Lesson Lifecycle
Create a lesson, build it in Studio, refine it, and keep it usable over time.
A lesson is more than a file you create once. It usually goes through a repeatable cycle:
- Create
- Build
- Preview
- Assign
- Review
- Improve
Thinking in that cycle helps you build lessons that stay useful instead of becoming one-off experiments.
Step 1: Create the lesson
Creating a lesson takes one click in a dialog you can open from anywhere in the workspace. Start from scratch opens the Studio on an empty canvas; a template card creates the lesson from that template and opens it. A quiet or map the flow first link opens the Lesson Graph instead, so you can sketch how scenes connect before dropping in any widgets. Name, description, grades, subjects, and the color palette are all optional and all changeable later. Nothing is created until you click, so closing the dialog early leaves no draft behind. Full walkthrough: Creating a Lesson.
Either way, this is the right time to define:
- The lesson goal
- The rough scene map
- The interaction style you want
Start simple. A lesson does not need every feature to be valuable.
Step 2: Build the first usable version
Inside Studio:
- Shape the scene flow
- Keep related scenes together — and build a layout when several scenes should share a backdrop
- Place the core widgets
- Add grading and logic only where they support the goal
The best early version is not the most advanced one. It is the first version that already teaches clearly.
Step 3: Preview like a learner
Preview the whole flow from the opening scene.
Check for:
- Scene pacing
- Instruction clarity
- Grading behavior
- Visibility rules
- Button and media behavior
- Whether the final experience feels coherent
More detail: Preview and Test a Lesson. The opening scene you're previewing also becomes the lesson's thumbnail elsewhere in Berdee — see Lesson Previews.
Step 4: Assign to learners
Once the lesson is usable, assign it to students from the lesson detail page.
This is where the lesson moves from authoring into classroom use.
More detail: Classrooms and Assignment Workflows
Step 5: Review attempts and outcomes
After assignment, lessons become sources of learner evidence.
You can review:
- Who received the lesson
- How many attempts each learner made
- The recorded attempt output
This helps you decide whether the lesson is doing the job you intended.
Step 6: Improve and reuse
Strong lessons are worth revisiting.
Common revision reasons:
- Instructions were unclear
- A scene was too busy
- A hint should appear earlier
- The score logic felt confusing
- A visual or media asset should be reused more cleanly
Over time, a well-built lesson becomes easier to remix for another class, topic, or support level.
If a revision doesn't pan out, you don't need to rebuild it from memory — every save is recorded, and you can look back through that history and put your draft back to an earlier point. See History and Restore for how far back a point stays exact.
Good habits for long-term lessons
- Use clear titles
- Keep scene names functional
- Give media files clear names
- Use layouts for shared visuals
- Keep grading rules easy to explain
- Test after major edits
Your whole library lives on one page — see Your Lessons List for what each column tells you and what you can do without leaving it.