Educational Technologies : Quizizz Platform Interface Analysis Based on Information Design Principles

Detalhes bibliográficos
Autor(a) principal: Figueiredo, João Victor Marinho
Data de Publicação: 2021
Outros Autores: Carvalho, Silvestre Matos de, Silva, Inez Maria Leite da, Furtado, Cássia
Tipo de documento: Artigo
Idioma: por
Título da fonte: DATJournal
Texto Completo: https://datjournal.anhembi.br/dat/article/view/455
Resumo: The use of digital technologies in education is a topic widely discussed nowadays, it has become even more remarkable given the situation imposed by the Covid-19 pandemic. Several works point out the challenges that higher education teachers faced in the exercise of academic activities during the most critical period of the global pandemic that required social isolation. Based on this context, the present work focuses on analyzing the application of information design principles to digital platform interfaces that help teachers build gamified activities. In this work, the Quizizz platform was analyzed through a checklist inspection elab-orated based on the principles proposed by Petterson (2012) in his work “It Depends”. As a result, the interface presented some specific problems, but in general it met most of the principles, indicating that when navigating the platform, the professor will not find great difficulties in obtaining and understanding information.
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spelling Educational Technologies : Quizizz Platform Interface Analysis Based on Information Design PrinciplesTecnologías educativas : análisis de la interfaz de la plataforma Quizizz basado en principios de diseño de informaciónTecnologias educacionais: análise da interface da plataforma Quizizz com base nos princípios de Design da InformaçãoExperiência do usuárioTecnologias educacionaisDesign de informaçãoPrincípios do design da informaçãoUser ExperienceEducational TechnologiesInformation DesignInformation Design PrinciplesExperiencia de usuariotecnologías educativasdiseño de informaciónprincipios de diseño de informaciónThe use of digital technologies in education is a topic widely discussed nowadays, it has become even more remarkable given the situation imposed by the Covid-19 pandemic. Several works point out the challenges that higher education teachers faced in the exercise of academic activities during the most critical period of the global pandemic that required social isolation. Based on this context, the present work focuses on analyzing the application of information design principles to digital platform interfaces that help teachers build gamified activities. In this work, the Quizizz platform was analyzed through a checklist inspection elab-orated based on the principles proposed by Petterson (2012) in his work “It Depends”. As a result, the interface presented some specific problems, but in general it met most of the principles, indicating that when navigating the platform, the professor will not find great difficulties in obtaining and understanding information.El uso de tecnologías digitales fuera del ámbito educativo y un tema ampliamente discutido en la actualidad, se ha vuelto más notorio ante la situación impuesta por la pandemia Covid-19. Varios trabajos (SANTOS; SILVA; BELMONTE, 2021; TEJE- DOR et al., 2020; SCOZ; MELCHIORETTO, 2020) definen los desafíos que enfrentarán los docentes de educación superior sin ejercer actividades académicas durante el período más crítico de la pandemia global que requiere aislamiento social . Con base en este ncontexto, presentamos el trabajo como un enfoque para analizar la aplicación de principios de diseño de información a interfaces de plataformas digitales que ayudan a los docentes a construir actividades gamificadas.Este trabajo fue analizado en la plataforma Quizizz mediante una inspección a través de un checklist elaborado en base a los principios propuestos por Petterson (2012) en su trabajo “Depende”. Como resultado, la interfaz presenta algunos prob-lemas dotológicos, pero no en general, cumple con dos principios, lo que indica que al navegar hacia la plataforma o profesión, no encontrarás grandes dificultades en la obtención y comprensión de la información.A utilização de tecnologias digitais no âmbito da educação é um tema amplamente discutido na atualidade, tornou-se ainda mais notável ante a situação imposta pela pandemia da Covid-19. Diversos trabalhos (SANTOS;SILVA; BELMONTE, 2021; TEJEDOR et al., 2020; SCOZ; MELCHIORETTO, 2020)apontam os desafios que os professores do ensino superior enfrentaram no exercício das atividades acadêmicas durante o período mais crítico da pandemia global que exigiu o isolamento social. Com base nesse contexto, o presen te trabalho tem como foco analisar a possibilidade de aplicação de princípios do Design da Informação (DI) a interfaces de plataformas digitais que auxiliam professores a construir atividades gamificadas. Neste trabalho foi analisada a plataforma Quizizz através de uma inspeção por checklist elaborado com base nos princípios propostos por Petterson (2012) em sua obra “It Depends”. Como resultado foram detectados problemas pontuais, apesar da plataforma analisada atender a maioria dos princípios elencados, indicando facilidade para o usuário quanto a navegação e compreensão das informações disponibilizadas.Universidade Anhambi Murumbi2021-10-18info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://datjournal.anhembi.br/dat/article/view/45510.29147/dat.v6i3.455DAT Journal; Vol. 6 No. 3 (2021): Design + Art + Dossiê PPG Design UFMA; 297-311DAT Journal; Vol. 6 Núm. 3 (2021): Design + Art + Dossiê PPG Design UFMA; 297-311DAT Journal; v. 6 n. 3 (2021): Design + Art + Dossiê PPG Design UFMA; 297-3112526-178910.29147/dat.v6i3reponame:DATJournalinstname:Universidade Anhembi Morumbi (ANHEMBI)instacron:ANHEMBIporhttps://datjournal.anhembi.br/dat/article/view/455/334Copyright (c) 2021 https://creativecommons.org/licenses/by/4.0https://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessFigueiredo, João Victor Marinho Carvalho, Silvestre Matos deSilva, Inez Maria Leite daFurtado, Cássia2022-03-29T12:24:10Zoai:ojs.datjournal.anhembi.br:article/455Revistahttps://datjournal.anhembi.br/datPUBhttps://datjournal.anhembi.br/dat/oai||ppgdesign@anhembi.br2526-17892526-1789opendoar:2022-03-29T12:24:10DATJournal - Universidade Anhembi Morumbi (ANHEMBI)false
dc.title.none.fl_str_mv Educational Technologies : Quizizz Platform Interface Analysis Based on Information Design Principles
Tecnologías educativas : análisis de la interfaz de la plataforma Quizizz basado en principios de diseño de información
Tecnologias educacionais: análise da interface da plataforma Quizizz com base nos princípios de Design da Informação
title Educational Technologies : Quizizz Platform Interface Analysis Based on Information Design Principles
spellingShingle Educational Technologies : Quizizz Platform Interface Analysis Based on Information Design Principles
Figueiredo, João Victor Marinho
Experiência do usuário
Tecnologias educacionais
Design de informação
Princípios do design da informação
User Experience
Educational Technologies
Information Design
Information Design Principles
Experiencia de usuario
tecnologías educativas
diseño de información
principios de diseño de información
title_short Educational Technologies : Quizizz Platform Interface Analysis Based on Information Design Principles
title_full Educational Technologies : Quizizz Platform Interface Analysis Based on Information Design Principles
title_fullStr Educational Technologies : Quizizz Platform Interface Analysis Based on Information Design Principles
title_full_unstemmed Educational Technologies : Quizizz Platform Interface Analysis Based on Information Design Principles
title_sort Educational Technologies : Quizizz Platform Interface Analysis Based on Information Design Principles
author Figueiredo, João Victor Marinho
author_facet Figueiredo, João Victor Marinho
Carvalho, Silvestre Matos de
Silva, Inez Maria Leite da
Furtado, Cássia
author_role author
author2 Carvalho, Silvestre Matos de
Silva, Inez Maria Leite da
Furtado, Cássia
author2_role author
author
author
dc.contributor.author.fl_str_mv Figueiredo, João Victor Marinho
Carvalho, Silvestre Matos de
Silva, Inez Maria Leite da
Furtado, Cássia
dc.subject.por.fl_str_mv Experiência do usuário
Tecnologias educacionais
Design de informação
Princípios do design da informação
User Experience
Educational Technologies
Information Design
Information Design Principles
Experiencia de usuario
tecnologías educativas
diseño de información
principios de diseño de información
topic Experiência do usuário
Tecnologias educacionais
Design de informação
Princípios do design da informação
User Experience
Educational Technologies
Information Design
Information Design Principles
Experiencia de usuario
tecnologías educativas
diseño de información
principios de diseño de información
description The use of digital technologies in education is a topic widely discussed nowadays, it has become even more remarkable given the situation imposed by the Covid-19 pandemic. Several works point out the challenges that higher education teachers faced in the exercise of academic activities during the most critical period of the global pandemic that required social isolation. Based on this context, the present work focuses on analyzing the application of information design principles to digital platform interfaces that help teachers build gamified activities. In this work, the Quizizz platform was analyzed through a checklist inspection elab-orated based on the principles proposed by Petterson (2012) in his work “It Depends”. As a result, the interface presented some specific problems, but in general it met most of the principles, indicating that when navigating the platform, the professor will not find great difficulties in obtaining and understanding information.
publishDate 2021
dc.date.none.fl_str_mv 2021-10-18
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
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status_str publishedVersion
dc.identifier.uri.fl_str_mv https://datjournal.anhembi.br/dat/article/view/455
10.29147/dat.v6i3.455
url https://datjournal.anhembi.br/dat/article/view/455
identifier_str_mv 10.29147/dat.v6i3.455
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://datjournal.anhembi.br/dat/article/view/455/334
dc.rights.driver.fl_str_mv Copyright (c) 2021 https://creativecommons.org/licenses/by/4.0
https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2021 https://creativecommons.org/licenses/by/4.0
https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Anhambi Murumbi
publisher.none.fl_str_mv Universidade Anhambi Murumbi
dc.source.none.fl_str_mv DAT Journal; Vol. 6 No. 3 (2021): Design + Art + Dossiê PPG Design UFMA; 297-311
DAT Journal; Vol. 6 Núm. 3 (2021): Design + Art + Dossiê PPG Design UFMA; 297-311
DAT Journal; v. 6 n. 3 (2021): Design + Art + Dossiê PPG Design UFMA; 297-311
2526-1789
10.29147/dat.v6i3
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reponame_str DATJournal
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repository.name.fl_str_mv DATJournal - Universidade Anhembi Morumbi (ANHEMBI)
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