What is the app Smart Lesson Generator?

Thomas Gardner
A teacher stood next to a young students desk, the student sat at the desk is high fiving his teacher
Reading time: 3 minutes

How much of your valuable time is spent on planning and administrative tasks instead of teaching? While 93% of educators start their careers to positively impact students' lives, over 75% end up overwhelmed by these non-teaching duties. But we have a tool to help lighten the load.

Introducing app Smart Lesson Generator– a fast, integrated and efficient solution to streamline lesson planning, allowing you to focus on teaching. Let’s explore the Smart Lesson Generator:

Meet the new app Smart Lesson Generator

The app Smart Lesson Generator allows you to create engaging and appropriate lesson plans in seconds. It is connected with app courses designed by experts and aligned with the Global Scale of English (GSE) to ensure effectiveness.

*Smart Lesson Generator is currently available for a select number of titles, with a phased rollout continuing through 2025 and 2026

Ready to go in under 60 seconds

Choose your courseware, the proficiency level of your class and the specific activity you want to create. Within seconds, you’ll receive an activity that's ready to use. You can effortlessly regenerate to adjust, expand or tailor activities to suit all learners. There's no need to waste time altering generic lesson plans, as each activity is thoughtfully designed for different learning levels.

Easy to use with no generation limits

Smart Lesson Generator is user friendly, requiring no new tools or extra logins. You can access it directly through your app English Portal. Additionally, there are no restrictions on the number of activities you can create. Feel free to regenerate activities as often as needed, ensuring your lessons remain effective for today’s learners.

What courses is Smart Lesson Generator connected to?

Smart Lesson Generator integrates effortlessly with the course, unit and exact lesson you’re teaching, bringing your lessons to life in seconds. Smart Lesson Generatoris currently connected to:

  • Roadmap
  • Gold Experience (Second Edition)
  • Future

With more titles coming throughout 2025 and 2026.

Designed by experts and benchmarked to the GSE

Crafted by education specialists, our tailored technology is developed by teachers for teachers, incorporating the latest teaching methodologies and pedagogical techniques.

Every activity is rooted in proven teaching practices and aligns with the Global Scale of English (GSE), guaranteeing an appropriate degree of challenge for your classroom.

Discover the learning science that informs the Smart Lesson Generator by exploring Enhancing education with AI: Introducing the Smart Lesson Generator.

Hear from our educators

"As a teacher familiar with the app Global Scale of English (GSE), you’ll find the Smart Lesson Generator to be an invaluable AI tool. It creates activities precisely matched to the GSE score you provide, ensuring they perfectly suit your students’ needs. You can use it with app’s coursebooks or design your own lessons, saving you time. Plus, it’s constantly evolving with input from app’s experts and educators worldwide, making it a cutting-edge and well-deserved addition to your teaching toolbox."

Le Dinh Bao Quoc (Dr.),Founder and CEO, Pro.Ed Education Solutions

"With Smart Lesson Generator, teachers can quickly generate engaging lessons and activities aligned with the Global Scale of English, allowing them to focus on personalised learning and student progress.”

Rosa María Cely Herrera,International Education Consultant

Try out the Smart Lesson Generator

Join the revolution in lesson planning with the app Smart Lesson Generator. Empower your teaching and inspire your students with activities that are fast, connected and effective.

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    5 STEAM myths debunked

    By Sarah Hillyard
    Reading time: 4 minutes

    STEAM (Science, Technology, Engineering, Art and Maths) sounds like an overwhelming combination of subjects to teach – and only suitable for expert educators. But the reality is doing STEAM is simpler than you think. Here are 5 common STEAM myths and the truth behind them. We also outline a number of simple activities you try with your students.

    1. STEAM requires a lot of time

    STEAM projects encourage curiosity, creativity and collaboration in the classroom – but they have a reputation for being preparation-heavy and for requiring a lot of teaching time and energy.

    But to get the full benefit of STEAM, there’s no need to plan out a full-blown project that lasts a whole month. In fact, you might integrate just one STEAM lesson into your syllabus. Or a lesson could contain a one-off 10-minute STEAM challenge.

    Here are some easy, low-preparation challenges your classes can take part in:

    10-minute STEAM challenges:

    • Winter unit: How tall can you build a snowman using paper cups?
    • Shapes theme: Using five toothpicks make a pentagon, two triangles, a letter of the alphabet.
    • Bug project: Can you create a symmetrical butterfly?

    2. You need fancy materials to do STEAM

    The biggest misconception is around technology. When you think of STEAM, you might imagine you need apps, computers, tablets and robots to teach it successfully. It’s true that you will certainly find STEAM challenges out there that involve extensive supply lists, expensive equipment, knowledge of programming and robotics.

    However, in reality, you probably have everything you need already. Technology doesn’t have to be expensive or complicated. It can refer to simple, non-electronic tools and machines, too. Think funnels, measuring cups and screwdrivers, for example. You can use low-cost regular classroom or household items and recyclable materials that learners' families can donate. Toilet paper rolls and cardboard boxes are very popular items in STEAM.

    Here is a low-tech activity you can try:

    Combine engineering, art and math using cardboard and a pair of scissors

    This challenge involves creating 3D self-portrait sculptures in the using only cardboard. First, teach about parts of the face by observing and analyzing some Cubist portraits (eg, explore Georges Braque and Pablo Picasso). Then have learners cut out cardboard shapes and make slits in them to attach together. They create their self-portrait sculptures by fitting the pieces together using the slits so that the final product will stand by itself. Display the self-portraits and talk about them.

    3. STEAM is targeted to older learners

    Young children are naturally curious about the world around them, and STEAM experiences begin very early in life. They explore with their senses and test their hypotheses about the world, just like scientists do. Much of their play is based on engineering skills, such as building houses with LEGO® bricks. They learn to manipulate tools while they develop their fine motor skills and their awareness of non-electronic technology. They use dramatic play and enjoy getting their hands full of paint while engaged in art. They learn about maths concepts very early on, such as size (big and small toys), quantities of things, and even babies start using the word “more” if they’re still hungry.

    Check out this simple STEAM experiment to learn about plants and their needs.

    How do plants eat and drink?

    Have students put water and food dye in a pot. Put a white flower in the water. Ask students to guess what will happen.

    After a few days, students should check their flowers and observe how it has changed color. They must then record their results. Extend the experiment by asking if they can make their flowers two colors.