Make Games with Sichuang
A bilingual tabletop game design course in 7 parts and 28 chapters. Starting with Snakes and Ladders, learners explore real games, change rules, test ideas, and develop a playable game of their own.
Projects gather curriculum design, educational experimentation, and digital making in one structured place. Some entries are bilingual; others remain language-specific for now.
Projects gather curriculum design, educational experimentation, and digital making in one structured place. Some entries are bilingual; others remain language-specific for now.
A bilingual tabletop game design course in 7 parts and 28 chapters. Starting with Snakes and Ladders, learners explore real games, change rules, test ideas, and develop a playable game of their own.
A playable game about game design. Start with Rock–Paper–Scissors, then add abilities, cards, and contested spaces to experience how changing and combining rules reshapes players’ choices.
An AI-supported creative programming studio for learners aged 6–14, foregrounding goal decomposition, system relationships, milestone evidence, preview observation, and learner-owned revision. Its Systems-Before-Code framework grounds the accepted ICCE 2026 paper.
A Chinese-first interactive assessment that maps teaching beliefs, motivation design, and evaluation habits into 16 teacher archetypes.
A structured knowledge base at kebiao.org, organizing more than 2,000 records across nine subjects from China's 2022 K-9 curriculum standards for outcomes mapping, cross-disciplinary inquiry, and source-grounded AI applications.
An adaptive PBL thinking scaffold powered by Gemini 3 Pro, designed to move students from fragile ideas to an executable first step.
A school-based competency framework and evaluation platform that connects standards, evidence, and student growth into a usable teaching system.
An applied AI literacy course that turns prompt engineering, workflow thinking, and everyday AI use into a structured learning experience.