Anchor a multidisciplinary unit in a real-world phenomenon that requires multiple subject lenses to understand. Use when designing integrated or phenomenon-based units across disciplines.
日本語の概要は準備中です。原文の説明を表示しています。
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概要と使いどころ
Anchor a multidisciplinary unit in a real-world phenomenon that requires multiple subject lenses to understand. Use when designing integrated or phenomenon-based units across disciplines.
日本語の概要は準備中です。原文の説明を表示しています。
Plan a unit using backwards design from desired outcomes through assessment evidence to learning activities. Use when starting a new unit or redesigning an existing one from standards.
日本語の概要は準備中です。原文の説明を表示しています。
Build a learning progression showing prerequisite-to-mastery steps for a target skill or understanding. Use when sequencing content, designing diagnostics, or mapping prerequisite gaps.
日本語の概要は準備中です。原文の説明を表示しています。
Generate a cascading hint sequence for a problem type, revealing progressively without giving answers. Use when designing tutoring dialogues or scaffolded worksheets.
日本語の概要は準備中です。原文の説明を表示しています。
Map knowledge components and skill hierarchies for a cognitive tutoring system or adaptive learning platform. Use when designing intelligent tutoring software or skill-based mastery systems.
日本語の概要は準備中です。原文の説明を表示しています。
Script a multi-turn tutoring dialogue with branching responses for anticipated student difficulties. Use when designing AI tutors, chatbot interactions, or structured one-to-one support scripts.
日本語の概要は準備中です。原文の説明を表示しています。
Map which elements of an assignment benefit from AI assistance vs. which AI use undermines. Use when redesigning tasks for AI-age classrooms or setting defensible AI use policies for specific assignments.
日本語の概要は準備中です。原文の説明を表示しています。
Map the epistemic structure of a subject to determine knowledge types and inform curriculum sequencing. Use when designing courses, restructuring programmes, or analysing knowledge architecture.
日本語の概要は準備中です。原文の説明を表示しています。
Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces "Has-A" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design.
日本語の概要は準備中です。原文の説明を表示しています。
Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for adding multiplayer to single-player games including client-server architecture, authoritative server design, MultiplayerSynchronizer, lag compensation (client prediction, server reconciliation), input buffering, and anti-cheat measures. Use when retrofitting multiplayer, porting to online play, or designing networked gameplay. Trigger keywords: MultiplayerPeer, ENetMultiplayerPeer, SceneMultiplayer, MultiplayerSynchronizer, rpc, rpc_id, multiplayer_authority, client_prediction, server_reconciliation, lag_compensation, rollback.
日本語の概要は準備中です。原文の説明を表示しています。
Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.
日本語の概要は準備中です。原文の説明を表示しています。
Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces "Has-A" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for adding multiplayer to single-player games including client-server architecture, authoritative server design, MultiplayerSynchronizer, lag compensation (client prediction, server reconciliation), input buffering, and anti-cheat measures. Use when retrofitting multiplayer, porting to online play, or designing networked gameplay. Trigger keywords: MultiplayerPeer, ENetMultiplayerPeer, SceneMultiplayer, MultiplayerSynchronizer, rpc, rpc_id, multiplayer_authority, client_prediction, server_reconciliation, lag_compensation, rollback.
日本語の概要は準備中です。原文の説明を表示しています。
Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns
日本語の概要は準備中です。原文の説明を表示しています。
Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance
日本語の概要は準備中です。原文の説明を表示しています。
Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions
日本語の概要は準備中です。原文の説明を表示しています。
SwiftData class inheritance patterns for hierarchical models with type-based querying, polymorphic relationships, and when to choose inheritance vs enums. Use when designing SwiftData model hierarchies.
日本語の概要は準備中です。原文の説明を表示しています。
Generate protocol/interface test suites that any implementation must pass. Define the contract once, test every implementation. Use when designing protocols or swapping implementations.
日本語の概要は準備中です。原文の説明を表示しています。
Generates UI/UX specifications with wireframes and design system. Creates UX_SPEC.md and DESIGN_SYSTEM.md from PRD and Architecture specs. Use when designing app interface and creating design system.
日本語の概要は準備中です。原文の説明を表示しています。
Deep dive into software architecture for macOS. Covers SOLID principles, design patterns, and modular code organization. Use when designing app architecture or refactoring.
日本語の概要は準備中です。原文の説明を表示しています。
Deep dive into SwiftData design patterns and best practices. Covers schema design, query patterns, repository pattern, and performance optimization. Use when designing data models or improving SwiftData usage.
日本語の概要は準備中です。原文の説明を表示しています。
Generates technical architecture specification from PRD. Covers architecture pattern, tech stack, data models, and app structure. Use when creating ARCHITECTURE.md or designing system architecture.
日本語の概要は準備中です。原文の説明を表示しています。
SwiftData skills — class inheritance patterns for hierarchical models, type-based querying, polymorphic relationships, and inheritance-vs-enum decisions. Use when designing SwiftData model hierarchies.
日本語の概要は準備中です。原文の説明を表示しています。