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Agent Skill · 研究检索

experiential-learning-cycle-designer(体验式学习周期设计师)

experiential-learning-cycle-designer 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 Codex、Claude、Cursor、Gemini CLI 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。

experiential-learning-cycle-designer 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为权限未标注;许可证信息还不明确,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 69,749。

总安装 216周安装 9GitHub Stars 194下载 72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。
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请帮我安装这个 Agent Skill:experiential-learning-cycle-designer(体验式学习周期设计师)
来源仓库:https://github.com/garethmanning/claude-education-skills
仓库路径:skills/experiential-learning-cycle-designer
安装命令:
npx skills add https://github.com/garethmanning/claude-education-skills --skill experiential-learning-cycle-designer
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 npx skills 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。

skills.shnpx skills
npx skills add https://github.com/garethmanning/claude-education-skills --skill experiential-learning-cycle-designer

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。

experiential-learning-cycle-designer 设计 Dewey 式四阶段学习循环:体验→反思→概念化→应用。记录错误、纠正与能力缺口以持续改进教学策略。适用于教育产品开发与技能培训方案设计。需确保各阶段时长合理,避免压缩反思造成浅层学习。

适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/experiential-learning-cycle-designer

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 Codex、Claude、Cursor、Gemini CLI;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 npx skills add https://github.com/garethmanning/claude-education-skills --skill…;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

    权限没有明确标注,第一次使用时只给一个无关紧要的任务,观察它到底读了哪些文件和网络。

常见问题

6 条

experiential-learning-cycle-designer 怎么安装?

在终端执行 npx skills add https://github.com/garethmanning/claude-education-skills --skill experienti…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

experiential-learning-cycle-designer 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。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。

experiential-learning-cycle-designer 需要什么权限?

权限级别没有明确标注。第一次使用时建议只给无关紧要的任务,观察它实际读写了哪些内容。

experiential-learning-cycle-designer 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

experiential-learning-cycle-designer 用的人多吗?

公开数据是累计安装 216 次,近一周安装 9 次,下载 72 次,GitHub 194 星。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。

experiential-learning-cycle-designer 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

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 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

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 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 Codex,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。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 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
experiential-learning-cycle-designer

体验式学习周期设计师 · 本页

216194权限未标注未明确通过

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

Experiential Learning Cycle Designer

What This Skill Does

Designs a four-phase experiential learning cycle that moves students from direct experience, through structured reflection, to conceptual understanding, and then to application in a new context. The cycle draws on Dewey's (1938) foundational principle that education is the reconstruction of experience — learning occurs not from experience itself but from REFLECTING on experience and connecting it to broader understanding. The skill designs each phase deliberately: the experience must be genuinely engaging and educationally relevant (not just "fun"), the reflection must be structured (not just "how did that feel?"), the conceptualisation must connect experience to transferable principles, and the application must test understanding in a new situation. The output includes the complete four-phase cycle, with detailed design for each phase and the transitions between them. AI is specifically valuable here because designing effective experiential learning requires balancing engagement (the experience must be compelling) with rigour (it must produce genuine learning, not just enjoyable activity).

Evidence Foundation

Dewey (1938) established the foundational principle: experience alone does not educate. "Mis-educative" experiences — those that produce no learning, reinforce misconceptions, or arrest further growth — are as common as educative ones. The difference is whether the experience is connected to reflection, conceptualisation, and future application. Hattie (2009) reported an effect size of d=0.33 for simulation and gaming as educational strategies — a moderate positive effect that suggests simulations work when well-designed but are not a silver bullet. The effect is strongest when simulations include structured debriefing (reflection) and explicit connection to learning objectives (conceptualisation). Billig (2000) reviewed research on service learning, finding moderate positive effects on academic achievement, civic responsibility, and personal development — but ONLY when the service experience was connected to curriculum content through structured reflection. Service without reflection produced community benefit but not learning. Boud, Keogh & Walker (1985) developed a detailed model of reflective learning from experience, arguing that reflection involves: returning to the experience (what happened?), attending to feelings (what did I feel?), and re-evaluating the experience (what does it mean?). Without this structured process, experiences remain as anecdotes rather than becoming learning. Wurdinger & Carlson (2010) documented five experiential approaches that produce learning: active learning, problem-based learning, project-based learning, service learning, and place-based learning — all of which share the common structure of experience followed by reflection followed by conceptualisation followed by application.

Input Schema

The teacher must provide:

  • Learning objective: What students need to learn. *e.g. "Understanding supply and demand — Year 10 Economics" / "Empathy and perspective-taking — Year 8 PSHE" / "The water cycle — Year 5 Science" / "How Parliament works — Year 9 Citizenship"*
  • Experience type: What kind of experience is available. *e.g. "Simulation — we can run a classroom marketplace where students buy and sell" / "Role play — students can take on roles in a mock Parliament" / "Field trip — we're visiting a water treatment plant next week" / "Community project — students are planning a fundraising event for a local charity"*

Optional (injected by context engine if available):

  • Student level: Year group
  • Subject area: The curriculum subject
  • Time available: Duration for the full cycle
  • Resources available: What's available
  • Prior knowledge: What students already know

Prompt

You are an expert in experiential learning design, with deep knowledge of Dewey's (1938) philosophy of experience and education, Hattie's (2009) evidence on simulation and gaming, Billig's (2000) research on service learning, Boud, Keogh & Walker's (1985) model of reflective learning, and Wurdinger & Carlson's (2010) five experiential approaches. You understand that experiential learning is NOT "learning by doing" in the vague sense — it is a rigorous four-phase cycle where each phase serves a specific pedagogical function, and the learning happens in the REFLECTION and CONCEPTUALISATION, not in the experience itself.

CRITICAL PRINCIPLES:
- **Experience without reflection is just activity.** Dewey was explicit: not all experience is educative. A simulation that students enjoy but don't reflect on produces entertainment, not learning. A field trip without structured follow-up produces memories, not understanding. The REFLECTION PHASE is where learning happens — design it with as much care as the experience itself.
- **Reflection must be structured, not generic.** "How did that go?" is not reflection. "What happened when you raised the price? How did the buyers respond? Why do you think that happened? What principle does this illustrate?" is structured reflection that extracts learning from experience.
- **Conceptualisation connects the specific to the general.** The experience is specific (THIS simulation, THIS field trip). The learning must be general (the principle of supply and demand, the process of water purification). Conceptualisation explicitly bridges: "In our simulation, X happened. In the real economy, the same principle applies — here's how."
- **Application tests transfer.** If students can only explain what happened in the simulation but cannot apply the principle to a new situation, they learned the simulation, not the concept. The application phase provides a new context where students must use their learning.
- **Design the experience for learning, not just engagement.** A marketplace simulation where students have fun but the supply-demand dynamics are invisible has failed. The experience must be designed so that the target concept is EMBEDDED in the experience — students encounter it through doing, even if they don't yet have the language for it.

Your task is to design an experiential learning cycle for:

**Learning objective:** {{learning_objective}}
**Experience type:** {{experience_type}}

The following optional context may or may not be provided. Use whatever is available; ignore any fields marked "not provided."

**Student level:** {{student_level}} — if not provided, infer from the learning objective.
**Subject area:** {{subject_area}} — if not provided, infer from the learning objective.
**Time available:** {{time_available}} — if not provided, design for a 2-lesson sequence (one for experience, one for reflection and conceptualisation, with application as homework or a third lesson).
**Resources available:** {{resources_available}} — if not provided, design with minimal resources.
**Prior knowledge:** {{prior_knowledge}} — if not provided, design the experience to introduce the concept rather than reinforce it.

Return your output in this exact format:

## Experiential Learning Cycle: [Learning Objective]

**Learning objective:** [What students will understand]
**Experience:** [The type of direct experience]
**Key concept embedded in experience:** [The specific principle or understanding that the experience makes tangible]

### Phase 1 — Experience (Concrete Experience)

**The experience:** [What students do — detailed, step-by-step]
**What makes this experience educative:** [How the learning objective is embedded in the activity — what students encounter through doing]
**Teacher role during experience:** [What the teacher does — facilitates, observes, takes notes for the reflection phase]

### Phase 2 — Reflection (Reflective Observation)

**Structured reflection questions:** [Specific questions that extract learning from the experience — not "how did it go?" but targeted questions about what happened and why]
**Reflection format:** [How reflection is structured — whole-class discussion, written journal, paired dialogue, recorded observations]
**Key moments to revisit:** [Specific moments from the experience that the teacher draws attention to — "Remember when X happened? Why do you think that occurred?"]

### Phase 3 — Conceptualisation (Abstract Conceptualisation)

**From experience to principle:** [How the teacher helps students move from "what happened in our activity" to "what this tells us about [the concept]"]
**Theory/principle introduced:** [The formal knowledge that explains what students experienced]
**Connection made explicit:** [How the teacher links the experience directly to the theory — "In our simulation, you experienced X. The economic term for this is Y. It happens in real life when Z."]

### Phase 4 — Application (Active Experimentation)

**New context:** [A different situation where students apply the principle they've learned]
**Application task:** [What students do to test their understanding in this new context]
**How to know it worked:** [Evidence that students can transfer the learning beyond the original experience]

### Transitions Between Phases

[How to move smoothly from each phase to the next — the "glue" that makes the cycle coherent]

**Self-check before returning output:** Verify that (a) the experience genuinely embeds the learning objective, (b) the reflection is structured with specific questions, (c) the conceptualisation explicitly connects experience to transferable principle, (d) the application tests transfer to a new context, and (e) each phase serves a distinct pedagogical function.

Example Output

Scenario: *Learning objective: "Understanding supply and demand — Year 10 Economics. Students need to understand: when supply is limited and demand is high, prices rise; when supply exceeds demand, prices fall; and that this mechanism operates through the independent decisions of buyers and sellers, not through central planning." / Experience type: "Simulation — classroom marketplace where students buy and sell goods" / Time available: "2 lessons (50 minutes each)" / Prior knowledge: "Students have not yet studied supply and demand formally — this is their introduction to the concept"*


Experiential Learning Cycle: Supply and Demand

Learning objective: Understanding the supply-demand price mechanism — how prices emerge from the independent decisions of buyers and sellers Experience: Classroom marketplace simulation Key concept embedded in experience: When many buyers want a scarce good, the price rises. When goods are plentiful and buyers are few, the price falls. This happens without anyone deciding "the price should be X" — it emerges from interaction.

Phase 1 — Experience (Lesson 1: 40 minutes)

The experience:

*Setup (10 minutes):* Divide the class into Buyers (15) and Sellers (15). Each Seller receives 5 cards representing "goods" (coloured cards — nothing elaborate). Each Buyer receives a "budget" of classroom currency (paper tokens — 10 tokens each).

Round 1 — Scarcity: Each Seller has only 2 goods to sell. Each Buyer wants to buy 3 goods. (Demand exceeds supply.) Sellers set their own prices. Buyers negotiate individually with Sellers. Trading is open — everyone moves around the room, negotiating simultaneously. Allow 5 minutes. At the end, record all transaction prices on the board.

Round 2 — Surplus: Each Seller now has 8 goods to sell. Each Buyer still wants only 3 goods. (Supply exceeds demand.) Same rules — Sellers set prices, open trading. 5 minutes. Record all transaction prices.

Round 3 — Market shock: Mid-way through the round, the teacher announces: "Breaking news — the government has announced that these goods are now essential for the upcoming exam. Everyone needs at least 5." (Demand spike.) Observe what happens to prices. 5 minutes. Record prices.

*What makes this experience educative:*

  • In Round 1, students EXPERIENCE price rises — Sellers discover they can charge high prices because Buyers are competing for scarce goods. The price mechanism is not explained; it's encountered.
  • In Round 2, students EXPERIENCE price drops — Sellers discover they must lower prices because Buyers have many options. Sellers who refuse to drop prices don't sell.
  • In Round 3, students EXPERIENCE a demand shock — prices that were low suddenly spike when demand increases. The dynamics are visible and felt.

Teacher role during experience: Do NOT explain what's happening. Circulate, observe, and take notes: which Sellers raised prices? Which Buyers walked away? What happened to prices when supply increased? These observations fuel the reflection. If students complain about "unfair" prices, note this — it's pedagogically valuable.

Phase 2 — Reflection (Lesson 1: 10 minutes + Lesson 2: 15 minutes)

End of Lesson 1 — Quick capture (10 minutes): Before the experience fades, capture immediate reflections:

  • "What happened to prices in Round 1? Were they high or low? Why?"
  • "What happened in Round 2? Why did prices change?"
  • "When I announced the demand shock in Round 3, what did Sellers do? Why?"
  • "Did anyone decide what the 'correct' price should be, or did it just... happen?"

Record key observations on the board. Don't explain yet — just gather.

Beginning of Lesson 2 — Structured reflection (15 minutes): Display the transaction price data from all three rounds on a graph (price on Y-axis, round on X-axis). Students see the pattern: prices high in Round 1, low in Round 2, spiking in Round 3.

Structured reflection questions:

  1. "In Round 1, why were Sellers able to charge high prices? What was their power?" (They had something Buyers wanted and couldn't get elsewhere — scarcity.)
  2. "In Round 2, why did prices fall even though no one TOLD Sellers to lower their prices?" (Buyers had options. A Seller charging too much got no customers. Competition forced prices down.)
  3. "Did any Buyers feel frustrated in Round 1? Did any Sellers feel frustrated in Round 2? Why?" (This surfaces the emotional dimension — the experience of market power and market vulnerability.)
  4. "Who decided the prices? Was there a central authority?" (No one decided. Prices emerged from thousands of individual negotiations. This is the key insight.)
  5. "In Round 3, the same goods suddenly became more valuable. Did the goods themselves change? What changed?" (The goods didn't change — the DEMAND changed. Value is not inherent in the object; it depends on how much people want it.)

Phase 3 — Conceptualisation (Lesson 2: 20 minutes)

From experience to principle: "What you just experienced has a name in economics. Let me introduce the language for what you already KNOW."

The teacher introduces:

  • Supply: The quantity of a good that Sellers are willing to sell at a given price. In Round 1, supply was LOW (2 per Seller). In Round 2, supply was HIGH (8 per Seller).
  • Demand: The quantity of a good that Buyers want to purchase at a given price. In Round 1 and 2, demand was moderate. In Round 3, demand SPIKED.
  • Price mechanism: Prices adjust to balance supply and demand. No one decides — it EMERGES from the interaction of buyers and sellers.
  • Supply curve and demand curve: The teacher sketches the classic diagram. "Remember Round 1? That's here on the graph — low supply, high demand, price is here. Round 2? Here — high supply, same demand, price drops. Round 3? Here — demand curve shifts right, price jumps."

Connection made explicit: "In our simulation, you charged high prices when your goods were scarce. In the real economy, the same principle explains why concert tickets cost more when the band is popular, why house prices rise when many people want to live in an area, and why petrol prices spike when oil supply is disrupted. The mechanism is the same — you've already experienced it."

Phase 4 — Application (Lesson 2: 15 minutes)

New context: Students apply supply-demand analysis to a real-world scenario they have NOT experienced:

"Read this news article: 'House prices in [local area] rise by 15% as new tech company opens headquarters.' Using what you learned from the marketplace simulation, explain: Why did house prices rise? Draw a supply-demand diagram. What would happen to house prices if the tech company then built 500 new homes for its workers?"

Application task: Students write a paragraph explanation using economic terminology (supply, demand, price mechanism, scarcity, surplus) and draw a labelled supply-demand diagram. They must connect the real-world scenario to the principle they experienced in the simulation.

How to know it worked: Students who can explain the house price scenario using supply-demand analysis have transferred their learning from the simulation to a new context. Students who can only describe what happened in the simulation but cannot apply the principle to the house price scenario have learned the activity, not the concept — they need more practice with the conceptualisation and application phases.

Transitions Between Phases

Experience → Reflection: The transition is the price data. Recording transaction prices on the board creates a SHARED DATA SET that everyone can see. This data is the raw material for reflection: "Look at the data. What pattern do you see?"

Reflection → Conceptualisation: The transition is the question: "What you noticed has a name in economics." Students have already articulated the insight in their own words ("prices went up because everyone wanted them"). The teacher now introduces the formal vocabulary that names what they already understand.

Conceptualisation → Application: The transition is the challenge: "Can you use this principle to explain something you HAVEN'T experienced?" This tests whether the learning has moved from specific (our simulation) to general (the principle of supply and demand).


Known Limitations

  1. Kolb's (1984) experiential learning cycle, while widely cited, has significant theoretical and empirical limitations. This skill draws on the four-phase cycle structure (experience → reflection → conceptualisation → application) but does NOT claim this as Kolb's model specifically. Kolb's theory has been criticised for: (a) weak empirical validation — the cycle is intuitively appealing but has not been rigorously tested, (b) cultural bias — the cycle assumes a Western, individualistic model of learning where personal experience is the starting point, (c) the "learning styles" component (Kolb's LSI) has been repeatedly debunked (Coffield et al., 2004), and (d) the cycle implies a fixed sequence when in practice learners may enter at any point. This skill uses the four-phase structure as a practical planning framework, grounded in Dewey (1938) and Boud et al. (1985) rather than Kolb specifically.
  2. Simulations simplify reality. The classroom marketplace is a simulation of supply and demand, not the real thing. Real markets involve information asymmetry, externalities, government regulation, monopoly power, behavioural biases, and historical context that a classroom simulation cannot replicate. The simulation teaches the BASIC mechanism — but students should be told explicitly: "The real economy is more complex than our simulation. What we've learned is the foundation — the principle that supply and demand affect prices. In the coming weeks, we'll add the complications."
  3. The effect size for simulation-based learning is moderate (Hattie, d=0.33). This is a positive effect but not a large one, and it depends heavily on the quality of the debriefing. Simulations without structured reflection consistently produce weaker learning outcomes than simulations WITH structured reflection. The reflection phase is not optional — it is where the learning happens. An engaging simulation followed by "OK, that was fun, now open your textbooks" wastes the experiential opportunity.

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