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The SOCL Project: Social networking for Online Community-based Learning

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The goal of the '''SOCL Project''' is to use US federal funding to create an open source, online social networking platform customized to the needs of faculty and students.  
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The goal of the '''SOCL Project''' is to take advantage of funding from the US '''National Science Foundation''' to create an open source, online social networking platform customized to the needs of faculty and students.  Firmly grounded in psychological and educational theory, this platform will increase student learning while establishing a sense of support and community for student participants, ultimately improving student persistence, which should lead to improve student retention.
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SOCL incorporates community-building elements with social gaming to increase student motivation and success.  A pilot study on 600 students was conducted during the Summer 2010 semester and was a great success.  See the [[Project History]] for the rationale for this project and the [[Pilot Data from socialPsych|Pilot Data]] to learn more.
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'''SOCL''' incorporates community-building elements with social gaming to increase student motivation and success.  A pilot study on 600 students was conducted during the Summer 2010 semester and was a great success.  See the [[Project History]] for the rationale for this project and the [[Pilot Data from socialPsych|Pilot Data]] to learn more.
The Principle Investigator of the '''SOCL Project''' is [[Richard N. Landers]] (PI of [[TNTLab]], part of Old Dominion University[http://www.odu.edu]).
The Principle Investigator of the '''SOCL Project''' is [[Richard N. Landers]] (PI of [[TNTLab]], part of Old Dominion University[http://www.odu.edu]).

Revision as of 18:45, 20 January 2011

The goal of the SOCL Project is to take advantage of funding from the US National Science Foundation to create an open source, online social networking platform customized to the needs of faculty and students. Firmly grounded in psychological and educational theory, this platform will increase student learning while establishing a sense of support and community for student participants, ultimately improving student persistence, which should lead to improve student retention.

SOCL incorporates community-building elements with social gaming to increase student motivation and success. A pilot study on 600 students was conducted during the Summer 2010 semester and was a great success. See the Project History for the rationale for this project and the Pilot Data to learn more.

The Principle Investigator of the SOCL Project is Richard N. Landers (PI of TNTLab, part of Old Dominion University[1]).

Previous Coverage

An ODU press release:http://www.odu.edu/ao/news/index.php?todo=details&id=25214
A ProfHacker article by Jason Jones in the Chronicle of Higher Education:http://chronicle.com/blogs/profhacker/gamifying-homewor/28407
The PI's original blog announcement:http://neoacademic.com/2010/10/14/call-for-participants-in-nsf-proposal-to-integrate-social-media-in-undergrad-education/
The PI's twitter account:http://twitter.com/rnlanders

Project Details

You can learn more about this project by examining each of the following pages:

Project HistoryPilot Data from socialPsych
Proposed Features of SOCLCertification System
Mentoring SystemComplete Timeline
Technical DetailsPartnering Institutions
How to Join the SOCL Project 

Project Staff

Rlanders.jpgPrimary Investigator
Richard N. Landers, Ph.D.
Psychology
Old Dominion University
Dmajor.jpgCo-PI
Debbie Major, Ph.D.
Psychology
Old Dominion University
Gdeleo.jpgCo-PI
Gianluca De Leo, Ph.D.
Medical Laboratory and Radiation Sciences
Old Dominion University
Aadcock.jpgCo-PI
Amy Adcock, Ph.D.
STEM Education and Professional Studies
Old Dominion University
Jbliss.jpgSenior Personnel (HCI Study Coordinator)
Jim Bliss, Ph.D.
Psychology
Old Dominion University
Tbrothen.jpgConsultant (Independent Program Evaluator)
Tom Brothen, Ph.D.
Psychology
University of Minnesota-Twin Cities