The Use of Interactive Media in Identity Construction by Female Undergraduates in a Nigerian University

Author(s):  
Oyewole Jaiyeola Aramide

The world has become a global village with the aid of the internet whose attributes and capabilities are constantly surpassing all other sources of information that existed before it. The internet facilitates accessibility and availability. Distance in communication has evaporated, making interpersonal and group communication across continents possible and easy. However, a more outstanding use is recorded in its interactive segment. These interactive media come in the forms such as Chat rooms, Facebook, and Email. The chapter examines the uses of the internet interactive media by a selected group of Nigerian female undergraduates in identity construction. Results show sample population prefer and use the facebook for internet interactions due to its affordances. The e-mail and chat room media followed closely in order of preference. The findings support the uses and gratification theory which holds that people manipulate the media for self gratification.

2016 ◽  
Vol 5 (2) ◽  
pp. 305
Author(s):  
Aceng Ruhendi Saifullah

The discourse of terrorism is a global issue but tends to be interpreted as controversial. This study sought to dismantle the controversy of meanings through the analysis of signs and meanings, with a view to explore and demonstrate the wave of democratization that took place in post-reform era in Indonesia. This study was a case study using readers’ responses to terrorism issues provided by cyber media on the Internet. It also rests primarily on the semiotic theory of Peirce and the concept of democratization of Huntington. The results showed that participation, freedom of expression, and equal power relations occurred in the interactive discourse in the cyber news media in the form of a dialogue between the responders, the media, and the debate among the responders. Responders tended to argue that signs and meanings are constructed by the media and to interpret information about terrorism as "political engineering" which was expressed by means of emotive tone. Meanwhile, the media tended to construct a "political imagery" which was expressed in a confrontational way, and the resources tended to understand it as "noise level of political elite ", which was expressed in a persuasive manner. Such differences occurred due to the factors of media context that tended to be "convivial" and the context of the communication situation on the Internet that tends to show "discretion". Based on these findings, this study concluded that interactive discourse in the Internet can be formulated as a democratic forum as the meaning making of the text is no longer dominated by media and the sources of information, but tend to be shared with the public. However, in terms of discourse process, interactive discourse in cyber media tends to be anarchic because the tone of interaction tends to be little, the relationship patterns tend to center on and be dominated by responders, the identities of responders tend to be anonymous, and linguistic expressions of the responders tend to be emotive.


SAGE Open ◽  
2021 ◽  
Vol 11 (3) ◽  
pp. 215824402110321
Author(s):  
Olusegun Ojomo ◽  
Oluwaseyi Adewunmi Sodeinde

The emergence of social media has produced diverse changes for broadcast media in the discharge of their entertainment function. While the uses and gratification theory identifies entertainment as one of the needs that motivate the audience to use the media, the technological determinism theory argues that the nature and strength of interaction in the society change as new media technologies evolve. This study is a descriptive and predictive discourse on how social media skits are reshaping audience consumption, participation, expectation, and production of entertainment. As opposed to broadcast experience, the audience engage with social media skits, own them, many times produce them, form relationships around them, demand for new contents, and through their reactions, affect the sustainability of the content providers online. They also redefine entertainment for comedians who release skits to test new comedy materials. These interacting features together reshape the way the audience experience entertainment on social media.


2017 ◽  
Vol 1 (2) ◽  
pp. 7-14
Author(s):  
Erna Puji Astutik ◽  
Hanim Faizah ◽  
Prayogo Prayogo

The purpose of this research is to provide solutions based on the analysis of the situation conducted on two schools, they are SD Islam Wahid Hasyim and MI Ma'arif Kedensari Sidoarjo conducted through: 1) socialization for teachers in the two schools about the use of website in learning mathematics. In this case the website to be used is a website launched by NCTM which can be accessed through http://illuminations.nctm.org; 2) training for teachers in the two schools on website utilization in mathematics learning; and 3) mentoring the teachers from the two schools in using the website in teaching mathematics. This research includes three main stages, they are planning, implementation, and assessment. The results obtained from this research is that most teachers are able to operate computers, use the internet, access NCTM websites, and run interactive media in the website. Teachers are also able to utilize the NCTM website as a media in teaching mathematics. There is an increase in student activity in learning mathematics by using the website in SD Islam Wahid Hasyim and MI Ma'arif Kedensari that is relevant to the teaching and learning activities increased from 70% to 85% and from 69% to 81%. Most students feel happy with the mathematics learning by using the website, students can use the media on the website and understand the material taught through the media, and students do not have difficulty in learning mathematics by using the website.     Keywords: mathematics learning, website, student activity


2021 ◽  
Vol 39 ◽  
pp. 145-166
Author(s):  
Sue Aran-Ramspott ◽  
Maddalena Fedele ◽  
Jaume Suau

Recent data confirm the central role that YouTube plays in the media life of young people in the west, and especially in the media practices of adolescents and preadolescents. This article presents a study on tweens’ YouTube preferences and media practices. The study was based on the uses and gratification theory and applied a quantitative-qualitative approach: a questionnaire was administered to 1,406 preadolescents (x = 12, 11 years-old) from 41 secondary schools, and three focus groups with six participants (three girls and three boys) each were carried out in three schools. The results reveal that the tweens participating in the study consider YouTube as a social media and a video catalogue. They especially like YouTube’s content, in particular entertainment (music and humour) and self-learning (tutorials); however, they generally dislike its interactive functions (e.g., sharing and commenting). Moreover, their media practices on YouTube reveal that tweens incorporate YouTube into their everyday media life within other social media, although they use it predominantly to consume media content in a “traditional”/“non-interactive” way, similar to traditional television use. Despite this they do not consider it as a “new” television. Finally, tweens in our study use YouTube especially for entertainment, and, on a second level, for self-learning and socialising functions. Further studies need to be carried out to go deeper into the prosumption possibilities for tweens’ both on YouTube and other social media.


2019 ◽  
Vol 4 (1) ◽  
pp. 582
Author(s):  
Shinta Nofita Sari

This research was conducted at the State Islamic Library of Sunan Kalijaga (UIN<br />SUKA) Yogyakarta, the purpose of this study was to find out how the democratic<br />behavior of virtual communities. The research method used is descriptive research<br />with a qualitative approach. The informants in this study were library representatives<br />from all library users of UIN SUKA. The results of this study indicate that 1) the<br />behavior of users of internet use is reviewed from the uses and gratification theory,<br />namely to meet cognitive, affective, personal and social needs not always fulfilled<br />with the use of internet networks, 2) library UIN SUKA knows the internet for the first<br />time at the time of junior high school (SMP) as many as 4 people and 1 person knew<br />the internet for the first time during grade 6 elementary school (SD), 3) the interests<br />of the library library UIN SUKA using the internet at this time as a whole to meet the<br />information needs of users, intensity of internet usage by UIN SUKA Library users,<br />that is, the entire library mentions the use of the internet in accessing and searching<br />for something&gt; 3 hours / day, then in 1 month the user uses the internet&gt; 90 hours,<br />therefore the user exceeds 40 hours in 1 month then called as Heavy Users.<br />Keywords: Democratic Behavior, Virtual Society


2021 ◽  
Vol 4 (1) ◽  
pp. 18-37
Author(s):  
Mashita Putri Hatama ◽  
Reza Safitri ◽  
Anang Sujoko

Inspired by the Media Repertoire idea in various studies, this article analyzes what digital immigrant groups build-in using Smartphones in everyday life. The repertoire is the selection of media used periodically based on its usefulness and became an identifiable routine. This study grouped Smartphones activities for various interests into 5 themes including; Entertainment, Transactions, Consumption, Production/Participation, and Social Welfare Services. How the results of the online repertoire on Smartphones based on these 5 themes. Whether the frequency of use using The Uses and Gratification theory can form a Repertoire of 5 grouped themes, the researcher take this data at the University of Muhammadiyah Malang for lecturers and active employees who are a group of Digital Immigrants by distributing online questionnaires and sampling techniques using the formula Slovin (N: 107). To identify the online repertoire in Smartphones using PLS (Partial Least Square) analysis so that it can be known as the coefficient value in variable X in influencing variable Y. The results showed that consumption theme has a coefficient value of 0.849 > from t-table 0.6 which means it has the largest contribution compared to other 4 dimensions so that consumption is an online repertoire in Smartphones in the Digital Immigrant group and the frequency of use (Uses & Gratification theory) has a dominant influence in the formation of online repertoire in Smartphones with a statistical value of 4,526 > from t-table 1.96. The conclusion is that the duration and frequency of using smartphones can make Indonesian people, especially digital groups of immigrants, become active consumers to shop online in e-commerce.   


Author(s):  
Cobaaa Cobaaaa

The use of social media in searching for information relating to conflict and political issues has become immensely crucial since in those domains the information appearing is often biased and dominated by certain parties or groups. One of the political information that has frequently emerged in Indonesia is about Papua. Papua is the longest problem in the history of Indonesia and that conversation has continued, especially in social media in the last three years.This study intends to examine the use of social media in searching for information about Papua. The Uses and Gratification Theory (UGT) is used in the study with a mixed method approach as both quantitative and qualitative data were concurrently utilized. Quantitative data obtained from a questionnaire distributed to 100 UPN "Veteran" students in Yogyakarta. While qualitative data from in-depth interviews with some sources. In conclusion, social media cannot be used as the only media for seeking information about Papua. Social media has a set of limitations requiring the audience to employ other means including face-to-face meetings through discussions. This is in line with UGT, which states that audiences actively choose the media based on their motivation, experience, and satisfaction. 


2020 ◽  
pp. 089484532094079
Author(s):  
Kenneth J. Levine ◽  
Melinda Aley

Research examining vocational anticipatory socialization (VAS) has identified five sources of information. This article presents a potential new source of career socialization information. Emerging adults were surveyed to determine whether they used sources other than the previously identified five sources for career and work-life information. Results indicate that the internet and the media are different and that the internet is actively sought out to provide different types of VAS information. Gender differences were also found for the use of the internet as a VAS source. Future inquiry into VAS should include this additional source of career information.


2020 ◽  
Vol 12 (2) ◽  
pp. 122
Author(s):  
Panji Dwi Ashrianto ◽  
Senja Yustitia

<p><em>The use of social media in searching for information relating to political issues has become immensely crucial since in those domains the information appearing is often biased and dominated by certain parties or groups. One of the political information that has frequently emerged in Indonesia is about Papua. The significance of this research because Papua is a crucial problem in Indonesian history, and its conversation has continued, especially in social media. This study intends to examine the use of social media in searching for information about Papua. That is a novelty of research because no one has examined Papua in terms of the use of social media. The Uses and Gratification Theory is used in the study with a mixed method approach as both quantitative and qualitative data were concurrently utilized. Quantitative data obtained from a questionnaire distributed to 100 UPN "Veteran" Yogyakarta students. UPN was selected because they are a state defense campus and provide state defense material to students. While qualitative data from in-depth interviews with some sources. In conclusion, social media cannot be used as the only media for seeking information about Papua. Audiences actively choose the media based on their motivation, experience, and satisfaction.</em></p>


2021 ◽  
Vol 5 (4) ◽  
pp. 320-334
Author(s):  
Veronika Veronika ◽  
Agustinus Eko Raharjo

Social media is an exciting platform to be researched at this time because users are increasing. This condition is a challenge for the media to be able to take advantage of this phenomenon into a great opportunity. The concept of social media journalism is growing as many media use social media with diverse objectives. A lot of studies have tried to see from a variety of spectacles. This research fills the research void related to the consumption of news through social media in Indonesia based on uses and gratification theory and social media concept. The survey conducted by distributing questionnaires online for two months to get 736 respondents from various regions in Indonesia. The result is that social media is not the main place for Indonesian people to look for news. Most of the respondent is still looking for news through two mediums, namely offline and other online. People who access news through social media are satisfied, but they do not have confidence in the news on social media. Besides understanding news consumption patterns on social media, this research suggests a model that the media needs to understand to utilize social media more effectively.


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