Using machine learning techniques to investigate learner engagement with TikTok media literacy campaigns

IF 5.1 2区 教育学 Q1 Social Sciences
Christine Wusylko, Lauren Weisberg, Raymond A. Opoku, Brian Abramowitz, Jessica Williams, Wanli Xing, Teresa Vu, Michelle Vu
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引用次数: 0

Abstract

Abstract Social media has the unique capacity to expose many learners to media literacy instruction via targeted campaigns. Investigating learner engagement and reaction to these efforts may be a fruitful endeavor for researchers that can inform the design of future campaigns. However, the massive datasets associated with social media posts are difficult, and often impossible, to analyze with traditional qualitative methods. This study seeks to address this problem by leveraging machine learning techniques to collect and analyze Big Data from two different media literacy campaigns on the youth-oriented social media platform TikTok. Specifically, we explore the ways topic modeling, sentiment analysis, and network analysis can provide insight into learner engagement with these campaigns and discuss limitations and implications for stakeholders interested in utilizing these approaches.
利用机器学习技术调查学习者参与 TikTok 媒体扫盲活动的情况
摘要 社交媒体具有独特的能力,可以通过有针对性的活动让许多学习者接触到媒介素养教育。对于研究人员来说,调查学习者对这些活动的参与和反应可能是一项富有成效的工作,可以为未来活动的设计提供参考。然而,与社交媒体帖子相关的海量数据集很难用传统的定性方法进行分析,甚至往往无法分析。本研究试图利用机器学习技术来收集和分析面向年轻人的社交媒体平台 TikTok 上两个不同媒体素养活动的大数据,从而解决这一问题。具体来说,我们探讨了主题建模、情感分析和网络分析如何深入了解学习者参与这些活动的情况,并讨论了这些方法的局限性和对有意使用这些方法的利益相关者的影响。
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来源期刊
Journal of Research on Technology in Education
Journal of Research on Technology in Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
11.70
自引率
5.90%
发文量
43
期刊介绍: The Journal of Research on Technology in Education (JRTE) is a premier source for high-quality, peer-reviewed research that defines the state of the art, and future horizons, of teaching and learning with technology. The terms "education" and "technology" are broadly defined. Education is inclusive of formal educational environments ranging from PK-12 to higher education, and informal learning environments, such as museums, community centers, and after-school programs. Technology refers to both software and hardware innovations, and more broadly, the application of technological processes to education.
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