Learning futures laboratory

Tools for minds
in motion.

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.

NOTICETESTREVISE

I am here to explore tools and practice a skill.

01 / INTERACTIVE TOOLS

Start with something you want to understand.

Each tool asks you to make decisions, test ideas, and leave with evidence of your own work.

REMEMBER / STUDY

Recall

Use active retrieval and spaced practice to study what you are closest to forgetting.

Open Recall

CODE / SEQUENCE

Parsons Practice

Arrange mixed-up code, trace the logic, check the result, and revise your algorithm.

Open Parsons

CODE / TRACE

Trace

Follow program state one highlighted line at a time and make every changing value visible.

Open Trace

WRITE / REASON

Thesis Creator

Build an argumentative claim by working through the prompt, position, qualification, and reason.

Open Thesis Creator

TEACH / PREPARE

Interview Toolkit

Research a school, organize teaching evidence, prepare a model lesson, and practice interview responses.

Open Toolkit

02 / CURRICULUM COLLECTIONS

Organized around what learners do.

Browse by thinking skill or subject. Each collection can combine lessons, practice tools, teacher notes, and student evidence.

REMEMBER + EXPLAIN

Durable Learning

Retrieval practice, spaced review, reflection, and strategies that help learners explain ideas in their own words.

REASON + CODE

Computer Science

Algorithms, tracing, programming structures, debugging, and creative computing.

NOTICE + CREATE

Design and Media

Photography, composition, visual communication, rhythm, and creative production.

QUESTION + INVESTIGATE

Inquiry and Teacher Learning

Historical evidence, literature, lesson design, clinical practice, and professional preparation.

Visit Teacher Lessons

03 / HOW WE DESIGN FOR LEARNING

The learner stays in the loop.

Every experience should create a useful cycle of action, feedback, reflection, and revision.

01

Notice

Begin with a question, example, pattern, or problem worth examining.

02

Decide

Ask the learner to predict, choose, arrange, label, or explain before revealing help.

03

Test

Make feedback specific enough to support another thoughtful attempt.

04

Revise

Collect the learner's evidence so progress becomes visible and useful.

04 / COMPONENT LAB

The Thought Console.

A reusable evidence panel for activities that ask learners to notice, collect, decide, and export.

THOUGHT CONSOLE / PROTOTYPE0 / 4
0%Evidence collected in this prototype

Your notes stay in this browser. Add up to four observations.

  • No evidence collected yet. Add your first observation above.

Classroom privacy: This prototype stores sample notes only in local browser storage. Nothing is sent to a server.

05 / CHOOSE A PATH

Different needs. One learning system.

Students enter through practice. Teachers enter through curriculum, implementation guidance, and evidence.

STUDENT PATHWAY

Practice something.

Choose a thinking tool, work through a challenge, revise your ideas, and download evidence when your teacher asks for it.

Explore student tools

TEACHER PATHWAY

Plan with purpose.

Find classroom-tested lessons, implementation notes, student directions, and tools that make learning visible.

Browse teacher lessons

CREATED BY DR. JOHN McGARVEY

Built from the classroom outward.

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