아이디어 정리, 구현, 오류 조사에 맞는 관련 스킬과 사용 순서를 안내합니다. 작업의 규모와 단계에 따라 다음 절차를 선택하도록 돕습니다.
- 아이디어부터 구현까지의 절차 선택
- 오류 조사를 시작할 지점 찾기
- 여러 세션에 걸친 개발 진행 방식 상담
학습 목표와 현재 이해도에 맞춰 짧은 대화형 수업을 만듭니다. 퀴즈와 피드백으로 연습하고, 복습 자료와 학습 기록을 쌓아 여러 세션에 걸친 학습을 지원합니다.
Teach the user a new skill or concept, within this workspace.
teach는 학습 목표와 현재 이해도에 맞춰 짧은 대화형 수업을 만듭니다. 신뢰할 수 있는 자료에서 필요한 지식을 모으고, 퀴즈와 실습 과제로 연습하며, 답변과 수행 내용에 피드백을 제공합니다. 기억에서 떠올리는 연습과 간격을 둔 복습을 활용해 오래 기억할 수 있도록 학습을 구성합니다.
새로운 분야를 여러 세션에 나누어 배우거나 배운 내용을 나중에 참고하고 싶을 때 유용합니다. 학습 기록을 바탕으로 다음에 배울 내용을 정하고 용어집과 요약표도 쌓아 갑니다. 각 수업은 한 가지 주제에 집중하며 짧은 시간에 마칠 수 있도록 구성합니다.
/teach로 프로그래밍 기초를 배우고 싶습니다. 먼저 학습 목적을 정리해 주세요.”/teach를 실행한 디렉터리가 학습 작업 공간이 됩니다. 목표는 MISSION.md, 수업 자료는 ./lessons/, 학습 기록은 ./learning-records/ 등에 저장합니다. 목표가 정해지지 않았다면 먼저 확인하며, 목표를 변경할 때도 사용자 확인을 받습니다.
이 소개문은 공개된 SKILL.md를 바탕으로 AI(OpenAI Codex)가 작성했습니다. 정확한 사양은 아래 원문을 확인하세요.
AI가 SKILL.md의 내용만을 근거로 4가지 관점에서 판정했습니다. 스타 수나 인기도는 판정에 넣지 않았습니다.
총점은 각 항목을 A=25점, B=15점, C=5점으로 더한 값입니다. 2026년 10월 19일 기준으로 AI(OpenAI Codex)가 판정했습니다. 참고용이므로 설치 전에 원문도 확인해 주세요.
설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
The user has asked you to teach them something. This is a stateful request - they intend to learn the topic over multiple sessions.
Treat the current directory as a teaching workspace. Workspace paths (./lessons/ and the rest) resolve from the directory /teach was run in; only the *-FORMAT.md links resolve from this skill's folder. The state of their learning is captured in this directory in several files:
MISSION.md: A document capturing the reason the user is interested in the topic. This should be used to ground all teaching. Use the format in MISSION-FORMAT.md../reference/*.html: A directory of reference materials. These are the compressed learnings from the lessons - cheat sheets, reference algorithms, syntax, yoga poses, glossaries. They are the raw units of learning. They should be beautiful documents which print out well, and are designed for quick reference.RESOURCES.md: A list of resources which can be explored to ground your teaching in contextual knowledge, or to acquire knowledge and wisdom. Use the format in RESOURCES-FORMAT.md../learning-records/*.md: A directory of learning records, which capture what the user has learned. These are loosely equivalent to architectural decision records in software development - they capture non-obvious lessons and key insights that may need to be revised later, or drive future sessions. These should be used to calculate the zone of proximal development. They are titled 0001-<dash-case-name>.md, where the number increments each time. Use the format in LEARNING-RECORD-FORMAT.md../lessons/*.html: A directory of lessons. A lesson is a single, self-contained HTML output that teaches one tightly-scoped thing tied to the mission. This is the primary unit of teaching in this workspace../assets/*: Reusable components shared across lessons. See Assets.NOTES.md: A scratchpad for you to jot down user preferences, or working notes.To learn at a deep level, the user needs three things:
Before the RESOURCES.md is well-populated, your focus should be to find high-quality resources which will help the user acquire knowledge. Never trust your parametric knowledge.
Some topics may require more skills than knowledge. Learning more about theoretical physics might be more knowledge-based. For yoga, more skills-based.
You should be careful to split between two types of learning:
Fluency can give the user an illusory sense of mastery, but storage strength is the real goal. Try to design lessons which build long-term retention by desirable difficulty:
A lesson is the main thing you produce: the unit in which knowledge and skills reach the user. Each lesson is one self-contained HTML file, saved to ./lessons/ and titled 0001-<dash-case-name>.html where the number increments each time.
A lesson should be beautiful, with clean, readable typography and layout, since the user will return to these later to review. Think Tufte.
The lesson should be short, and completable very quickly. Learners' working memory is very small, and we need to stay within it. But each lesson should give the user a single tangible win that they can build on. It should be directly tied to the mission, and should be in the user's zone of proximal development.
If possible, open the lesson file for the user by running a CLI command.
Each lesson should link via HTML anchors to other lessons and reference documents.
Each lesson should recommend a primary source for the user to read or watch. This should be the most high-quality, high-trust resource you found on the topic.
Each lesson should contain a reminder to ask followup questions to the agent. The agent is their teacher, and can assist with anything that's unclear.
Lessons are built from reusable components, stored in ./assets/: stylesheets, quiz widgets, simulators, diagram helpers, and anything else a second lesson could reuse.
Reuse is the default, not the exception. Before authoring a lesson, read ./assets/ and build from the components already there. When a lesson needs something new and reusable, write it as a component in ./assets/ and link to it; never inline code a future lesson would duplicate.
A shared stylesheet is the first component every workspace earns: every lesson links it, so the lessons look like one consistent course rather than a pile of one-offs. As the workspace grows, so should the component library.
Every lesson should be tied into the mission - the reason that the user is interested in learning about the topic.
If the user is unclear about the mission, or the MISSION.md is not populated, your first job should be to question the user on why they want to learn this.
Failing to understand the mission will mean knowledge acquisition is not grounded in real-world goals. Lessons will feel too abstract. You will have no way of judging what the user should do next.
Missions may change as the user develops more skills and knowledge. This is normal - make sure to update the MISSION.md and add a learning record to capture the change. Confirm with the user before changing the mission.
Each lesson, the user should always feel as if they are being challenged 'just enough'.
The user may specify an exact thing they want to learn. If they don't, figure out their zone of proximal development by:
learning-recordsLessons should be designed around a skill the user is going to learn. The knowledge in the lesson should be only what's required to acquire that skill. You teach the knowledge first, then get the user to practice the skills via an interactive feedback loop.
Knowledge should first be gathered from trusted resources. Use RESOURCES.md to keep track of them. Lessons should be littered with citations - links to external resources to back up any claim made. This increases the trustworthiness of the lesson.
For acquiring knowledge, difficulty is the enemy. It eats working memory you need for understanding.
If knowledge is all about acquisition, skills are about durability and flexibility. Make the knowledge stick.
For skill acquisition, difficulty is the tool. Effortful retrieval is what builds storage strength. Skills should be taught through interactive lessons. There are several tools at your disposal:
Each of these should be based on a feedback loop, where the user receives feedback on their performance. This feedback loop should be as tight as possible, giving feedback immediately - and ideally automatically.
For quizzes, each answer should be exactly the same number of words (and characters, if possible). Vary which position holds the correct answer across questions. Don't give the user any clues about the answer through formatting or order.
Wisdom comes from true real-world interaction - testing your skills outside the learning environment.
When the user asks a question that appears to require wisdom, your default posture should be to attempt to answer - but to ultimately delegate to a community.
A community is a place (online or offline) where the user can test their skills in the real world. This might be a forum, a subreddit, a real-world class (budget permitting) or a local interest group.
You should attempt to find high-reputation communities the user can join. If the user expresses a preference that they don't want to join a community, respect it.
While creating lessons, you should also create reference documents. Lessons can reference these documents - they are useful for tracking raw units of knowledge useful across lessons.
Lessons will rarely be revisited later - reference documents will be. They should be the compressed essence of the lesson, in a format designed for quick reference.
Some learning topics lend themselves to reference:
Glossaries, in particular, are an essential reference. Once one is created, it should be adhered to in every lesson.
NOTES.mdThe user will sometimes express preferences of how they want to be taught, or things you should keep in mind. This is the place to record those preferences, so you can refer back to them when designing lessons or working with the user.
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아이디어 정리, 구현, 오류 조사에 맞는 관련 스킬과 사용 순서를 안내합니다. 작업의 규모와 단계에 따라 다음 절차를 선택하도록 돕습니다.
한 세션에서 장기 목표를 향해 여러 하위 에이전트의 작업을 조율합니다. 사용자와 대화를 이어가면서 다음 작업에도 도움이 될 환경과 공통 규칙을 개선합니다.
진행 중인 대화를 인계용으로 요약하고 민감한 정보를 제외한 뒤 새 백그라운드 에이전트에 전달합니다. 다음 작업의 초점과 참고 자료를 정리해 현재 작업 위치에서 이어 갑니다.
지정한 커밋이나 브랜치를 기준으로 코드 변경을 검토합니다. 문서화된 개발 규칙 준수와 요구 사항 구현을 별도로 확인하고 두 관점의 지적 사항을 나누어 보고합니다.
호출자가 익혀야 할 사용법은 줄이고 복잡한 처리는 내부에 모으는 모듈 설계를 돕습니다. 공통 용어와 판단 기준으로 사용 편의성과 테스트 용이성을 검토합니다.
재현하기 어려운 오류와 성능 저하를 증상 감지 테스트나 스크립트로 조사합니다. 원인 후보를 검증하고 수정한 뒤 재발 방지 테스트까지 확인합니다.