teachers who saw large language models as tools to eliminate teacher burnout and democratize access to high-quality teaching resources. To aid us in this mission, we assembled an advisory board that holds our team accountable to our founding principles, best instructional practices, and teachers everywhere. The content generator is for creating instructional objects and is organized into six categories. 1. Planning: The tools in this category are broad curricular tools that provide the user with structure and context for lesson development and instructional design. These resources include prior knowledge measures, tools for student engagement, and tools for assessment—formative and summative. In general, this category serves as an opportunity to brainstorm directions to design the instructional environment. 2.Information Objects: Learning objects to be used in presenting information and content to students like scripts for direct instruction and modeling worked examples, anchor charts, informative texts, and outlines for notes. 3.Independent Practice: Exercises and drills for students to apply to -be-learned concepts and materials in novel ways. These materials are designed to engage students in purposeful, direct practice. 4.Cooperative Learning: These resources frame the classroom as a collaborative learning environment. Materials in this category tend to be social and inquiry- based. Therefore, they are most useful with clear prior knowledge measures like the type offered in the planning category. 5. Gaming & Gamification: These resources are for developing instructional games or gamified learning environments. Some of these resources serve the basic function of allowing students to review content engagingly. This is a shortcoming we are working to overcome. Gaming and gamification have broad instructional implications that we seek to express in further updates. 6. Questions & Assessments: Assess student learning in varying contexts with a range of question types. From the building blocks of formal assessments like multiple choice questions, fill-in-the-blank fields, and True/False statements to more abstract questions that engage students in effortful thinking or that challenge them to apply prior knowledge in novel contexts.