Bookmark


  • Page views 260
  • PDF Downloads 67


ISSN: 2766-2276
General Science . 2023 September 13;4(9):1281-1289. doi: 10.37871/jbres1797.

 |   |   | 


open access journal Review Article

Prosumers of Hybrid Entertainment-Educational Communication in a Media Convergence Environment

Z Hidayat*

Communication Department, BINUS Graduate Program, Bina Nusantara University, Jakarta, Indonesia
*Corresponding author: Z Hidayat, Communication Department, BINUS Graduate Program, Bina Nusantara University, Jakarta, Indonesia E-mail:
Received: 11 May 2023 | Accepted: 11 September 2023 | Published: 13 September 2023
How to cite this article: Hidayat Z. Prosumers of Hybrid Entertainment-Educational Communication in a Media Convergence Environment. 2023 Sep 13; 4(9): 1281-1289. doi: 10.37871/jbres1757, Article ID: jbres1757
Copyright:© 2023 Hidayat Z. Distributed under Creative Commons CC-BY 4.0.
Keywords
  • Classroom interaction
  • Entertainment-education
  • Educational communication
  • Media convergence
  • Online self-learning

Communication technology is changing the way of interacting by combining face-to-face classroom and online meetings. The YouTube channel is an alternative learning center where participants can share educational content. Participants act as producers and consumers of all knowledge products and simple technology. This paper discusses the involvement and characteristics of producers-consumers (prosumers) in producing, distributing, and consuming entertainment-educational content on Social Network Sites (SNS), especially YouTube. This paper also discusses changes in the educational landscape from and for fellow participants in online media as a consequence of media convergence by promoting a hybrid-learning alternative education model that combines informal contexts and formal education. Systematic Literature Review (SLR) is used as a research method to analyze several dimensions related to entertainment education, such as student and teacher knowledge and skills, antecedents, hybrid-learning cycles, Bloom's level of taxonomy, enactment, and prosumer outcomes in a model. YouTube content for prosumers is an entertaining sharing of knowledge for a safer, healthier, and happier life. Specifically, prosumers make YouTube and other social media as online classroom channels for completing school and university assignments and as fun learning centers to achieve the best academic performance. The existence of prosumers in hybrid education refers to the Flipped model by considering Bloom's taxonomy as practice and reflection in the cycle. The highest level in Bloom's is "creating" after prosumers did "evaluating," "analyzing," "applying," "understanding," and "remembering" as the lower levels. The implications of this research reflects the importance of development of entertainment-education contents as an alternative educational channel.

SNS: Social Network Sites; SLR: Systematic Literature Review; VARK: Visual, Aural, Readers, and Kinesthetics; E-E: Entertainment Education; CMC: Computer-Mediated Communication

Formal education in the classroom has become part of young people's lives in schools and colleges. However, adolescent energy is more in virtual spaces and outside of school, such as at home and hanging out with peers. Online interaction has become part of the teaching-learning process in the formal educational environment of schools and colleges. Still, adolescents' online lives are even more so at home and among peer groups. Therefore, the accessibility of adolescents in online life with large average consumption of time in everyday life is essential to observe and research to achieve academic achievement for adolescents.

Meanwhile, the economic cycle has also changed in developed countries and especially in developing countries that are dominated by capitalists [1,2]. Initially dominated by production, especially manufacturing, then shifted to focus on consumption dominated by distribution and trade centers that replaced factories as the center of the economy. However, the two have merged as prosumers by involving production and consumption [3-5]. This integration has always excelled amidst today's social changes, especially those related to the internet and Web 2.0 (in short, the user-generated web, for example, Facebook, YouTube, and Twitter), giving it greater centrality.

Digital natives spend much of their time-consuming YouTube and social media by producing and consuming content they create and share with others [6]. Adolescents are prosumers whose activities are inseparable between online and offline lives by having content on daily experiences, travel, tours, various cultural dimensions, experiences of watching film stories, live storytelling, and practical knowledge. Young people are cultural prosumers continuously transmitted to their peer groups worldwide in a free-choice learning of a connected society [7-11].

Generational relationships between digital natives, such as students in schools and universities, and digital immigrants, such as teachers, mentors, and lecturers, occur in classrooms and campus environments, where both generations must work and function together [6]. However, freer inter-generational and cross-generational relationships occur online on social media and YouTube. Collaboration occurs between producers and consumers and vice versa. The process of teaching and learning, and knowledge sharing among prosumers can also occur massively in online interactions [12]. Awareness of the changing media landscape and the role of prosumers is needed to bridge the generational gap. The older generation of teachers grows as the teacher-prosumer to become a trigger and coach for youth in developing innovative, sustainable content and committed to educational issues [13].

This paper aims to discuss the growth of prosumer culture on YouTube and other social media in sharing knowledge with an Entertainment-Education (EE) character [14,15]. Furthermore, how is the analysis of the entertainment-education dimension in a continuous and enjoyable hybrid-learning model for prosumers? How is the sharing of knowledge practiced by prosumers to obtain entertaining education? Specifically, how do prosumers use YouTube and social media as online classroom channels for self-learning and face-to-face group communication interaction experiences at their schools and campuses?

This paper uses several steps in a comprehensive Systematic Literature Review (SLR) method. The initial to final setup takes three months of study to take a team of people up to one year to complete [16,17]. The steps taken by the author are: First, identify the research questions set explicitly. Second, developing the protocol from a different perspective has a novelty compared to the previous research. Third, perform a systematic search with tracing, text mining, database selection, documenting, and reviewing. Fourth, filtering all document articles totaling 78 titles. Fifth, make a critical assessment according to the specified dimensions. Sixth, extracting and synthesizing data from the results of coding and categorization. Finally, the researcher writes for a publication.

Coding is carried out based on concepts and theories that also integrate the paper structure according to titles such as [18]: "Prosumers," "hybrid learning," "entertainment-education," "online communication," "new media," "media convergence," "computer-mediated communication," "media convergence," "education antecedents," "education enactment," "bloom's taxonomy," "student creator," "teacher creator," "curriculum," "formal education," "informal learning," and others.

Educational communication in face-to-face and online interaction

Educational communication theory directs the principles and axioms in communication theories and models to be applied to teaching, learning, and assessment. In the classroom context, interactive group communication is mutually responsive by considering the diversity of learners, Visual, Aural, Readers, and Kinesthetics (VARK) uses. Learners learn differently depending on the outcomes produced by sensory input. In some cases, the sound causes visual disturbances. Effects of synaesthetic. This might explain why one person responds better when information is provided in a verbal format, another responds better when it is visual, and so on [19]. Connections between these sensory areas of the brain mean that we all have a unique way of perceiving what is being taught or communicated. This allows for empathy with learners of different learning styles, which is an excellent reason to consider how to communicate with learners of different learning styles [20-22].

Emerging technologies challenge us to rethink conventional ideas about learning from and with media by reminding us that humans are embodied beings with a long heritage of interactions in complex spatiotemporal and quasi-social environments. This legacy is much older than the use of symbols and our language. Like other organisms whose capabilities are shaped by niches or occupations, our modes of perception are adapted to opportunities for action in the environment. The conclusion of this chapter examines the problems that can occur when media technology reduces chances for integrating action with the perception that users face limited choices for moral thought and behavior [23].

Entertainment-education in convergence media environment

Entertainment Education (E-E) is a message creation and delivery strategy based on a linear model of communication to intentionally embed educational and social issues in creating, producing, processing, and disseminating entertainment content to achieve positive individual, community, institutional, and social change including parasocial interaction, social learning, collective efficacy, and paradoxical communication [24-27]. Traditional communication in the classroom reflects teacher-led group communication on a moderate group size scale of 15 to 48 students. Communication strategy in the context of active students is categorized as two-way communication, emphasizing academic values to the participants [28]. The context of classroom interaction is broader with online channels via YouTube, where each participant can simultaneously act as a student and/or teacher [29-32]. Sources and receivers alternately become parties called producers and consumers or sources and receivers or between communicators and audiences.

The convergence media environment has changed the mode of one-way communication to interactive two-way. Even though students are active in class, the teacher's position remains central in classroom and learning management [33]. In contrast to online interactive classes on social media, everyone can act as a learner or mentor and at the same time the mentor can also be a participant when an active viewer appears providing insight on the topic being discussed. Topics thus, must be planned to achieve high creativity. One way is by embedding thoughtful educational messages that are intentional, planned and directed in the entertainment genre such as drama on behavioral intentions [34]. Prosumer-inspired creativity with nuance and complexity is at the heart of the E-E strategy [35]. Thus, in the context of interactive communication, E-E is not just inserting educational messages in entertainment programs but involves developing creative ideas for programming [36-38]. Periodically produced content requires production and dissemination management. Information processing systems and marketing communications are also urgently needed with audience-centered as a prosumer community to foster interactivity, individual decisions and actions and positive impacts collectively [24,39,40]. E-E requires a persuasive approach so that its messages are readily received by viewers naturally [41-43].

Interactivity and the changing education environment

Communication technology is growing the dominance of media convergence as a channel of interactivity for prosumer participants to co-construct their social reality across traditional geographic and temporal barriers. Several related theories, such as Computer-Mediated Communication (CMC), new media theory, or media convergence in a technological context, guide the perspective of communication studies [44-46]. The characteristics of interactivity, real-time, and audio-visual support the teaching and learning process both in a formal classroom and online as an alternative to informal learning.

In CMC, the role of interactivity determines the success of delivering messages back and forth between parties. The relationship between the new message and the previous message in the communication process is measurable in the amount, content, frequency or time of exchange of messages. Meanwhile, interactivity is also present in face-to-face communication. Responsiveness between conversation partners in both contexts remains a measurement metric. Interactivity provides acceptance and satisfaction and generates attention, socialization, and attention [47]. Interactivity is a form of construction with appeal, fascination, and sensation that can be attached to computer-mediated groups [48,49]. Online interactivity is distributed throughout the network and cannot be reduced to several point-to-point exchanges. Each message considers previous statements and how the previous messages react to one another [44].

Prosumers in hybrid-education model

The prosumer position in hybrid education includes understanding the context of the integration of formal education and informal education. Formal education can be found in classrooms that, from a communication perspective, are included in the realm of group communication in small and medium size groups, a maximum of 50 students in one class which can then be divided into ten small groups or five students in one group. Meanwhile, informal education includes media as a channel for delivering educational messages, especially in a media convergence environment centered on YouTube channels, websites, and social media [50].

Prosumer in a peer group can be understood as a series of creative processes in pre-production, production, and post-production of audio-visual communication content broadcast on YouTube [51,52]. However, because the position of teachers is generally born from a generation that is more senior than students, the assumption is that prosumers are not only from peer groups but across generations. The teacher and student community act as producers-consumers (prosumers) on YouTube as a learning resource with entertaining educational contents or message [53].

The primary basis for implementing a hybrid learning model involving the YouTube channel is the level of implementing Bloom's taxonomy in educational institutions by considering the Flipped model. Figure 1 explains the Prosumers in the Hybrid-education Model with a mid-cycle in the middle: ongoing hybrid-learning practice and reflection processes. The lowest to the highest level in Bloom's taxonomy starts from remembering, understanding, applying, analyzing, evaluating, and creating. Prosumer performs all levels of Bloom's taxonomy to arrive at content planning in pre-production, production, editing in post-production, and publication on the YouTube channel.

In several aspects, formal education directs students and teachers (prosumers) to plan and manage classrooms and instructional support and even involves an emotional support approach in the nurturing process [56]. The emotional aspects of participants are fundamental to explore when creating creative content in E-E, such as inspiring individual experiences in storytelling for the greater, greener good [57]. Students get guidance and descriptions to create ideas about content related to the subject matter, assignments, and teacher and school coaching. But for others, the ideas that emerged came from the inspiration of fellow YouTubers and peer groups outside of school as a social interaction [58,59]. It may even involve other parents and mentors.

The broad concept of entertainment-education is that content produced and shared with the public aims to provide insight into nature, physics, health, mathematics, social relations, tourist destinations, appropriate technology created by humans, artifacts, culture, and other social issues [60-62]. The presentation is done in a way that entertains and makes everyone happy. Even entertainment education is intended as an entertainment program to achieve the desired individual, community, institutional and social changes [21,63-65]. Thus, the content is very diverse, with various uniqueness displayed by each prosumer [66].

Everyone in prosumer entertainment education is required to create, produce, and distribute content that is uniquely different from one another. YouTubers will get viewers and are willing to share them with other networks because they consider the content worthy of being known by others and provides valuable entertainment for personal life and togetherness in the community. Student idea and content production skills are indispensable for producing successful EE content, as are teacher, coach, and peer group review performance reflected in their comments. In the following process, strengthening prosumer performance requires continuous interaction online and from face-to-face discussion meetings.

Hybrid-learning practice content as an open source for everyone through YouTube is thus explored from the curriculum, media, and activities as the primary source of academic content [67]. Categories of prosumers on YouTube informal learning include the intention to search for information, recommendations, physical/psychic attraction, homophilic attraction, homophilic relationship, and others [68,69]. Prosumers are formally involved in their schools or universities. They dig deeper for unique content through similar comparisons in converged media or even appear alternately from their activities in the field during production. The entertainment-educational content that is produced also considers the history of successful content materials that are popular with viewers to be developed from additional findings in the field.

The hybrid-learning cycle seeks to achieve prosumer performance goals that include students and teachers in society. Prosumer students prioritize achieving academic achievement by producing work that is a source of knowledge for fellow students and many people. Students' skill development is maximized by integrating the roles of teachers, schools, and convergence media to support thoughts, ideas, and embodiment in the production and distribution of content. Ultimately, every student who becomes a prosumer strongly engages in the learning community within society. The YouTube channel makes it easy for every prosumer in various parts of the world to compare content quality and then adjust the development of the quality of their work as a global content and digital literacy skill [70] to understand the entertainment-education campaigns [71].

Likewise, prosumer teacher outcomes and the effectiveness of teacher contributions in local and global education are getting higher and of higher quality [72]. Teachers can more easily realize their ideas with audio-visual communication modes and textual works in various international journals. EE content that provides new insights and contributes to the happiness of global viewers is a leap forward in the converged media environment.

Prosumer performance in the perspective of media and communication studies pays excellent attention to aspects of narrative and aesthetic skills because the learning community believes in the power of narrative and expanding dialogue [73]. Therefore, the context of informal learning platform as an independent education model that supports hybrid formal education on YouTube requires several continuous activities [74-76], such as 1) interpret, recognize, and describe such genres in different media and platforms. 2) Compare, highlighting the differences and similarities between different narrative worlds. 3) Evaluate and reflect on a specific narrative world, and 4) Apply such choose and consume/leave content based on aesthetic or narrative values).

The cycle of prosumers in the hybrid education model is a continuous process without stopping. Suppose prosumer outcomes have not reached their maximum under ideal conditions. In that case, there will be feedback to return to the original system where student and teacher ideas are tested and demand elements of uniqueness and novelty. Considering several antecedents will further refine the ongoing cycles Flipped model and Bloom's taxonomy. This process will continue as a new form of EE strategy for the world of education with a participatory method [77,78] that is more open to anyone, now and in the future.

Prosumers have been and are growing in the field of education by promoting alternative models of informal education through YouTube. The growth of open learning models should be seen as a complement to formal education for young people. Prosumer students and teachers mingle on social media, including YouTube, to present their academic work and entertainingly share knowledge in a hybrid entertainment-education model. The growing interactivity network is seen as a form of communication in a media convergence environment, emphasizing audio-visual dominance and actor presentation in educational content.

YouTube is the primary choice besides various types of social media such as Reels, TikTok, and Hello, which are used as communication channels to form a network of prosumers. Entertaining sharing of knowledge for prosumers is meant to seek and find a safer, healthier, and happier life. For prosumers, YouTube and other social media serve as online classrooms to complement formal education activities at schools and universities. Hybrid education is found in the prosumers network based on the Flipped model that considers Bloom's taxonomy as practice and reflection in the cycle. Bloom's taxonomy directs prosumers to "creating" after going through the levels below, such as "evaluating," "analyzing," "applying," "understanding," and "remembering" as the lower levels.

The author has no conflict of interest in this research paper.

The author would like to thank the Binus University Research Center (RTTO of Binus University) and the Director of Research, Technology and Community Service, Ministry of Education and Culture of the Republic of Indonesia, for providing the opportunity to carry out research grants in 2023.

  1. Ritzer G, Jurgenson N. Production, consumption, prosumption: The nature of capitalism in the age of the digital ‘prosumer’. Journal of Consumer Culture. 2010;10(1):13-36. doi: 10.1177/1469540509354673.
  2. Ritzer G, Dean P, Jurgenson N. The coming of age of the prosumer. American behavioral scientist. 2012;56(4):379-398. doi: 10.1177/0002764211429368.
  3. Toffler A. The third wave. New York: William Morrow and Company, Inc. 1980.
  4. Ahluwalia P, Miller T. The prosumer. Social Identities. 2014;20(4-5):259-261. doi: 10.1080/13504630.2015.1004830.
  5. Manos E. Prosumers. Psychosocial Rehabilitation Journal. 1993;16(4):117. doi: 10.1037/h0095646.
  6. Prensky M. The emerging online life of the digital native. 2004;7(2008):253-263.
  7. Tapscott D. The digital economy anniversary edition: Rethinking promise and peril in the age of networked intelligence, New York, NY: McGraw-Hill;2014.
  8. Jenkins H, Culture C. Where old and new media collide. New York: New York UP. 2006.
  9. Herman A, Coombe RJ, Kaye L. Your second life? Goodwill and the performativity of intellectual property in online digital gaming. Cultural Studies. 2006;20(2-3):184-210.
  10. Olin-Scheller C, Wikström P. Literary prosumers: Young people’s reading and writing. Education inquiry. 2010;1(1):41-56. doi: 10.3402/edui.v1i1.21931.
  11. Rosenthal S. Motivations to seek science videos on YouTube: Free-choice learning in a connected society. International Journal of Science Education, Part B. 2018;8(1):22-39. doi: 10.1080/21548455.2017.1371357.
  12. Ziemba E, Eisenbardt M. Incentives encouraging prosumers to knowledge sharing-framework based on polish study. Online Journal of Applied Knowledge Management. 2016;4(2):146-166. doi: 10.36965/OJAKM.2016.4(2)146-166.
  13. Triviño-Cabrera L, Chaves-Guerrero EI, Alejo-Lozano L. The figure of the teacher-prosumer for the development of an innovative, sustainable, and committed education in times of COVID-19. Sustainability. 2021;13(3):1128. doi: 10.3390/su13031128.
  14. Brown WJ, Singhal A. Entertainment-education media strategies for social change: Promises and problems. Mass Media Social Control and Social. 1999:263-280.
  15. Brown WJ, Singhal A. Entertainment-education media: An opportunity for enhancing Japan’s leadership role in third world development. Keio Communication Review. 1993;15(81):101.
  16. Petticrew M, Roberts H. Systematic reviews in the social sciences: A practical guide. John Wiley & Sons, Inc. 2008. doi: 10.1002/9780470754887.
  17. Thoemmes FJ, Kim ES. A Systematic Review of Propensity Score Methods in the Social Sciences. Multivariate Behav Res. 2011 Feb 7;46(1):90-118. doi: 10.1080/00273171.2011.540475. PMID: 26771582.
  18. Basit T. Manual or electronic? The role of coding in qualitative data analysis. Educational Research. 2003;45(2):143-154. doi: 10.1080/0013188032000133548.
  19. Ramírez-Correa P, Mariano-Melo A, Alfaro-Pérez J. Predicting and explaining the acceptance of social video platforms for learning: The case of Brazilian YouTube users. Sustainability. 2019;11(24):7115. doi: 10.3390/su11247115.
  20. Peterson LV, Schramm W. How accurately are different kinds of graphs read? Audio Visual Communication Review. 1954;1:178-189.
  21. Wagner ED. In support of a functional definition of interaction. American Journal of Distance Education. 1994;8(2):6-29. doi: 10.1080/08923649409526852.
  22. Tufte T. Entertainment-education in development communication. Media and Global Change, Rethinking Communication for Development. 2005;159-174.
  23. Allen BS, Otto RG, Hoffman B. Media as lived environments: The ecological psychology of educational technology. In: Handbook of research on educational communications and technology: A project of the association for educational communications and technology. Jonassen D, Spector MJ, Driscoll M, Merrill MD, van Merrienboer J, Driscoll MP, editors.  Routledge;2008.
  24. Singhal A. Enterteinment-education theory. In: Littlejohn SW, Foss KA, editors. Encyclopedia of communication theory. Sage;2009.
  25. Cardey S, Garforth C, Govender E, Dyll-Myklebust L. Entertainment education theory and practice in HIV/AIDS communication: A South Africa/United Kingdom comparison. Critical Arts. 2013;27(3):288-310. doi: 10.1080/02560046.2013.800665.
  26. Cole S, Piotrowski JT. Youth and entertainment-education. Entertainment-Education behind the Scenes: Case Studies for Theory and Practice. 202;279-90.
  27. Papa MJ, Singhal A, Law S, Pant S, Sood S, Rogers EM, Shefner‐Rogers CL. Entertainment‐education and social change: An analysis of parasocial interaction, social learning, collective efficacy, and paradoxical communication. Journal of Communication. 2000 Dec;50(4):31-55. doi: 10.1111/j.1460-2466.2000.tb02862.xy.
  28. Singhal A, Rogers EM. The entertainment-education strategy. Public communication campaigns. 2001;343.
  29. Maziriri ET, Gapa P, Chuchu T. Student perceptions towards the use of YouTube as an educational tool for learning and tutorials. International Journal of Instruction. 2020;13(2):119-138.
  30. Singhal A, Rogers EM. The status of entertainment-education worldwide. In: Entertainment-Education and Social Change. Routledge. 2003;8:25-42.
  31. Singhal A, Rogers E. Entertainment-education: A communication strategy for social change. Routledge; 2012.
  32. Singhal A, Rao N, Pant S. Entertainment-education and possibilities for second-order social change. Journal of Creative Communications. 2006;1(3):267-283. doi: 10.1177/097325860600100304.
  33. Villegas-Ch W, García-Ortiz J, Román-Cañizares M, Sánchez-Viteri S. Proposal of a remote education model with the integration of an ICT architecture to improve learning management. Peer J Computer Science. 202;7:e781. doi: 10.7717/peerj-cs.781.
  34. Smith RA, Downs E, Witte K. Drama theory and entertainment education: Exploring the effects of a radio drama on behavioral intentions to limit HIV transmission in Ethiopia. Communication Monographs. 2007;74(2):133-153. doi: 10.1080/03637750701393048.
  35. Singhal A, Wang H, Rogers EM, Rice RE, Atkin CK. The rising tide of entertainment-education in communication campaigns. Public communication campaigns. 2013;4:321-33.
  36. Diddi P, Kumble S, Shen F. Efficacy of radio entertainment education in promoting health behavior: A meta-analysis. Journal of Radio & Audio Media. 2021;1-21. doi: 10.1080/19376529.2021.1931229.
  37. Dutta MJ. Theoretical approaches to entertainment education campaigns: A subaltern critique. Health Communication. 2006;20(3):221-231. doi: 10.1207/s15327027hc2003_2.
  38. Makwambeni B, Salawu A. Bridging theory and practice in entertainment education: An assessment of the conceptualization and design of Tsha Tsha in South Africa. Sage Open. 2018;8(1). doi: 10.1177/2158244018758146.
  39. Oleksandr B, Olha C, Vitaliy O, Nataliia B, Mykola B. ICT architecture for networks activities of higher education institutions. International Journal of Scientific and Technology Research. 2020;9(2):3563-3570.
  40. Rutkauskiene D, Gudoniene D, Cibulskis G, Suk O. ICT architecture for online learning approach. In: Information and software technologies: 18th International Conference, ICIST 2012, Kaunas, Lithuania. Springer Berlin Heidelberg; 2012. p.373-387. doi: 10.1007/978-3-642-33308-8_31.
  41. Moyer-Gusé E. Toward a theory of entertainment persuasion: Explaining the persuasive effects of entertainment-education messages. Communication Theory. 2008;18(3):407-425. doi: 10.1111/j.1468-2885.2008.00328.x.
  42. Slater MD. Entertainment education and the persuasive impact of narratives. Psychology Press. 2002.
  43. Sood S, Menard T, Witte K. The theory behind entertainment-education. In: Entertainment-Education and Social Change. Routledge. 2003;8:139-172.
  44. Holmes D. Computer-mediated Communication. In: Encyclopedia of Communication Theory. Littlejon SW, Foss KA. Sage;2009a.
  45. Holmes D. Computer-mediated communication. In: Encyclopedia of Communication Theory. Littlejon SW, Foss KA. Sage;2009b.
  46. Jensen KB. Media Convergence: The three degrees of network, mass, and interpersonal communication. Routledge;2022.
  47. Rafaeli S. From new media to communication. Sage annual review of communication research: Advancing Communication Science. 1988;16:110-134.
  48. Rafaeli S, Sudweeks F. Networked interactivity. Journal of computer-mediated communication. 1997;2(4):JCMC243. doi: 10.1111/j.1083-6101.1997.tb00201.x.
  49. Rafaeli S, Ariel Y. Assessing interactivity in computer-mediated. Oxford Handbook of Internet Psychology. 2007;71-88. doi: 10.1093/oxfordhb/9780199561803.013.0006.
  50. Pires F, Masanet MJ, Tomasena JM, Scolari CA. Learning with YouTube: Beyond formal and informal through new actors, strategies and affordances. Convergence. 2022;28(3):838-853. doi: 10.1177/13548565211020545.
  51. Navio-Marco J, Ruiz-Gómez LM, Arguedas-Sanz R, López-Martín C. The student as a prosumer of educational audio–visual resources: a higher education hybrid learning experience. Interactive Learning Environments. 2022;1-8. doi: 10.1080/10494820.2022.2091604.
  52. Olasina G. An evaluation of educational values of YouTube videos for academic writing. The African Journal of Information Systems. 2017;9(4):2.
  53. Chintalapati N, Daruri VS. Examining the use of YouTube as a learning resource in higher education: Scale development and validation of TAM model. Telematics and Informatics. 2017;34(6):853-860. doi: 10.1016/j.tele.2016.08.008.
  54. Hirshberg MJ. An integrative model of Teacher Education: Educating Teaching Knowledge and Social, Cognitive and Affective Skills. 2020. doi: 10.35542/osf.io/weav6.
  55. McNeil RC. A program evaluation model: Using bloom's taxonomy to identify outcome indicators in outcomes-based program evaluations. Journal of Adult Education. 2011;40(2):24-29.
  56. Bae HS. Entertainment-education and recruitment of cornea donors: The role of emotion and issue involvement. Journal of Health Communication. 2008;13(1):20-36. doi: 10.1080/10810730701806953.
  57. Reinermann JL, Lubjuhn S, Bouman M, Singhal A. Entertainment-education: Storytelling for the greater, greener good. International Journal of Sustainable Development. 2014;17(2):176-191.
  58. Dubovi I, Tabak I. An empirical analysis of knowledge co-construction in YouTube comments. Computers & Education. 2020;156:103939. doi: 10.1016/j.compedu.2020.103939.
  59. Haridakis P, Hanson G. Social interaction and co-viewing with YouTube: Blending mass communication reception and social connection. Journal of Broadcasting & Electronic Media. 2009;53(2):317-335. doi: 10.1080/08838150902908270.
  60. Hether HJ, Huang GC, Beck V, Murphy ST, Valente TW. Entertainment-education in a media-saturated environment: Examining the impact of single and multiple exposures to breast cancer storylines on two popular medical dramas. Journal 0f Health Communication. 2008;13(8):808-823. doi: 10.1080/10810730802487471.
  61. Klein B. Entertainment-education for the media-saturated: Audience perspectives on social issues in entertainment programming. European Journal of Cultural Studies. 2013;16(1):43-57. doi: 10.1177/1367549412457482.
  62. Shen F, Han J. Effectiveness of entertainment education in communicating health information: A systematic review. Asian Journal of Communication. 2014;24(6):605-616. doi: 10.1080/01292986.2014.927895.
  63. Falzone P, Frank LB. Epilogue: The next reel for entertainment-education. Entertainment-Education behind the Scenes. 2021;339. doi: 10.1007/978-3-030-63614-2_21.
  64. Riley AH, Rodrigues F, Sood S. Social norms theory and measurement in entertainment-education: Insights from case studies in four countries. Entertainment-Education behind the Scenes: Case Studies for Theory and Practice. 2021:175-94. doi: 10.1007/978-3-030-63614-2_11.
  65. Riley AH, Sood S, Mazumdar PD, Choudary NN, Malhotra A, Sahba N. Encoded exposure and social norms in entertainment-education. Journal of Health Communication. 2017;22(1):66-74. doi: 10.1080/10810730.2016.1250843.
  66. Bruns A. From prosumer to produser: Understanding user-led content creation. Transforming Audiences. 2009.
  67. Doering A, Veletsianos G. Hybrid online education: Identifying integration models using adventure learning. Journal of Research on Technology in Education. 2008 Sep 1;41(1):23-41. doi: 10.1080/15391523.2008.10782521.
  68. Vizcaíno-Verdú A, Contreras-Pulido P, Guzmán-Franco MD. Reading and informal learning trends on YouTube: The booktuber. Media Education Research Journal. 2019;27(1). doi: 10.3916/C59-2019-09.
  69. Lange PG. Informal learning on YouTube. The International Encyclopedia of Media Literacy. 2019;1.
  70. Meyers EM, Erickson I, Small RV. Digital literacy and informal learning environments: An introduction. Learning, Media and Technology. 2013;38(4):355-367. doi: 10.1080/17439884.2013.783597.
  71. Singhal A, Rogers EM, Brown WJ. Harnessing the potential of entertainment-education telenovelas. Gazette (Leiden, Netherlands). 1993;51(1):1-8.
  72. Bohloko M, Makatjane TJ, Mokuku T, George MJ. Assessing the effectiveness of using YouTube videos in teaching the chemistry of group i and vii elements in a high school in Lesotho. African Journal of Research in Mathematics, Science and Technology Education. 2019;23(1):75-85.
  73. Storey D, Sood S. Increasing equity, affirming the power of narrative and expanding dialogue: The evolution of entertainment education over two decades. Critical Arts. 2013;27(1):9-35. doi: 10.1080/02560046.2013.767015.
  74. Shen Z, Pritchard M, Tan S, Noteboom C. Educative sense making on social media: An empirical investigation of informal learning on YouTube. In: Proceedings of the 55th Hawaii International Conference on System Sciences. 2022.
  75. Hattingh M. A preliminary investigation of the appropriateness of YouTube as an informal learning platform for pre-teens. In: Advances in web-based learning–ICWL 2017: 16th International Conference, Cape Town, South Africa, September 20-22, 2017, Proceedings. Springer International Publishing; 2017;p.101-110. doi: 10.1007/978-3-319-66733-1_11.
  76. Tan E. Informal learning on YouTube: Exploring digital literacy in independent online learning. Learning, Media and Technology. 2013;38(4):463-477. doi: 10.1080/17439884.2013.783594.
  77. Riley AH, Sood S, Robichaud M. Participatory methods for entertainment-education: Analysis of best practices. Journal of Creative Communications. 2017;12(1):62-76.
  78. Singhal A. Communication strategy: past struggles, present status, future agenda. Journal Komunikasi. 1996;12:19-36.

✨ Call for Preprints Submissions

Are you the author of a recent Preprint? We invite you to submit your manuscript for peer-reviewed publication in our open access journal.
Benefit from fast review, global visibility, and exclusive APC discounts.

Submit Now   Archive
?