if participants must propose diagnoses before attending reveals it)
  • Satisfaction survey: UNDESIRABLE difficulty marker (not a learning assessment)

Strategy presence:

  • Retrieval practice: ABSENT
  • Spacing: ABSENT (single-day event, no follow-up)
  • Interleaving: PARTIAL (cases are varied topics)
  • Variation: PRESENT (diverse cases)
  • Generation: PARTIAL (discussion may require it, but not consistently)
  • Elaboration: PARTIAL (discussion context encourages it)

Top recommendation: Restructure case presentations as retrieval events: present the case with findings, pause, ask participants to write their diagnosis before the attending reveals it. Same content, same time — but changes passive observation to active retrieval.


Example 3 — Self-Study Method Audit

Input: A software developer studying for a certification exam: studies by watching tutorial videos twice through, then reads the official guide once. Exam is in four weeks.

Classification results:

  • Re-watching videos: UNDESIRABLE — rereading analog; repeated exposure creates familiarity, not retrieval strength
  • Reading official guide: UNDESIRABLE alone — passive encoding with no retrieval requirement

Strategy presence:

  • Retrieval practice: ABSENT
  • Spacing: ABSENT (all material consumed in a compressed initial period)
  • Interleaving: ABSENT (one topic fully before moving to next)
  • Variation: ABSENT (single source format)
  • Generation: ABSENT
  • Elaboration: ABSENT

Assessment: This method has zero desirable difficulty strategies. High effort with low expected retention. The learner will feel prepared (familiarity illusion) and underperform on the exam.

Top recommendation: Replace re-watching with self-quizzing. After watching each video once, close it and write down the five most important concepts from memory. Check against the video. Repeat for missed items only. This single change introduces retrieval practice, generation, and implicit spacing — three strategies at once.


References

  • references/six-strategy-taxonomy.md — Full bilateral contrast table for all six strategies with definitions, mechanisms, evidence summary, and counterpart descriptions
  • references/bjork-classification-criteria.md — Detailed source notes on the Bjork framework for desirable vs. undesirable difficulty, with direct chapter citations

License

This skill is licensed under CC-BY-SA-4.0. Source: BookForge — Make It Stick: The Science of Successful Learning by Peter C. Brown, Henry L. Roediger III, Mark A. McDaniel.

Related BookForge Skills

This skill is standalone. Browse more BookForge skills: bookforge-skills

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