Sivasailam “Thiagi” Thiagarajan

  • Founder and Resident Mad Scientist, The Thiagi Group
  • Editor, Performance & Instruction (journal), International Society for Performance Improvement (ISPI)
  • President (multiple terms), North American Simulation and Gaming Association (NASAGA)
  • President, Association for Special Education Technology (ASET)
  • Chief of Party, USAID‑sponsored primary education project (Liberia), U.S. Agency for International Development (USAID)
  • Project Director/Lead author (USAID Liberia education projects), Institute for International Research, Inc. (IIR)

[email protected]

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Total Citations
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PR Journals
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Top Conf
7
Other Works
Awards & Honors
Honorary Life Member

International Society for Performance Improvement (ISPI)

Honorary Life Member

North American Simulation and Gaming Association (NASAGA)

Ifill‑Raynolds Award

North American Simulation and Gaming Association (NASAGA)

School of Education Distinguished Alumni Award

Indiana University

2005
Past Positions

President, International Society for Performance Improvement (ISPI)

1979–1980
Education
Ph.D., Instructional Systems Technology
Indiana University Bloomington (1971)
Biography

Founder and Resident Mad Scientist of The Thiagi Group, Sivasailam “Thiagi” Thiagarajan is known internationally for designing interactive training games, simulations, and facilitation methods that improve human and organizational performance. Trained in instructional systems technology (Ph.D., Indiana University, 1971), he has authored dozens of books and hundreds of articles, created hundreds of training games (including the intercultural simulation BARNGA), edited and served in leadership roles with ISPI and NASAGA, and led USAID‑sponsored education projects. His work emphasizes evidence‑informed, performance‑based training and rapid, activity‑centered design approaches.

Theories & Frameworks
Four‑Door eLearning (4Door) approach

A lightweight eLearning design framework that organizes a course into four linked spaces—Library (resources), Playground (short web games for fluency), Café (discussion/cases), and Assessment Center—emphasizing learner autonomy, activity‑first design, and alignment to performance outcomes.

4‑D Model for Instructional Development (Define–Design–Develop–Disseminate)

Process model for developing and fielding instructional materials, including front‑end and learner analyses, prototype creation, expert appraisal, developmental testing (formative evaluation), summative validation, packaging, diffusion, and adoption.

Introduced: 1974
Framegames (template‑based game design)

Design strategy that uses reusable game structures (“framegames”) into which new content is swapped, enabling rapid customization, consistent facilitation, and efficient debriefs while keeping focus on learning outcomes rather than game mechanics.

Research Interests
  • Educational Gaming
  • Human Performance Improvement (HPI)
  • Needs Assessment and Performance Analysis
  • Performance Support
  • Professional Development
Peer-reviewed Journal Articles & Top Conference Papers
2

Educational Communications and Technology Journal (ECTJ) • Journal

Sivasailam “Thiagi” Thiagarajan

Conceptual and practice‑oriented essay that poses 20 guiding questions and practical conjectures about formative evaluation (“instructional product verification and revision”). It demystifies common myths, argues for rapid field feedback with representative learners, and frames verification–revision cycles as an essential, evidence‑seeking mindset to improve instructional products before wide dissemination.

AV Communication Review (now Educational Technology Research and Development) • Journal

Sivasailam “Thiagi” Thiagarajan

Empirical study comparing two approaches to learner verification and revision (LV&R) during formative evaluation of instructional materials. Representative learners provided feedback under contrasting procedures; subsequent revisions and learning outcomes were examined. Results illustrate how different LV&R methods differentially surface usability and comprehension problems and inform effective revisions of prototype materials.

Other Works
7

Wiley • Book

Sivasailam “Thiagi” Thiagarajan

Guide to very short, high‑impact experiential activities (“jolts”) that surface key principles and misconceptions in minutes. Provides design logic, conducting and debriefing advice, and 50 varied jolts to energize sessions, prompt reflection, and connect activities to targeted learning outcomes.

Intercultural Press (Nicholas Brealey) • Book

Sivasailam “Thiagi” Thiagarajan

Facilitator guide and materials for BARNGA, a short, deceptively simple card‑game simulation that gives participants differing rules, thereby provoking cross‑cultural miscommunication. Through silent play, rotation across tables, and debriefs, learners experience mini‑culture shock and practice reconciling diverse norms. The expanded edition adds new formats, multilingual handouts, and enhanced debriefing guidance for intercultural communication and diversity training.

ASTD Press • Book

Sivasailam “Thiagi” Thiagarajan

Practical handbook showing how to convert conventional lectures into active, two‑way learning events using structured frameworks, game elements, and reusable handouts. It catalogs multiple interactive lecture formats (e.g., active review, press conference, multilevel coaching), when to use them, and step‑by‑step facilitation instructions to increase engagement, recall, and transfer.

Jossey‑Bass/Pfeiffer (Wiley) • Book

Sivasailam “Thiagi” Thiagarajan

Template‑driven approach to rapid design of training games and activities (“framegames”) that hold structure constant while swapping in different content. Covers dozens of framegame types (e.g., interactive lectures, textra games, puzzles, board/card formats), design rationales, debriefing strategies, and implementation tips for scalable, performance‑focused learning.

Jossey‑Bass/Pfeiffer (Wiley) • Book

Sivasailam “Thiagi” Thiagarajan

Collection of 35+ ready‑to‑run team activities, icebreakers, simulations, and facilitation tips organized by purpose and duration. Supports team start‑up, diagnostics, conflict exploration, ethical decision‑making, and stakeholder communication. Includes selection matrices and guidance on adapting designs to specific goals and constraints.

Performance + Instruction • Journal

Sivasailam “Thiagi” Thiagarajan

Practice note describing seven additional techniques to increase learner participation and retention in lecture settings. Provides concise procedures trainers can integrate into sessions to transform one‑way delivery into structured, participatory learning interactions.

Leadership Training Institute/Special Education, University of Minnesota; Council for Exceptional Children • Book

Sivasailam “Thiagi” Thiagarajan

Sourcebook introducing the 4‑D instructional development model—Define, Design, Develop, Disseminate—for creating effective instructional materials to prepare special‑education teachers. It details front‑end analysis, learner analysis, prototype creation, expert appraisal, developmental testing, summative evaluation, packaging, and diffusion/adoption, with practical procedures, checklists, and guidelines aimed at improving consistency and effectiveness of teacher‑training materials.