๐ต๐ญ Basahin ito sa Filipino โ
One AI-literacy curriculum cannot serve a 6-year-old and a 17-year-old with the same words, pace, or stakes. AIQ splits ages 5โ18 into four modes โ Explorer, Builder, Hacker, Architect โ each with its own mascot, tone, and concrete interface rules, built on one shared curriculum spine.
Story-driven and voice-narrated, with no reading requirement. No leaderboards or competitive elements at all โ research on this age group shows competition demotivates rather than motivates. No "wrong" or "failed" language anywhere; a missed answer is met with "not yet" and a mascot's thoughtful pause, never a red X. Touch targets are large โ 60ร80px โ for hands still developing fine motor control. Body text sits at 24px.
Adventure-themed, with guided hands-on experiments rather than pure narration. XP and badges appear here for the first time, alongside opt-in squads โ cooperative, not ranked. Touch targets step down to 48ร48px, body text to 18px, matching finer motor skills and longer attention spans.
Concept-first and real-world in framing, introducing actual code and a dark, neon interface. Competitive leagues are opt-in here, once peer comparison stops being purely demotivating and starts being a legitimate driver. Touch targets settle at 44ร44px, body text at 16px โ desktop-adjacent, not toddler-adjacent.
No mascot โ by this age, a cartoon guide reads as condescending, not friendly. The interface shifts to a premium, minimal studio aesthetic with a portfolio, certificates, and career-path content. Body text is 15px, the densest of the four modes, reflecting adult reading stamina.