Christopher Welch
How I introduce an unfamiliar idea: start from what the learner already knows, make it something they can move and see, and let the formal result fall out of their own reasoning. Below: five case studies (four in curriculum and assessment design, one in instructional design), four interactive mathematics explainers you can try live, and a self-paced online course I designed end to end.
Case studies · Curriculum & instructional design
Designing an Online Calculus Skill
The full design chain for one online skill: objective, a six-item progression, misconception-mapped distractors, and a build-ready production spec.
Explore the case studyReasoning-Aware Practice
Three prototypes that collect better evidence about where a learner's reasoning may have broken: identify the first unsupported step, repair a prerequisite misconception, and verify transfer across representations.
Explore the case studyFrom Arrays to Factoring
A vertical-articulation audit of the distributive property, traced Grade 3 arrays to Algebra 1 factoring, with an area-model interactive that expands forward and factors backward.
Explore the case studyOne Learner, Three Systems
One proportional-reasoning pathway for a neurodivergent learner, mapped across the US, England, and New Zealand with version-controlled standards and diagnostic item specs.
Explore the case studyRugby League 101 — onboarding (San Diego Barracudas)
A learner-research-driven onboarding design for a rugby league club, built to prevent negative transfer for players arriving from rugby union.
Explore the case studyInteractive · Mathematics
Completing the square, without the recipe
Design notes — problem, learner, decisions, evaluation
Design problem: Completing the square is usually taught as a memorized recipe, so the −(b/2)² correction feels arbitrary and errors follow.
Learner & objective: Algebra students meeting the technique for the first time (GCSE / US Algebra 1–2). Objective: connect each algebraic move to the geometry so the correction term is understood, not recited.
Key decisions: A four-stage reveal (pieces → rearrange → see the gap → complete it) with the algebra line synced to the figure, and a slider over b so the structure generalizes instead of being one worked example.
How I would evaluate it: Before the final stage, ask the learner to predict the correction term for an unseen b; success = correct prediction and a one-sentence reason referencing the corner square.
Why does a negative times a negative make a positive?
Step the staircase. Each line multiplies by −2, and the first number drops by one each time:
2 × (−2) = −4
1 × (−2) = −2
0 × (−2) = 0
−1 × (−2) = ?
The pattern is convincing — but here's why it can't be anything else. We only need two things the learner already accepts: anything times zero is zero, and multiplication distributes over addition.
Rewrite 0 as (2 + −2): −1 × (2 + −2) = 0
Distribute: (−1×2) + (−1×−2) = 0
Simplify: −2 + (−1×−2) = 0
Read the last line as a question: what must (−1×−2) be so that −2 plus it gives 0? It has to be +2. There's no other choice — the "rule" is forced by arithmetic the learner already believes.
Design notes — problem, learner, decisions, evaluation
Design problem: The sign rule is memorized without justification, so it is misapplied under pressure and erodes trust that mathematics makes sense.
Learner & objective: Middle-grades learners (US grades 6–8). Objective: replace “because the rule says so” with a pattern the learner extends themselves, then a two-line proof from facts they already accept.
Key decisions: Predict-before-reveal stepping (the learner commits to the next line before seeing it), then an optional distributivity proof kept behind a click so the pattern comes first and the formalism second.
How I would evaluate it: Ask the learner to rebuild the argument with different numbers; success = the pattern and the proof both reproduced without prompting.
The derivative, from first principles A-Level · calculus
Design notes — problem, learner, decisions, evaluation
Design problem: Learners meet the derivative as a rule to apply and never see the limit process it names, which surfaces later as brittle understanding in applications.
Learner & objective: Precalculus / early calculus students (A-Level, US grades 11–12). Objective: experience the secant-to-tangent limit as an observable process in graph and symbols simultaneously.
Key decisions: One control drives the graph and numerical readout together. The visualization makes the approach observable; the algebra establishes the exact limit.
How I would evaluate it: Pause near h = 0 and ask the learner to state the exact slope the secant slopes are approaching and explain why the difference quotient is evaluated only for nonzero h. Success means identifying the limiting slope and distinguishing the limit process from direct substitution at h = 0.
Proof you can see: 1 + 3 + 5 + … always makes a square proof · visual reasoning
Design notes — problem, learner, decisions, evaluation
Design problem: Proof is usually introduced symbolically, which excludes learners who could reason structurally before they can write induction.
Learner & objective: Any learner meeting proof for the first time. Objective: build the conviction that the result must hold — a bridge into formal proof, not a replacement for it.
Key decisions: Each odd number is drawn as a colored L-shaped layer wrapping the previous square, with the running sum synced beneath, so the identity is visible layer by layer.
How I would evaluate it: Ask why the next layer always adds an odd count of cells; success = an answer referencing the two sides plus the corner (2n−1), which is the seed of the formal argument.
Approach · inclusive by design
Across secondary mathematics and a broad ability range: proof and Further Pure (my examiner specialty), enrichment for high-achievers, and a new alternative senior course I designed for non-traditional pathways. Alongside my own materials, I used IXL with my classes for 5+ years, so I know adaptive practice from the teacher’s seat. The approach draws on universal design and accessibility (Accessibility & Inclusive Design, University of Illinois).
Course I designed · Online learning
Getting Started with Web3: Setting Up a Wallet designed & built
THE LEARNING PATH — concept → reflect → check, repeated
The module never opens with the tool. It builds the idea first, then introduces the wallet as an access point into that system — every concept page followed by a short reflection or check so understanding is tested while it's fresh.
SAMPLE CONCEPT PAGE
What is a blockchain?
A blockchain is a distributed digital ledger that records transactions across a network of computers — rather than storing records in one central place, the system shares them among many participants.
A model the learner can hold onto:
FORMATIVE KNOWLEDGE CHECK — try it
Which action best protects a wallet's seed phrase?
Reflection (text entry, ~5 min): In 3–5 sentences, explain how a blockchain differs from a traditional centralized system — covering what a distributed ledger is, how validation works, and why it matters for Web3 tools.