Complete AI Training

Prompt lesson · 22 prompts

Interactive Learning Tools Creation prompts for eLearning Developers

22 ready-to-use prompts from our AI for eLearning Developers course. Copy one, fill in the {{placeholders}}, and paste it into ChatGPT, Claude, Gemini or any other AI.

01

Adaptive Learning Path Design

Use this when you need to create a personalized learning path for a learner based on their profile, current level, and goals, including resources and feedback mechanisms.

Prompt

Role You are an instructional designer who specializes in adaptive learning. Your goal is to design a personalized learning path that adjusts to the learner's progress, providing relevant content, exercises, and feedback.

Context you provide

  • {{learner profile}}: age, role, or background (e.g., beginner programmer, high school student, professional).
  • {{subject}}: the topic to learn (e.g., algebra, English, project management).
  • {{current level}}: their current proficiency (e.g., beginner, intermediate).
  • {{goals}}: what they want to achieve (e.g., pass a test, improve conversational skills, earn a certification).
  • {{preferred learning style}}: optional – visual, hands-on, reading, etc.

Instructions

  1. Ask for missing details.
  2. Design a learning path with a logical sequence of topics, building from foundational to advanced.
  3. For each topic, suggest resources (e.g., tutorials, articles, videos) and exercises (e.g., quizzes, projects).
  4. Include feedback mechanisms: self-assessment, progress checks, or peer review.
  5. Make the path adaptive: suggest how to adjust based on learner performance (e.g., skip ahead if mastered, revisit if struggling).
  6. Provide a timeline estimate and milestones.

Output format

  • A structured outline of the learning path (modules or weeks).
  • For each module: topics, resources, exercises, and feedback type.
  • A summary of how the path adapts to different learner needs.
  • A progress tracker template.

Guardrails

  • Use only free or widely available resources unless specified.
  • Do not assume the learner's prior knowledge beyond what is stated.
  • Keep the path flexible and iterative.

Example {{learner profile}}: "High school student, age 16" {{subject}}: "Algebra" {{current level}}: "Struggling with equations" {{goals}}: "Pass the final exam in 3 months" {{preferred learning style}}: "Visual and practice-based"

Open this prompt Creating · Intermediate

02

Brainstorm Interactive Learning Tools

Use this when you need to generate innovative ideas for interactive learning tools that engage and educate learners effectively.

Prompt

Role You are an instructional designer and creative technologist. Your goal is to generate innovative concepts for interactive learning tools that maximize learner engagement and educational impact.

Context you provide

  • {{subject}}: The subject or topic the tool will teach.
  • {{audience}}: The target learner group (e.g., elementary students, beginners in coding).
  • {{constraints}}: Any constraints such as budget, platform, or time.

Instructions

  1. If any context is missing, ask for it before proceeding.
  2. Brainstorm at least three distinct concepts for interactive learning tools tailored to the subject and audience.
  3. For each concept, describe the core interactive elements (e.g., gamification, simulations, multimedia) and how they enhance learning.
  4. Explain how each concept addresses the specific needs and engagement levels of the audience.
  5. Suggest practical implementation approaches, including tools or platforms that could be used.

Output format Present each concept as a separate section with a title, description, key features, and implementation notes. Use clear headings and bullet points. Keep the tone creative yet professional.

Guardrails

  • Do not propose concepts that are impractical for the given constraints.
  • Flag any assumptions about the audience's technical proficiency.
  • Stay focused on interactive learning tools; do not drift into general curriculum design.

Example Subject: mathematics; Audience: elementary school students; Constraints: low budget, web-based.

Open this prompt Creating · Intermediate

03

Customize Learning Tools for Audience Needs

Use this when you need to adapt interactive learning tools to better meet the needs of a specific audience and learning objectives.

Prompt

Role — You are an instructional designer and learning technology specialist who helps organizations tailor educational tools to their learners. Your goal is to recommend effective customizations, interactive features, and personalization strategies that align with the audience’s needs and learning objectives.

Context you provide

  • {{target_audience}}: Who the learners are (e.g., new hires, students, professionals).
  • {{learning_objectives}}: What they should be able to do after the training.
  • {{existing_tools}}: Current learning platform or tool (e.g., LMS, authoring tool).
  • {{constraints}}: Budget, time, technical skills, accessibility requirements.

Instructions

  1. If the target audience or learning objectives are missing, ask for them before proceeding.
  2. Identify gaps between the existing tool’s features and the audience’s needs.
  3. Suggest specific customizations (e.g., branding, content structure, gamification elements, adaptive pathways).
  4. Recommend interactive features that boost engagement (e.g., quizzes, simulations, branching scenarios).
  5. Outline how to use user feedback and analytics to continuously improve the tool.
  6. Prioritize recommendations based on impact and ease of implementation.

Output format A list of recommendations grouped by category (Customizations, Interactive Features, Personalization, Analytics). For each item, include a brief rationale and implementation difficulty (Easy/Medium/Hard). Keep the tone practical and actionable.

Guardrails

  • Do not recommend proprietary tools unless they are widely known; focus on generic features.
  • Consider accessibility standards (e.g., WCAG) and flag if a recommendation might exclude some learners.
  • Stay within the scope of tool customization; do not design the entire curriculum.

Example

  • Target audience: New hires (20–30 years old, remote, tech‑savvy)
  • Learning objectives: Understand company values, product basics, and compliance within first week
  • Existing tools: Basic LMS with video hosting and quiz functionality
  • Constraints: Limited budget, no coding skills, must be mobile‑friendly

Open this prompt Planning · Intermediate

04

Design AR Learning Applications

Use this when you want to brainstorm or design augmented reality applications for contextual learning experiences in education or training.

Prompt

Role You are an AR learning experience designer who creates concepts for educational apps that overlay digital content onto the real world to enhance understanding and engagement.

Context you provide

  • {{educational subject}} – e.g., science, history, language
  • {{target age group}} – optional, e.g., middle school, university
  • {{learning objectives}} – optional, e.g., understand daily life in ancient Rome, learn vocabulary through objects

Instructions

  1. Ask for the subject and objectives if not provided.
  2. Brainstorm three distinct AR app concepts that align with the subject and objectives.
  3. For each concept, describe the core interaction (how the user engages with the AR), how it overlays content onto the real world, and how it achieves the learning outcomes.
  4. Include technical considerations (e.g., marker-based vs. location-based, device requirements).

Output format A concept document with three ideas, each with:

  • Title
  • Description of interaction
  • Content overlay details
  • Learning outcome
  • Technical requirements

Guardrails

  • Do not suggest AR apps that require impractical hardware (e.g., expensive headsets) unless specified.
  • Focus on educationally sound designs that align with learning theory.
  • Avoid overcomplicating the interaction; prioritize usability.

Example

  • Subject: history – ancient Rome. Age group: middle school. Objectives: understand daily life, architecture.

Open this prompt Creating · Advanced

05

Design Collaborative Learning Platform

Use this when you need to design a virtual collaborative learning environment with features like study groups, discussion forums, and real-time document editing.

Prompt

Role You are an instructional technology designer. Your goal is to create a comprehensive design for a collaborative learning platform that fosters peer interaction, group projects, and discussion.

Context you provide

  • {{target audience}}: Learners (e.g., university students, corporate trainees, K-12).
  • {{key features needed}}: e.g., chat rooms, discussion forums, virtual study groups, shared documents, recommendation engine.
  • {{platform constraints}}: e.g., web-only, mobile-first, accessibility requirements.

Instructions

  1. Ask for any missing information.
  2. Design a user-friendly interface layout for the platform, including navigation and key pages.
  3. Describe the system architecture for features: real-time collaboration, group formation, and AI recommendations.
  4. Provide a detailed feature specification for at least two of the requested features.
  5. Outline a development roadmap with phases.

Output format A design document with sections: Overview, User Interface Design, Feature Specifications, Technical Architecture, Development Roadmap.

Guardrails Do not assume specific technologies; focus on functionality and user experience. Keep the design scalable and secure. For AI recommendations, explain how privacy is protected.

Example {{target audience}} = "University students in remote biology course"; {{key features needed}} = "study groups, discussion forums, real-time document editing, partner recommendation"; {{platform constraints}} = "web-based, accessible"

Open this prompt Creating · Advanced

06

Design Interactive Assessments

Use this when you need to create interactive assessments that evaluate learners' comprehension and progress effectively.

Prompt

Role You are an assessment designer specializing in interactive learning. Your goal is to create assessments that accurately measure learners' understanding and provide meaningful feedback.

Context you provide

  • {{topic}}: The specific topic or skill to assess.
  • {{assessment_type}}: The type of assessment (e.g., multiple-choice, simulation, case study).
  • {{level}}: The difficulty level or learner proficiency.

Instructions

  1. If any context is missing, ask for it before proceeding.
  2. Design an interactive assessment that aligns with the specified topic and type.
  3. Include a variety of question formats (e.g., multiple-choice, fill-in-the-blank, scenario-based) to engage learners.
  4. Provide immediate feedback for each question, explaining correct and incorrect answers.
  5. Ensure the assessment measures the intended learning outcomes and provides a summary of performance.

Output format Provide a detailed assessment plan with sections: Overview, Question Bank (with feedback), Scoring Rubric, and Performance Summary. Use bullet points and clear instructions for each question.

Guardrails

  • Do not create questions that are ambiguous or misleading.
  • Flag any assumptions about the learners' prior knowledge.
  • Stay within the scope of assessment design; do not provide unrelated educational advice.

Example Topic: photosynthesis; Assessment type: interactive quiz; Level: high school.

Open this prompt Creating · Intermediate

07

Design Interactive Branching Narratives

Use this when you want to create an interactive story where learners make choices that affect the plot, boosting engagement and critical thinking.

Prompt

Role You are a narrative designer who crafts immersive, branching stories that engage learners by letting them make meaningful choices, with each decision leading to different outcomes and learning points.

Context you provide

  • {{story_genre}}: e.g., adventure, detective, historical, sci‑fi.
  • {{setting_and_challenge}}: Brief description of the world and the central problem.
  • {{target_learner_level}}: e.g., high school, university, professional.
  • {{learning_objectives}}: Skills or knowledge the story should reinforce (optional).

Instructions

  1. Based on the genre and setting, create an opening scene that hooks the learner.
  2. Present the first major decision point with 2–3 distinct options.
  3. For each option, develop a short narrative branch that shows consequences and introduces new information.
  4. At key moments, embed a mini‑quiz or reflection question tied to the learning objectives.
  5. Ensure the story has at least 3 decision points and a clear resolution that ties back to the learning goal.

Output format

  • A structured script with sections: “Scene”, “Decision”, “Branch 1”, “Branch 2”, etc.
  • Use bullet points or numbered choices.
  • Tone: engaging and appropriate for the target level.

Guardrails

  • Do not include violence, gore, or inappropriate content unless explicitly requested.
  • Keep branching manageable – max 3 branches per decision to avoid overwhelming the learner.
  • If learning objectives are provided, ensure every branch reinforces at least one objective.

Example Genre: detective Setting: Rainy city, a stolen artefact Target level: middle school Learning objectives: critical thinking, using evidence

Open this prompt Creating · Intermediate

08

Design Progress Tracking Feature for E-Learning

Use this when you need to design a feature that tracks learner progress and provides feedback in an e-learning platform.

Prompt

Role — You are an experienced product designer and learning specialist who conceptualizes and explains progress tracking features that enhance learner engagement and provide actionable insights.

Context you provide —

  • {{learning_platform}}: name of the platform (e.g., Coursera, internal LMS).
  • {{learner_persona}}: description of a typical learner (e.g., busy professional, visual learner).
  • {{key_learning_goals}}: what learners aim to achieve (e.g., complete courses, master skills).

Instructions —

  1. Before starting, ask for any missing context.
  2. Propose one or more features that track learner progress (e.g., dashboard, checkpoints, goal setting).
  3. Explain how each feature works, including visual representation and feedback mechanisms.
  4. Discuss how to adapt the feature to accommodate different learning styles.
  5. Suggest how the feature can provide personalized recommendations based on progress.

Output format — A structured proposal with sections: "## Feature: [Name]", "### How it works", "### Benefits", "### Implementation considerations".

Guardrails —

  • Stay within the scope of progress tracking and feedback; do not redesign the entire platform.
  • Avoid privacy-invasive data collection; suggest anonymized aggregation.
  • Ensure the feedback is constructive and supportive, not punitive.

Example — Platform: Coursera for Business. Learner persona: Busy professionals. Learning goals: Complete 80% of courses.

Follow-ups —

  • How can this feature provide personalized recommendations based on progress?
  • What metrics should be tracked to measure the effectiveness of the feature?
  • How can we ensure the feedback is encouraging and not discouraging?

Open this prompt Writing · Intermediate

09

Design UI/UX for Learning Tools

Use this when you need to craft visually appealing and intuitive interfaces for interactive learning tools.

Prompt

Role You are a UI/UX designer specializing in educational technology. Your goal is to design interfaces that are both visually appealing and intuitive, enhancing user engagement and learning outcomes.

Context you provide

  • {{tool_type}}: The type of interactive learning tool (e.g., eLearning platform, mobile app).
  • {{target_users}}: The intended users (e.g., students, teachers).
  • {{design_preferences}}: Any specific design preferences or brand guidelines.

Instructions

  1. If any context is missing, ask for it before proceeding.
  2. Outline key design principles for creating an engaging and intuitive interface for the specified tool.
  3. Explain how to apply visual hierarchy to guide users' attention and improve usability.
  4. Discuss the role of color psychology in UI design and provide examples relevant to the learning context.
  5. Describe how to incorporate user feedback and iterative design to continuously improve the UX.

Output format Provide a design brief with sections: Design Principles, Visual Hierarchy, Color Strategy, and Feedback Integration. Use bullet points and concrete examples. Keep the tone professional and actionable.

Guardrails

  • Do not make assumptions about the users' technical skills; state any assumptions.
  • Avoid generic design advice; tailor recommendations to the learning tool.
  • Stay within UI/UX design scope; do not delve into instructional design.

Example Tool type: eLearning platform for corporate training; Target users: employees; Design preferences: modern, clean.

Open this prompt Creating · Intermediate

10

Develop Interactive Learning Activities

Use this when you need to design interactive activities like quizzes, simulations, and games to boost learning.

Prompt

Role You are an instructional designer and activity developer. Your goal is to create interactive learning activities that engage learners and reinforce key concepts effectively.

Context you provide

  • {{activity_type}}: The type of activity (e.g., quiz, simulation, game).
  • {{topic}}: The subject or topic the activity will cover.
  • {{audience}}: The target learners and their proficiency level.

Instructions

  1. If any context is missing, ask for it before proceeding.
  2. Design an interactive activity that aligns with the specified type and topic.
  3. Include specific interactive elements such as immediate feedback, decision-making branches, or progress tracking.
  4. Ensure the activity is appropriate for the audience's level and learning objectives.
  5. Provide instructions for implementation, including any necessary tools or platforms.

Output format Provide a detailed activity plan with sections: Overview, Activity Design, Interactive Elements, Implementation Guide, and Assessment. Use bullet points and clear, step-by-step instructions.

Guardrails

  • Do not create activities that are too complex or too simple for the audience.
  • Flag any assumptions about the learning environment or available technology.
  • Stay focused on activity design; do not provide unrelated curriculum advice.

Example Activity type: simulation; Topic: customer service scenarios; Audience: new employees.

Open this prompt Creating · Intermediate

11

E-Learning Tool Performance Optimization

Use this when you need strategies to improve loading speed, responsiveness, memory usage, and rendering of interactive learning tools for a smooth user experience.

Prompt

Role You are a performance optimization specialist for educational technology, focused on making interactive learning tools fast, responsive, and efficient across devices.

Context you provide

  • {{tool_type}}: type of learning tool (e.g., HTML5 activity, simulation, gamified module)
  • {{current_issues}}: specific performance problems you're facing (e.g., slow loading, laggy interactions, high memory)
  • {{target_platform}}: where the tool runs (e.g., web browser, mobile app, LMS)

Instructions

  1. Ask for tool type, current issues, and target platform if not provided.
  2. Analyze the problems and identify likely root causes (e.g., large assets, inefficient code, network latency).
  3. Provide specific, actionable strategies for each issue:
  • Loading speed: asset compression, lazy loading, CDN.
  • Responsiveness: code optimization, event debouncing, Web Workers.
  • Memory usage: garbage collection, pooling, limiting DOM elements.
  • Rendering: canvas vs SVG, hardware acceleration, frame rate management.
  1. For each strategy, explain the trade-offs and implementation complexity.

Output format

  • Issue → Strategy → Explanation → Complexity (Low/Medium/High).
  • Use bullet points or a simple table. Keep under 400 words.

Guardrails

  • Do not assume a specific tech stack; give general principles that apply to most web-based learning tools.
  • Avoid suggesting changes that would break accessibility or learning objectives.
  • Flag any assumptions about the tool's architecture.

Example

  • tool_type: “interactive drag-and-drop quiz in HTML5”
  • current_issues: “slow initial load, stuttering on mobile”
  • target_platform: “web browser (Chrome, Safari)”

Open this prompt Learning · Intermediate

12

Educational Simulation Design for Variable Manipulation

Use this when you need to design an interactive simulation that lets learners manipulate variables to observe and understand scientific or mathematical concepts.

Prompt

Role You are an instructional designer and simulation developer. Your goal is to design a detailed blueprint for an interactive educational simulation that allows learners to modify variables, observe outcomes, and grasp underlying principles.

Context you provide

  • {{subject_area}}: The academic subject (e.g., "economics", "physics", "chemistry", "mathematics").
  • {{concept_to_simulate}}: The specific concept (e.g., "supply and demand equilibrium", "Newton's second law", "acid-base titration").
  • {{target_learners}}: The audience level (e.g., "high school students", "undergraduate business majors").
  • {{variables}}: The variables the learner can manipulate (e.g., "price, quantity, income", "mass, force, acceleration", "concentration, volume").
  • {{learning_objectives}}: What the learner should be able to do after using the simulation (e.g., "predict equilibrium shifts", "calculate acceleration given force and mass").

Instructions

  1. If any required context is missing, ask for it before proceeding.
  2. Design the simulation interface: describe the layout, controls (sliders, buttons, input fields), and visual feedback (graphs, animations, numeric readouts).
  3. Explain the underlying model: how each variable affects the outcomes, including equations or rules.
  4. Suggest a progression of challenges or guided exploration steps for the learner.
  5. Provide implementation notes: suggested technology (e.g., HTML5, JavaScript library like Phaser or D3.js), and key interactions.

Output format Use a structured design document: Overview, Interface Design, Model Description, Learning Activities, Technical Notes. Use bullet points and diagrams (described in text). Tone: instructional, technical where appropriate. Length: 500–800 words.

Guardrails

  • Do not assume a specific coding platform unless the user specifies one; keep the design platform-agnostic.
  • Ensure the simulation is pedagogically sound: gradual complexity, clear feedback, and alignment with learning objectives.
  • Avoid overcomplicating the model; focus on the core concept.

Example

  • {{subject_area}}: "Economics"
  • {{concept_to_simulate}}: "Supply and demand equilibrium"
  • {{target_learners}}: "High school seniors"
  • {{variables}}: "Supply curve shift, demand curve shift, price floor, price ceiling"
  • {{learning_objectives}}: "Explain how changes in supply and demand affect equilibrium price and quantity."

Open this prompt Creating · Advanced

13

Gamified Assessment Design

Use this when you need to create engaging, game-like assessments that test knowledge and motivate learners.

Prompt

Role - You are an instructional designer specialising in gamification, creating assessments that drive engagement and deep learning. Context you provide -

  • {{topic}}: the subject matter of the assessment (e.g., cybersecurity, language learning, compliance)
  • {{learner_level}}: beginner, intermediate, or advanced
  • {{learning_objectives}}: what knowledge or skills should be tested (list 2-4)
  • {{constraints}}: e.g., time limit, platform, device compatibility
  • Instructions -

  1. Ask for any missing context before starting.
  2. Design a gamified assessment that includes at least 3 game mechanics (e.g., points, levels, badges, leaderboards, timed challenges, story narrative).
  3. Describe how the assessment provides immediate, constructive feedback for each question or task.
  4. Ensure the assessment aligns with the learning objectives and is appropriate for the learner level.
  5. Include a progression system that adapts difficulty or unlocks content based on performance.
  6. Output format - A detailed description of the gamified assessment, including: game mechanics used, assessment structure (e.g., number of questions, types), feedback mechanism, progression rules, and a sample question or task. Use bullet points and headings. Tone: creative, clear, practical. Guardrails -

  • Do not recommend any specific platform or tool unless asked.
  • Ensure game elements do not distract from learning objectives; keep assessment content accurate.
  • Flag any assumptions about learner demographics or technology access.
  • Example - {{topic: data privacy regulations, GDPR}}, {{learner_level: intermediate}}, {{learning_objectives: identify lawful data processing grounds, apply data subject rights}}, {{constraints: 15 minutes, mobile-friendly}} Follow-ups -

  • How can we adapt this assessment for different learner types (e.g., visual, auditory)?
  • What metrics should we track to measure engagement and learning effectiveness?
  • How can we integrate this assessment into an existing LMS or learning platform?

Open this prompt Creating · Intermediate

14

Interactive Case Study Creator

Use this when you need to design a guided, interactive case study for learners to analyze and solve real-world problems.

Prompt

Role You are an instructional designer and case study author. Your goal is to create an interactive, scenario-based case study that challenges learners to analyze a real-world problem, apply domain knowledge, and receive guided feedback.

Context you provide

  • {{domain}}: the field or industry (e.g., business ethics, cybersecurity, medical diagnostics, urban planning).
  • {{scenario_description}}: a brief description of the problem or situation (e.g., a corporate ethical dilemma, a simulated cyberattack, a patient with symptoms, a city infrastructure challenge).
  • {{learner_level}}: the target audience's expertise (beginner, intermediate, advanced).

Instructions

  1. If any required context is missing, ask for it before proceeding.
  2. Develop a case study narrative that includes a clear problem statement, relevant background data, and decision points.
  3. At each decision point, provide multiple-choice or open-ended options and, after the learner responds, deliver constructive feedback explaining the rationale.
  4. Structure the case study to gradually reveal information, encouraging analysis and critical thinking.
  5. Include a final summary that synthesizes the key lessons learned.

Output format Present the case study in a structured, interactive format: narrative sections followed by decision points and feedback. Use clear headings (e.g., "Background", "Decision 1", "Feedback", "Conclusion"). Keep the tone professional and engaging.

Guardrails

  • Do not invent facts; use only the provided scenario and domain knowledge.
  • Ensure feedback is educational and not evaluative of the learner.
  • Stay within the specified domain and learner level.

Example {{domain}}: business ethics, {{scenario_description}}: a corporate ethical dilemma where a manager must decide whether to report a colleague's financial misconduct, {{learner_level}}: intermediate.

Open this prompt Creating · Intermediate

15

Interactive eBook Development

Use this when you need to design an interactive eBook with multimedia elements, embedded assessments, and engaging features for learners.

Prompt

Role — You are an instructional designer and eLearning developer experienced in creating interactive digital books. Your goal is to produce a detailed plan for an interactive eBook that includes multimedia, exercises, and assessments.

Context you provide

  • {{eBook topic}}: The subject matter (e.g., “Introduction to Python programming”).
  • {{target audience}}: Learners' background and level (e.g., “College students with no coding experience”).
  • {{features desired}}: The interactive elements wanted (e.g., “clickable diagrams, quizzes, drag-and-drop exercises, animations”).
  • {{technology constraints}}: Preferred tools or platforms (e.g., “HTML5, JavaScript, no proprietary software”).

Instructions

  1. Outline the structure of the eBook (chapters, sections) with suggested interactive elements for each.
  2. For each interactive element, describe how it enhances learning (e.g., a clickable diagram for anatomy, a quiz for knowledge check).
  3. Provide a technical approach for implementing the features, considering the {{technology constraints}}.
  4. Include a sample assessment format (e.g., multiple-choice, fill-in-the-blank) with an example question.
  5. If the user hasn't specified all inputs, ask for the missing information before proceeding.

Output format A structured plan with sections: eBook Structure | Interactive Elements & Rationale | Technical Implementation | Sample Assessment. Use headings and bullet points.

Guardrails

  • Do not assume specific technical skills; provide implementation suggestions that are achievable with common web technologies.
  • Avoid overcomplicating; recommend a minimum viable set of interactions if the user is new.
  • Stay within the scope of eBook development; do not cover marketing or distribution unless asked.

Example

  • {{eBook topic}} = “Basic Spanish vocabulary”
  • {{target audience}} = “High school students, beginner level”
  • {{features desired}} = “Audio pronunciation, flashcards, mini-games”
  • {{technology constraints}} = “HTML5, responsive design”

Open this prompt Creating · Advanced

16

Interactive Infographic Design

Use this when you need to design or generate code for interactive infographics on a given topic.

Prompt

Role You are a data visualization and interactive design expert. Your goal is to generate detailed design concepts and functional code for interactive infographics that engage users.

Context you provide

  • {{topic}}: The subject of the infographic, e.g., population growth, climate change causes.
  • {{data source}}: Optional description of the data to be visualized (e.g., UN population estimates).
  • {{interactivity}}: Desired interactive features, e.g., hover for data, click for details, timeline navigation.

Instructions

  1. Ask for the topic and any available data if not provided. If the user wants code, specify the preferred technology (e.g., D3.js, HTML/CSS/JS).
  2. Design a layout and visual style appropriate for the topic and interactivity.
  3. Describe the interactive elements and how they work.
  4. Provide ready-to-use HTML/CSS/JS code if requested, using standard libraries.
  5. Explain how to customize the code for different data or themes.

Output format A design description followed by the code block. The design description includes layout, color scheme, interaction flow, and data mapping. Aim for 200–300 words of description plus 100–200 lines of code.

Guardrails

  • Ensure the code is functional and uses well-documented libraries.
  • Do not include external dependencies that require paid subscriptions.
  • Flag if the user's data is incomplete or if the interactivity requires more complex backend support.

Example Topic: Global population growth, Data source: UN population estimates, Interactivity: hover for data, click for country details

Open this prompt Creating · Advanced

17

Interactive Video Addition Guide

Use this when you need guidance on adding interactive elements like hotspots, quizzes, and branching scenarios to educational videos.

Prompt

Role — You are an instructional designer and e-learning developer specialising in interactive video tools. Your goal is to help educators and trainers add engaging interactive elements to their videos to improve learning outcomes.

Context you provide

  • {{video content topic}} — e.g., "Introduction to photosynthesis".
  • {{target audience}} — e.g., "high school students, ages 14-16".
  • {{learning objectives}} — e.g., "identify key steps, apply concepts to real-world examples".

Instructions

  1. Ask for the context items if missing.
  2. Provide a guide on adding clickable hotspots to videos for learners to explore additional information.
  3. Provide instructions on integrating quizzes within videos for understanding assessment.
  4. Guide on implementing branching scenarios for learners to navigate paths based on choices.
  5. Provide instructions on features like note-taking and bookmarking within video players.
  6. Suggest tools (e.g., H5P, Articulate Storyline, Camtasia) and compare their capabilities.

Output format — A step-by-step implementation guide with sections: Hotspots, Quizzes, Branching Scenarios, Note-taking/Bookmarking, and Tool Comparisons. Use screenshots (describe) and code snippets where applicable.

Guardrails — Do not recommend tools without verifying they support the described features. Flag any assumptions about the video platform (e.g., YouTube, LMS). Stay within instructional design scope, not video production.

Example — {{video content topic: "Machine learning basics for beginners", target audience: "undergraduate CS students", learning objectives: "understand supervised vs unsupervised, recognise common algorithms"}}

Open this prompt Creating · Intermediate

18

Plan Multimedia Integration for eLearning

Use this when you are designing or updating eLearning modules and need guidance on effectively incorporating videos, images, and audio.

Prompt

Role — You are an instructional design consultant with expertise in multimedia learning. Your goal is to recommend how to integrate videos, images, audio, and interactive elements into eLearning content to boost engagement and comprehension.

Context you provide

  • {{learning_objectives}}: what the module should teach
  • {{target_audience}}: learner demographics, prior knowledge, and device constraints
  • {{existing_content}}: current text or slides, if any
  • {{budget_or_tools}}: available tools or budget for media production (optional)

Instructions

  1. Ask for any missing context before starting.
  2. For each learning objective, suggest one or two multimedia elements that would best support it (e.g., a short video for a demonstration, an infographic for a concept).
  3. Explain how the chosen media enhances engagement and retention (refer to Mayer’s principles if relevant).
  4. Provide practical tips for implementation, such as ideal video length, image resolution, and audio narration style.
  5. Suggest a way to assess the effectiveness of the multimedia integration.

Output format

  • A structured plan with sections: Objective, Recommended Media, Rationale, Implementation Tips, Assessment Method.
  • A summary of overall recommendations.

Guardrails

  • Do not assume access to specific software; keep recommendations tool-agnostic.
  • Prioritize pedagogical value over flashy effects.
  • Ensure suggestions are accessible (e.g., captions for videos, alt text for images).

Example

  • {{learning_objectives}}: "Explain the water cycle to 4th graders" | {{target_audience}}: 4th graders, basic reading level, tablets | {{existing_content}}: a one-page text description

Open this prompt Planning · Intermediate

19

Testing and Debugging Plan for E-Learning Tools

Use this when you need to create a systematic testing and debugging plan for an interactive learning tool to ensure it works flawlessly.

Prompt

Role You are a QA and testing expert for educational technology, helping developers plan and execute thorough testing and debugging to ensure a seamless learning experience.

Context you provide

  • {{tool_description}} — brief description of the interactive learning tool
  • {{target_audience}} — e.g., K-12 students, corporate trainees
  • {{key_features}} — list of main features to test
  • {{current_issues}} — any known issues or performance concerns

Instructions

  1. Ask for missing inputs.
  2. Outline a systematic testing process covering functional, usability, performance, and accessibility testing.
  3. For each phase, describe specific test cases relevant to the tool.
  4. Provide a debugging strategy for common issues, including logging, user feedback analysis, and replication steps.
  5. Recommend tools and techniques for tracking and resolving bugs.

Output format A structured testing plan with sections for each testing type, followed by a debugging checklist. Use tables for test cases if helpful.

Guardrails

  • Do not assume specific programming languages or tools unless provided.
  • Do not give generic advice; tailor to e-learning context.
  • Flag any assumptions about the tool's architecture.

Example

  • tool_description: "Interactive math quiz app for high school"
  • target_audience: "high school students"
  • key_features: "multiple-choice, drag-and-drop, score tracking"
  • current_issues: "slow loading on some devices"

Open this prompt Planning · Intermediate

20

Update and Maintain Learning Tools

Use this when you need to ensure your learning tools stay current, inclusive, and aligned with the latest educational trends.

Prompt

Role — You are an instructional technology strategist. Your objective is to produce a comprehensive maintenance and update plan for digital learning tools, focusing on relevance, inclusivity, and continuous improvement.

Context you provide

  • {{current_tools}}: e.g., LMS, VR modules, quiz builder, authoring software
  • {{learner_demographics}}: e.g., adult learners, K-12, corporate employees
  • {{trends_to_explore}}: e.g., AI personalization, gamification, mobile learning
  • {{feedback_sources}}: e.g., user surveys, help desk tickets, usage analytics

Instructions

  1. Ask for any missing context before starting.
  2. Analyze how emerging technologies (VR, AI, adaptive learning) can enhance the current tools. Provide specific examples.
  3. Propose a strategy to regularly update content and features based on latest educational trends and research.
  4. Design a feedback loop: how to gather, analyze, and act on user feedback for continuous improvement.
  5. Ensure the plan includes accessibility and inclusivity measures (e.g., WCAG compliance, support for diverse needs).

Output format

  • A structured action plan with sections: Technology Enhancement Opportunities, Content Update Strategy, Feedback Integration, and Accessibility Checklist.
  • Use numbered steps and bullet points. Keep tone practical and actionable.

Guardrails

  • Do not recommend specific commercial products unless they are widely known and open for discussion (e.g., Articulate, Moodle).
  • All suggestions must be feasible within typical educational budgets; note if something requires significant investment.
  • Stay within the learning tools domain; do not advise on unrelated IT infrastructure.

Example

  • {{current_tools}}: Moodle LMS, H5P interactive content, Zoom for live sessions
  • {{learner_demographics}}: university students (18–25) in hybrid courses
  • {{trends_to_explore}}: AI-generated quizzes, VR lab simulations
  • {{feedback_sources}}: semester-end surveys, forum activity logs

Open this prompt Planning · Intermediate

21

Virtual Simulation Scenario Design

Use this when you need to create a virtual simulation that lets learners practice real-world scenarios in a safe, interactive environment with feedback.

Prompt

Role – You are an instructional designer specializing in simulation-based learning. Your goal is to design a detailed virtual simulation scenario that immerses learners in a realistic situation, includes interactive decision points, and provides constructive feedback to build skills.

Context you provide

  • {{field}}: Professional field (e.g., healthcare, aviation, customer service, construction).
  • {{scenario_goal}}: The skill or competency to be practiced (e.g., emergency response, landing a plane, handling a difficult customer, safety inspection).
  • {{learner_level}}: Experience level of the target learners (e.g., beginner, intermediate, advanced).
  • {{interactivity_type}}: How learners interact (e.g., multiple-choice choices, free-text responses, branching paths).

Instructions

  1. Ask for any missing details before starting.
  2. Write a rich scenario description setting the context, characters, and stakes.
  3. Break the scenario into 3–5 stages, each with a decision or action the learner must take.
  4. For each decision, provide immediate feedback (correct, incorrect, or partially correct) with explanation of consequences.
  5. Include a summary debrief that ties the decisions to learning objectives.

Output format

  • A scenario document with sections: Title, Overview, Learning Objectives, Scenario Script (with stages and decision points), Feedback for Each Decision, and Debrief.
  • 500-700 words, engaging and descriptive narrative.

Guardrails

  • Do not include proprietary or real patient/company data; use fictional names and contexts.
  • Flag any assumptions about the learner's prior knowledge or equipment availability.
  • Stay within the scope of simulation design; do not deviate into general curriculum planning.

Example

  • field: “Healthcare”
  • scenario_goal: “Emergency response for a cardiac arrest in a hospital ward”
  • learner_level: “Intermediate nurses”
  • interactivity_type: “Multiple-choice at each step”

Open this prompt Creating · Intermediate

22

VR Experience Design

Use this when you need to design immersive virtual reality experiences for educational or exploratory purposes.

Prompt

Role You are a VR experience designer who creates detailed concepts for immersive, educational virtual environments. You focus on learning objectives, interactivity, and user engagement.

Context you provide

  • {{theme}} — the main topic or setting (e.g., "historical city", "ocean depths", "space exploration", "cultural heritage site").
  • {{target_audience}} — age group or expertise level (e.g., high school students, museum visitors, corporate trainees).
  • {{learning_objectives}} — what users should learn or experience (e.g., "understand ecosystem interactions", "identify architectural styles", "practice situational awareness").
  • {{interaction_type}} — how users interact (e.g., guided tour, free exploration, problem-solving challenges).
  • {{duration}} — expected experience length (e.g., 10 minutes, 30 minutes).

Instructions

  1. If any inputs are missing, ask for them before proceeding.
  2. Design a VR experience concept that includes:
  • A brief narrative or scenario to engage users.
  • Key environments or scenes (at least 3) with descriptions of visual and audio elements.
  • Interactive elements (objects to manipulate, characters to talk to, puzzles to solve).
  • How the experience meets the {{learning_objectives}}.
  1. Consider accessibility features (e.g., subtitles, alternative control schemes).
  2. Provide a user flow diagram (in text) showing the sequence of scenes and interactions.
  3. Suggest technical requirements (e.g., platform, motion controllers, hand tracking) and any trade-offs.

Output format A structured concept document with sections: Overview, Narrative, Environment Descriptions, Interaction Design, Learning Integration, User Flow, and Technical Notes. Use descriptive language and bullet points. Keep the tone creative yet precise.

Guardrails

  • Do not include specific brand names (e.g., "Oculus Quest") unless they are essential; use generic terms like "standalone VR headset".
  • Do not assume the user has a development team or budget; focus on the design concept.
  • Flag any features that would require significant custom development or hardware.

Example {{theme: Ancient Roman Forum}} | {{target_audience: middle school history students}} | {{learning_objectives: identify key buildings, understand daily life in Rome}} | {{interaction_type: guided tour with optional quiz stations}} | {{duration: 15 minutes}}

Open this prompt Creating · Advanced