Rhythm Wheel
Build layered rhythms by placing beats around a circle, rotating patterns, and hearing how musical structures connect.
Open Rhythm WheelLearning futures laboratory
Classroom-tested curriculum and interactive tools that help students remember, reason, collect evidence, write, code, revise, and explain.
DESIGN PRINCIPLE 001
Technology supports the thinking. The student does the thinking.
01 / INTERACTIVE TOOLS
Each tool asks you to make decisions, test ideas, and leave with evidence of your own work.
Build layered rhythms by placing beats around a circle, rotating patterns, and hearing how musical structures connect.
Open Rhythm WheelUse active retrieval and spaced practice to study what you are closest to forgetting.
Open RecallArrange mixed-up code, trace the logic, check the result, and revise your algorithm.
Open ParsonsFollow program state one highlighted line at a time and make every changing value visible.
Open TraceBuild an argumentative claim by working through the prompt, position, qualification, and reason.
Open Thesis CreatorResearch a school, organize teaching evidence, prepare a model lesson, and practice interview responses.
Open Toolkit02 / CURRICULUM COLLECTIONS
Browse by thinking skill or subject. Each collection can combine lessons, practice tools, teacher notes, and student evidence.
REMEMBER + EXPLAIN
Retrieval practice, spaced review, reflection, and strategies that help learners explain ideas in their own words.
REASON + CODE
Algorithms, tracing, programming structures, debugging, and creative computing.
NOTICE + CREATE
Photography, composition, visual communication, rhythm, and creative production.
QUESTION + INVESTIGATE
Historical evidence, literature, lesson design, clinical practice, and professional preparation.
03 / HOW WE DESIGN FOR LEARNING
Every experience should create a useful cycle of action, feedback, reflection, and revision.
Begin with a question, example, pattern, or problem worth examining.
Ask the learner to predict, choose, arrange, label, or explain before revealing help.
Make feedback specific enough to support another thoughtful attempt.
Collect the learner's evidence so progress becomes visible and useful.
04 / COMPONENT LAB
A reusable evidence panel for activities that ask learners to notice, collect, decide, and export.
05 / CHOOSE A PATH
Students enter through practice. Teachers enter through curriculum, implementation guidance, and evidence.
STUDENT PATHWAY
Choose a thinking tool, work through a challenge, revise your ideas, and download evidence when your teacher asks for it.
Explore student toolsTEACHER PATHWAY
Find classroom-tested lessons, implementation notes, student directions, and tools that make learning visible.
Browse teacher lessonsCREATED BY DR. JOHN McGARVEY
Dr. Teach Tech grows from more than 30 years of work across computer science, history, design, educational technology, and teacher preparation. The goal is simple: build practical tools that ask learners to think deeply and help teachers see the thinking students have done.
Visit JohnMcGarvey.com