E-LEARNING MODULE · BETA · OCTOBER 2026

No multiple choice, no scores, and a parent’s own words

Conscious Discipline at Home is a self-paced module that teaches parents what to do when their young child melts down. I designed, wrote, and built it, from the learning objectives to the code. It’s live in beta.

Try the beta Read the design record
Try the beta: the module’s title screen, Conscious Discipline at Home, with the parent and Maya sitting together.
Role
Sole designer: analysis, objectives, assessment, script, visuals, build
Learners
Parents of kindergarteners whose school uses the program
Length
About 45 minutes, in as many sittings as they like
Timeline
Concept to beta in six weeks
Tested with
A parent think-aloud and two principals, with a SME review and beta parents next
What it is

One hard morning, three sections, and the same morning again

It opens at 7:40 a.m., with the bus ten minutes out and a shoe thrown across the room, and asks the parent what they’d say. At the end it brings them back to 7:40 to compare their first answer with their last.

Learn: three brain states, each in a tinted card with its brain illustration.
1 · Learn15 min

The three brain states: your own state first, then your child’s, then what each state needs.

Bring It Together: the parent picks Maya’s state, explains it in their own words, and the Coach answers in place.
2 · Bring It Together10 min

Two new scenes, worked step by step, with the Coach answering each step as it’s written.

Try It Out: a typed conversation with Maya, who answers what the parent says.
3 · Try It Out20 min

Three conversations with Maya, a five-year-old who responds to what the parent actually types.

Over my desk

You first.
Then them.
Then what their state needs.

One idea, on a Post-it

Every decision had to help it

When I began the build, I wrote the core parts of the module on a Post-it to hang over my desk. Each part is a learning objective: read your own state and your child’s, meet the need of the state they’re in, and climb one state at a time. After that, a decision stayed only if it helped that idea. If it worked against it, or added nothing, it went.

Core design decisions

Seven calls that shaped it

From a log of more than a hundred. Each one names what it replaced.

01

Typed answers, read for moves, never scored

Instead of multiple choice and a percentage

Multiple choice tests whether someone recognizes the right answer. Nobody hands a parent four options at 7:40 a.m.; they have to find the words. Learn eases them in with quick “Helpful or hurtful?” checks, then they get two main assessment sections. Everything that counts is typed, and each scene ends Strong, Nearly there, or Not yet, with the moves made and missed named. A number on a parenting answer reads as a verdict on your parenting. The principals who reviewed it put it the way they put it to their staff: “it never ends, and you can’t mess it up.”

A Strong result: “She stopped, and nobody lost,” with each move the parent made ticked.
A Not yet result: “The clock won this one,” naming the move to start with next time.
02

Rules, not a language model, read the answers

Instead of AI scoring

An AI model could read meaning and nuance better. But the module promises that nothing a parent types leaves their device. The rules read order as well as content: calm down, make it safe, and only then explain. The cost showed up in the first test as a false Not yet, and I widened what the rules accept rather than switching. An opt-in AI Coach is planned for version 2.

Bring It Together: the parent’s typed answer, the four Survival moves, and the Coach’s reply.
03

Maya answers what you actually say

Instead of a fixed script

In Try It Out, Maya’s state moves with each reply. Heated words drop her a state; naming her feeling lifts her one. She climbs one state at a time, so the third objective is something the parent does, not something they’re told.

Try It Out: Maya calms as the parent names her feeling and gives two options.
Try It Out on a phone: the conversation becomes a text chat, with Maya’s face on each bubble.
04

Help that doesn’t do the work for you

Instead of hints on hand from the start

“Words to try” only opens after the parent’s first line, which is always their own, and they follow Maya’s state. A Strong built from the cards keeps its band, with a nudge to try it in your own words. Picking a phrase shows you understand it. Writing your own shows you can use it, and is the more transferable skill being learned.

Words to try: three Executive State cards, one previewed in the reply field.
05

A safety check before anything is scored

Instead of scoring whatever is typed

Ask parents what they’d really say, and some will tell you something no practice module should grade. It could be a real red flag, or maybe just a parent letting off steam. But either way, every answer passes a safety check first. If it fires, nothing is scored or saved, and the parent sees a short response written for that situation. Each one acknowledges what they said without assessing it.

A safety response in Bring It Together: “I’d grab her arm and twist it” is set aside, not scored, with the National Parent Helpline and a way back to the question.
06

Rebuilding Learn after one test

Instead of patching the screens she stumbled on

The first parent spent thirty minutes in Learn working out what it was for. I set the old structure aside, my own draft included, and rebuilt it around the three brain states, the spine the program itself uses, with every screen tagged to the learning objective it serves.

Learn, Part 3: your child’s state, with Maya’s pose and the question each state asks.
07

Assess only what Learn teaches, by the same name

Instead of a rubric that drifted from the lessons

Before beta, I audited Learn against both assessments and closed every gap. Learn’s mini-checks practice the same moves, by the same names, that the typed answers are read for. A terms ledger makes sure each term is taught once, before its first use, and means the same thing everywhere it’s tested.

A Learn check: two lines a parent might say mid-kick, each marked helpful or hurtful, with the Coach’s reply.

The reasoning for these, and the rest, is in the Design Decision Record.

Evaluation

Tested with people, and changed by them

Until the first test, nobody who didn’t already know the material had seen it. The first test failed, plainly, and the plan moved from ADDIE’s order to SAM-style rounds of testing and revising.

5 Oct
The first parent
Think-aloud, while I watched
What she found

Thirty minutes in Learn, confused on nearly every screen. A good first answer, marked Not yet. I logged 113 findings, each with her words, my read, and a decision.

What changed

Learn rebuilt around measurable objectives. Test Your Knowledge, which gave parents a single reply to type, replaced by Bring It Together, which walks them step by step through the processes they just learned.

8 Oct
Two principals
At a school that uses the program
What they found

The teaching order was right: the adult’s state, then the child’s, then the state’s need. In all their training on the program they had never seen one that uses interactive role-play scenarios.

What changed

The role-play leads. “Helpful or hurtful?” checks in Learn. A step to read the child’s state from the signs before deciding what to say.

From 26 Oct
SME review, then beta testing with parents
In progress

A line-by-line review by a representative of the program, then trusted parents, each with a screen-by-screen feedback form so their notes come back specific enough to act on. What they change goes here.

Accessibility

Audited, then walked with a screen reader

WCAG 2.1 AA, which covers everything Section 508 requires, on every screen at desktop and phone widths. The failures it found were fixed: a blue just under AA on its tint, links smaller than a fingertip, progress bars too faint to read as controls.

VoiceOver, multiple passes, on an iPhone and a Mac. Each pass revealed issues that would make the module harder to use for blind and low-vision people; all issues were resolved.

Reduced motion. Every animation has a still version.

How I worked with AI

Twenty years of course design, and new range

I have twenty years of teaching and course design in higher education, including e-learning, and longer still as a composer, where every commission was a project with a client, a budget, and a deadline. This year I added graphic design, UX, and front-end build. Claude Design built the module to my direction, code included. ChatGPT and Gemini made the images from my prompts. Claude and Gemini drafted first versions of scripts, the way a SME’s notes would, and I checked them against published sources and rewrote them line by line. The module itself uses no AI.

AI did
Wrote and debugged the code Drafted first versions of scripts and feedback Built mockups of options when I asked Proofread, and ran the automated accessibility audit (WCAG 2.1 AA)
I did
Set the objectives and the assessment design Ran the tests, VoiceOver included, and decided what to do with every finding Chose between options, and turned many down Rewrote the copy line by line, in my own voice Measured every image against a character sheet

What AI couldn’t tell me was whether a screen teaches, or whether a tired parent will stay with it. The first real parent showed me where I’d got that wrong.

Next

A post-beta wishlist

Spoken answers. The parent says it aloud and gets feedback on tone as well as words: practice in the medium the skill is actually used in.

An opt-in AI Coach that reads meaning and sarcasm the rules miss, with the parent’s consent.

The working documents

For the full read

Design Decision Record Every call, what it replaced, and why Functional spec How the scored parts read an answer Visual design Palette, type, the cast, and the character sheet Rise 360 sample A few module elements, rebuilt in a single day with an authoring tool