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Article
Publication date: 29 November 2019

Tooba Khalid, Syeda Hina Batool, Ayesha Khalid, Henna Saeed and Syed Waqas Hussain Zaidi

The emergence of digital technological advances pushes educators for understanding and utilizing these technologies for classroom use. The current generation of teenagers has…

Abstract

Purpose

The emergence of digital technological advances pushes educators for understanding and utilizing these technologies for classroom use. The current generation of teenagers has grown up in a networked world where everyone is immersed in technology-based gadgets in everyday life. Therefore, the purpose of this paper is to investigate video game-based academic and information literacy (IL) learning of teenagers of private schools of Lahore city. Lahore is the capital city of the province of Punjab. Literary works highlighted the importance of video games in developing academic and IL skills; therefore, the current research aims to reveal this fact in local context.

Design/methodology/approach

The present study adopted qualitative research design and utilized phenomenological research method to achieve study’s objectives. The data were collected through face-to-face interviews. The study participants were teenagers (aged 13‒19 years) of elite economic class of private schools where students normally owned latest video game gadgets.

Findings

Based on the study findings, it is elucidated that playing video games has a positive impact on teenagers’ learning, and it promotes quick thinking. The participants exert effort to achieve goals, take up challenges for completing different points at various stages of games and interact with online competitors. It enhanced their social communication, problem-solving and IL (searching/locating and evaluating) skills.

Research limitations/implications

The present study has some limitations. First, sample is limited to elite economic private schools of Lahore. Second, the lack of availability of regular video game players has limited the sample size, as Pakistan is a developing country and limited numbers of teenagers use and can afford gaming gadgets. Lastly, the results of this study are based on students’ perceptions, so there is a need to measure actual learning with assessments.

Originality/value

The results of the study are beneficial for the game developers, teachers, librarians and parents. The education sector may support video games usability as learning tools.

Details

Library Hi Tech, vol. 38 no. 3
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 21 December 2023

Vinit Kumar, Gopal Ji, Maya Deori and Manoj Kumar Verma

Vaccine hesitancy is a long-standing issue among both the general population and health communicators. This study aims to ascertain the inclination and the reasons for vaccine…

Abstract

Purpose

Vaccine hesitancy is a long-standing issue among both the general population and health communicators. This study aims to ascertain the inclination and the reasons for vaccine hesitancy by conducting content analysis and sentiment analysis of the perspectives expressed in comments on videos related to vaccine hesitancy uploaded from India on YouTube.

Design/methodology/approach

The assessment of the sentiments of the vaccine-hesitant population is done using Valence Aware Dictionary and sEntiment Reasoner sentiment analysis module implemented with Python’s NLTK library to automatically determine the sentiments of the comments. Manual content analysis was performed on 60.09% viewer comments randomly selected from the total comments in 238 videos on vaccine hesitancy originated from India and labelled each comment with labels “Anti”, “Pro”, “Confused”, “Not Applicable” and “Unrelated” labels.

Findings

The study found “Mistrust-Government policies”, “Fear-health related consequences”, “Mistrust-Scientific research”, “Vaccine effectiveness and efficacy” and “Misinformation/myths” as the top five determinants for vaccine hesitancy, whereas “Religious beliefs”, “Fear-Economic consequences”, “Side Effects- short-term” and “Fear-mode of administration” found to be the lesser cited reasons for vaccine hesitancy. However, the study also investigates changes in the inclination of Indian commenters towards vaccine hesitancy and revolving issues over time.

Social implications

Public health policymakers and health communicators may find the study useful in determining vaccine hesitancy factors in India.

Originality/value

The originality of this study lies in its approach. To date, no sentiment analysis has been conducted on the content released on YouTube by Indian content creators regarding pro- and anti-vaccination videos. This inquiry seeks to fill this research gap.

Details

Global Knowledge, Memory and Communication, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2514-9342

Keywords

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