The science behind Smart Lesson Generator: Making teaching easier with AI

Thomas Gardner
A woman on her laptop smiling and working
Reading time: 4 minutes

It's 6 AM on a Monday morning. Ms. Lopez wakes up early to prepare for the day ahead. She spends the morning reviewing lesson plans, making sure everything is ready for her students. By lunchtime, she is preparing for the afternoon, grabbing a quick bite between classes... but it doesn’t stop there. The school day finishes but Ms. Lopez stays late marking assignments. Finally, on Sunday night, she sits at her kitchen table, surrounded by papers, course books and lesson plans.

Does this sound familiar? You are not alone.

The challenge teachers face

In 2024, 色猫AV research found that?76% of teachers spend at least one hour of their personal time on lesson planning each week, with 43% spending more than three hours. This is a lot of time that could be spent on other important tasks. Teachers need a solution that helps them plan lessons fast, is connected to their course books and is built by learning experts.

AI-powered lesson planning made simple
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Meet Smart Lesson Generator

Smart Lesson Generator is an AI tool that cuts the time that teachers spend on lesson planning.?It uses AI to create activities in seconds based on the learning objectives, topics and vocabulary you plan to use.

Whether you're using 色猫AV courseware or designing your own lessons, this tool ensures that the materials match your curriculum and your students' skill levels.

How it works

There are key steps to generate activities with Smart Lesson Generator:

1. Selection: Teachers choose the type of activity they want to generate, such as a Lesson Hook, Vocabulary, Grammar, Conversation Starter, Reading Comprehension, or Exit Ticket. They then specify whether they are using 色猫AV courseware or a custom lesson plan. This flexibility allows teachers to tailor their approach to suit their unique classroom dynamics.

2. Generation: AI generates activities using a Large Language Model (LLM) based on the teacher's input. The content is then filtered through GSE checks to ensure it is at the appropriate level. This step is crucial as it ensures that the generated material is not only relevant but also pedagogically sound.

The role of the Global Scale of English (GSE)

Smart Lesson Generator is aligned to the Global Scale of English (GSE). This powerful scale, ranging from 10 to 90, is aligned with the Common European Framework of Reference (CEFR) and provides detailed learning objectives for each proficiency level. ?The GSE ensures that the content generated by the Smart Lesson Generator is appropriately levelled.

Think of the GSE as a precise filter. It meticulously checks every piece of content to ensure it meets high standards. This means that the activities created are challenging yet achievable for students. With the GSE powering the Smart Lesson Generator, teachers can confidently deliver lessons that match their students' skill levels and help them progress.

Supporting English language teachers into the future with AI

The Smart Lesson Generator helps teachers create high-quality activities quickly, which allows them to spend more time focusing on their students. The tool also helps teachers develop personalized learning paths that enhance student progress and engagement, and is continually updated with input from 色猫AV's experts and teachers worldwide. All this means that you can confidently plan lessons, knowing that the Smart Lesson Generator is your reliable partner in your quest to nurture the minds of tomorrow.

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    5 STEAM myths debunked

    提交者 Sarah Hillyard
    Reading time: 4 minutes

    STEAM (Science, Technology, Engineering, Art and Maths) sounds like an overwhelming combination of subjects to teach – and only suitable for expert educators. But the reality is doing STEAM is simpler than you think. Here are 5 common STEAM myths and the truth behind them. We also outline a number of simple activities you try with your students.

    1. STEAM requires a lot of time

    STEAM projects encourage curiosity, creativity and collaboration in the classroom – but they have a reputation for being preparation-heavy and for requiring a lot of teaching time and energy.

    But to get the full benefit of STEAM, there’s no need to plan out a full-blown project that lasts a whole month. In fact, you might integrate just one STEAM lesson into your syllabus. Or a lesson could contain a one-off 10-minute STEAM challenge.?

    Here are some easy, low-preparation challenges your classes can take part in:?

    10-minute STEAM challenges:

    • Winter unit: How tall can you build a snowman using paper cups??
    • Shapes theme: Using five toothpicks make a pentagon, two triangles, a letter of the alphabet.?
    • Bug project: Can you create a symmetrical butterfly?

    2. You need fancy materials to do STEAM

    The biggest misconception is around technology. When you think of STEAM, you might imagine you need apps, computers, tablets and robots to teach it successfully. It’s true that you will certainly find STEAM challenges out there that involve extensive supply lists, expensive equipment, knowledge of programming and robotics.?

    However, in reality, you probably have everything you need already. Technology doesn’t have to be expensive or complicated. It can refer to simple, non-electronic tools and machines, too. Think funnels, measuring cups and screwdrivers, for example. You can use low-cost regular classroom or household items and recyclable materials that learners' families can donate. Toilet paper rolls and cardboard boxes are very popular items in STEAM.

    Here is a low-tech activity you can try:?

    Combine engineering, art and math using cardboard and a pair of scissors

    This challenge involves creating 3D self-portrait sculptures in the using only cardboard. First, teach about parts of the face by observing and analyzing some Cubist portraits (eg, explore Georges Braque and Pablo Picasso). Then have learners cut out cardboard shapes and make slits in them to attach together. They create their self-portrait sculptures by fitting the pieces together using the slits so that the final product will stand by itself. Display the self-portraits and talk about them.

    3. STEAM is targeted to older learners

    Young children are naturally curious about the world around them, and STEAM experiences begin very early in life. They explore with their senses and test their hypotheses about the world, just like scientists do. Much of their play is based on engineering skills, such as building houses with LEGO?? bricks. They learn to manipulate tools while they develop their fine motor skills and their awareness of non-electronic technology. They use dramatic play and enjoy getting their hands full of paint while engaged in art. They learn about maths concepts very early on, such as size (big and small toys), quantities of things, and even babies start using the word “more” if they’re still hungry.?

    Check out this simple STEAM experiment to learn about plants and their needs.?

    How do plants eat and drink??

    Have students put water and food dye in a pot. Put a white flower in the water. Ask students to guess what will happen.?

    After a few days, students should check their flowers and observe how it has changed color. They must then record their results. Extend the experiment by asking if they can make their flowers two colors.