Frequently Asked Questions
From SOCLProject
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<blockquote>An online social networking platform designed around the needs of college students. It incorporates gaming elements to increase students motivation and satisfaction while simultaneously creating a large-scale sense of community. See the [[Project History]] for more detail on the rationale behind SOCL.</blockquote></li> | <blockquote>An online social networking platform designed around the needs of college students. It incorporates gaming elements to increase students motivation and satisfaction while simultaneously creating a large-scale sense of community. See the [[Project History]] for more detail on the rationale behind SOCL.</blockquote></li> | ||
<li>Isn't this just like Facebook? | <li>Isn't this just like Facebook? | ||
| - | <blockquote>SOCL incorporates elements specifically designed around the educational needs of college students. This is in contrast to Facebook, the purpose of which is entirely to establish and maintain social relationships. Instructors are given special access and privileges. See [[Proposed Features of SOCL]] for more detail.</blockquote></li> | + | <blockquote>SOCL incorporates elements specifically designed around the educational needs of college students. This is in contrast to Facebook, the purpose of which is entirely to establish and maintain social relationships. Students gain access to quiz tools which will help them perform well in their courses. Instructors are given special access and privileges. See [[Proposed Features of SOCL]] for more detail.</blockquote></li> |
<li>If we adopt this, won't our faculty all need to include it in their courses to see a benefit? | <li>If we adopt this, won't our faculty all need to include it in their courses to see a benefit? | ||
<blockquote>No. From the data in the pilot study, it appears that regardless of the specific strategy their instructors use to integrate the system into their courses, students 1) talk with each other in their course discussion areas and 2) benefit from the gaming elements of the system. So even if the instructor never logged into [[socialPsych]], students still took the optional quizzes and met socially with their classmates online (to arrange study dates, work on group projects, etc). </blockquote></li> | <blockquote>No. From the data in the pilot study, it appears that regardless of the specific strategy their instructors use to integrate the system into their courses, students 1) talk with each other in their course discussion areas and 2) benefit from the gaming elements of the system. So even if the instructor never logged into [[socialPsych]], students still took the optional quizzes and met socially with their classmates online (to arrange study dates, work on group projects, etc). </blockquote></li> | ||
<li>What expenses will our institution be responsible for? | <li>What expenses will our institution be responsible for? | ||
| - | <blockquote>For the life of the grant (3 to 5 years, depending on the final funding source), almost all resources will be funded from the grant itself. The hardware to host the system, the software itself, and the technical support resources needed for student questions will all be provided. The [[I_Want_My_Department/College/University_to_Adopt_SOCL|costs to institutions are minimal]], and most only kick in during the final phase of the project (several years later).</blockquote></li> | + | <blockquote>For the life of the grant (3 to 5 years, depending on the final funding source), almost all resources will be funded from the grant itself. The hardware to host the system, the software itself, and the technical support resources needed for student questions will all be provided. The [[I_Want_My_Department/College/University_to_Adopt_SOCL|costs to institutions are minimal]], and most only kick in during the final phase of the project (several years later). These costs include only computer resources to host the software platform and any desired technical support personnel (e.g. a graduate student manager).</blockquote></li> |
</ul> | </ul> | ||
Revision as of 17:08, 20 January 2011
If you have any questions, please contact the PI Richard at rnlanders@odu.edu.
- What is SOCL?
An online social networking platform designed around the needs of college students. It incorporates gaming elements to increase students motivation and satisfaction while simultaneously creating a large-scale sense of community. See the Project History for more detail on the rationale behind SOCL.
- Isn't this just like Facebook?
SOCL incorporates elements specifically designed around the educational needs of college students. This is in contrast to Facebook, the purpose of which is entirely to establish and maintain social relationships. Students gain access to quiz tools which will help them perform well in their courses. Instructors are given special access and privileges. See Proposed Features of SOCL for more detail.
- If we adopt this, won't our faculty all need to include it in their courses to see a benefit?
No. From the data in the pilot study, it appears that regardless of the specific strategy their instructors use to integrate the system into their courses, students 1) talk with each other in their course discussion areas and 2) benefit from the gaming elements of the system. So even if the instructor never logged into socialPsych, students still took the optional quizzes and met socially with their classmates online (to arrange study dates, work on group projects, etc).
- What expenses will our institution be responsible for?
For the life of the grant (3 to 5 years, depending on the final funding source), almost all resources will be funded from the grant itself. The hardware to host the system, the software itself, and the technical support resources needed for student questions will all be provided. The costs to institutions are minimal, and most only kick in during the final phase of the project (several years later). These costs include only computer resources to host the software platform and any desired technical support personnel (e.g. a graduate student manager).
