Amanda Purington

dblp:199/2513 · also Amanda Purington Drake · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2019
0000-0003-0672-1784ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 44% Collaborative and social computing · 44% Design research and methods · 13%

Topics — the 1 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Design research and methods
stakeholder engagement
0.112019
Social Media TestDrive: Real-World Social Media Education for the Next Generation · CHI 2019

Methods — techniques the papers use, named apart from their topics

formative evaluation · 0.4experiential learning · 0.4
YearPublicationVenuePosition
2019 Social Media TestDrive: Real-World Social Media Education for the Next Generation
abstract
Social media sites are where life happens for many of today's young people, so it is important to teach them to use these sites safely and effectively. Many youth receive classroom education on digital literacy topics, but have few chances to build actual skills. Social Media TestDrive, an interactive social media simulation, fills a gap in digital literacy education by combining experiential learning in a realistic and safe social media environment with educator-facilitated classroom lessons. The tool was piloted with 12 educators and over 200 students, and formative evaluation data suggest that TestDrive achieved high levels of engagement with both groups. Students reported the modules enhanced their understanding of digital citizenship issues, and educators noted that students were engaging in meaningful classroom conversations. Finally, we discuss the importance of involving multiple stakeholder groups (e.g., researchers, youth, educators, curriculum developers) in designing educational technology.
Dominic DiFranzo, Yoon Hyung Choi, Amanda Purington, Jessie G. Taft, Janis Whitlock, Natalya N. Bazarova
CHI3