Without content, your TIQ project is a beautifully designed, well functioning, empty box. No matter how nice the box looks, it's still empty and anyone who opens it will be disappointed. The same can be said for bad content. No one wants to open a box with garbage in it. We are here to help you create a sound TIQ module, with great content!
At it’s core, TIQ is an Instructional Design framework. Instructional Design is the practice of creating "instructional experiences which make the acquisition of knowledge and skill more efficient, effective, and appealing." If that isn't the definition of TIQ, then we don't know what is!
Our team has a wealth of knowledge and experience to help implement your content using the best Instructional Design practices for your project. Understanding how the pre-defined TIQ Learning Pathway and subsequent game objects will display your content is crucial to writing great content for your project.
The Learning Pathway
The TIQ Learning Pathway is the path the content is organized in to best help the user learn within each task, chapter and the overall module.
The Learning Pathway is mostly seen as the order of tasks and games presented within each chapter, but can also extend to subtle items like Badges and Chapter Introductions. Each small piece of content it tied to the next. These are the stepping stones of learning for the user and are used to inform the pre-established TIQ Instructional Design framework.
A well thought out Learning Pathway helps the user seamlessly move from one task to the next, consuming bite-sized pieces of information (covered in Game Objects) while retaining what they have previously learned.
Example of a basic Learning Pathway found within a chapter:
- Guide Pop-up – Introduces the general Lesson in the chapter.
- Reader – A brief introduction to the different Subjects A, B, and C within the overall Lesson.
- Guide Pop-up – Informs the user of a piece of system information (i.e. download/review detailed documents in the library).
- Game One – Teaches the basics of Subject A.
- Game Two – Teaches the basics of Subject B.
- Game Three – Teaches the basics of Subject C.
- Game Four – Combines Subjects A, B, and C to teach how they relate to each other.
- Game Five – Tests the user on their new knowledge of Subject A, B, and C to ensure they have retained what they have learned.
- Conclusion – Congratulates the user on a job well done to reinforce their achievement.
The combination of your content, combined with our defined TIQ Instructional Design framework, creates a balance that ensures a successful user experience.
Tasks and Individual Learning Items
Each one of our individual tasks (games) are designed with extensive knowledge of UI/UX design, but more importantly, with a content problem in mind. We see a piece of tricky content and ask ourselves how we can make a game that will help the user learn it in an appealing and simple way. All our games have been thoroughly tested to provide the best user experience through well designed user experience.
Let’s take a look at a few of our work horse game objects that are tested and proven:
- Multiple Choice (add links to game articles)
- Multiple Choice Image
- This or That
- Drag & Drop Matching
- Drag & Drop Classify
- Drag & Drop Order
- Missing Word
- Hidden Object
Some clients have a full binder all laid out in chapters, while others have a lot of random documents. Some don't have content yet, but a Subject Matter Expert (SME) on hand ready to start filling in content at a moments notice. Regardless of the amount of content you have, or it's level of organization, our team can help create the basic framework for your content's Learning Pathway.
To put it all into a simple equation:
Learning Pathway + Tasks (games) + Key Topics = Trajectory IQ Instructional Design
We will take a detailed look at the science behind this system in The Science Behind TIQ. For all those nerds out there (like us!) who love some data and facts to back up their work.