CCLI Grant: Theoretical and Applied Approaches to teaching Social Computing in STEM Education THE PROBLEM: Two emerging and quickly growing new areas of technology design are social software and social computing. An important social software category is the online learning environment. Although universities have embraced the use of online environments to provide distance and blended science, technology, engineering, and mathematics (STEM) courses, educators tend to focus their efforts on content delivery, rather than building social networks. Currently, there is little research on how STEM students establish social networks when they interact in online learning environments. Forming social networks, relationship building, and creating social capital are the new focal points of social media and the development of social software. To date, undergraduate STEM students are not being trained in this important topic of technology design. To help solve this problem, an interdisciplinary team of Rochester Institute of Technology (RIT) professors wants to create an undergraduate STEM course on the theoretical and practical use of social computing, with an emphasis on building social networks and social capital in STEM online learning environments. The objective of this course is to prepare undergraduate STEM students for careers in the design and development of social media. The project has two primary goals and one secondary objective. The first primary goal is to improve technology education by introducing the new discipline of social computing into the STEM curriculum. A measurable outcome of this goal is the level of student understanding of social media before and after they have taken the course. The second primary goal is the preparation of undergraduates for positions in the social media sector of the technology industries. A measurable outcome of this goal is a student’s perceived awareness of career opportunities in this new sector of the technology marketplace. Data will be collected through pre- and post-test surveys to measure these two goals. A secondary objective of this project, is the tracking of the formation of social network building within three different online learning environments. Analysis of this data will provide a case study for the course and insight into how students build social networks in different online environments. Dynamic Social Impact Theory will used to examine the clustering of task related versus socially oriented message sharing. Intellectual Merit: By bringing together human-computer-interaction theories with social theory this project will help to create a theoretical foundation for future research in the area of social media, online learning technologies, and the development of social networks. We will gain a better understanding about how students use online learning environments to communication task-oriented messages and maintain social interactions. By bringing together IT and social science, the PIs will be creating a model course for teaching the topic of social computing that can be used at other universities. In addition, we will be starting a new interdisciplinary course of study at RIT that combines computing with liberal arts. Broader Impact: Presently, 380 social media companies have already been formed and many of these companies are raising venture capital (see Jaffe, 2005). Additionally, small and large corporations have started social software labs, including Six Apart, Meetup Inc., IBM, Yahoo, Microsoft and Xerox PARC. By establishing start-up companies and labs, the technology industries recognize the need to develop skills for this emerging market. We will be preparing students with the skills needed for this emerging technology industry. The course developed at RIT could become a model for teaching social media at other colleges. Additionally, we will collect data to better understand task-oriented versus socially-oriented message clusters in online learning. Moreover, by better understanding social computing environments we could begin to engage more women and minority students in the practice of technology development because social media combines information technology with the study of human behavior. Social media is a blending of IT and social science. This course will introduce social computing to liberal arts students to present computing opportunities to a wider audience that includes women and minorities. RATIONALE: Currently, universities have not kept pace with the social media industries by establishing curricula for STEM students to enter this new area of technology development. The principal investigators on this grant want to help solve this problem by establishing one of the first undergraduate courses (and eventually a complete program) for STEM students on the topic of social media. This initial interdisciplinary course will introduce the concepts of social software design, social computing, and sociability in online communication. The course will provide STEM students with both a theoretical understanding of social technologies and hands-on practical experience with the social tools that apply to online learning environments. Social media is an umbrella concept that describes social software and social networking. Social software, is a term that was coined by Clay Shirky. “Social software refers to various, loosely connected types of applications that allow individuals to communicate with one another, and to track discussions across the Web as they happen” (Tepper, 2003, p. 19). The term may be new, however the idea of social media has been available on the Internet for a long time. Social media include bulletin boards, instant messages, online role-play games, computer-supported-collaborative work (CSCW), and online education. A goal of social media is “the design of systems that supports groups with an underlying value proposition of building social capital” (Rowland, 2004, par. 5). Social capital is the development of an individual’s personal social network (Van Der Gaag & Snijders, 2004). According to Wellman, Haase, Witte & Hampton (2001), social capital is increased offline interpersonal contact, organizational and political participation, and commitment to community. Simply stated, social software is software that enables people to interact with each other and build social networks that increase their social capital. The idea of social media is a new concept that has come to the public’s attention through programs such as music and photo sharing, the press around the Dean campaign’s use of blogging, the social networking site meetup.com and even the “Dean for Iowa” web game used to train supporters in outreach skills. Social software is already starting to change political, social, and personal communication patterns between individuals and organizations in the U.S. For instance, online learning environments provide distance education to people in remote regions. Wiki environments support collaborative teams and the building of research communities. Web sites, such as meet- up.com and Match.com are altering the ways in which members of political parties organize and couples meet each other. From politics to romance, social media is influencing how people meet and connect with each other. The current use of social media tools has already had a profound influence on American social, professional, and political life. Although the technology industry is embracing the development of social media tools, universities are not properly preparing their undergraduates for employment in this new sector of media design. Presently, social media courses are not generally offered to undergraduate STEM students. However, graduate programs are available at MIT’s Media Lab and New York University’s Interactive Telecommunication Program. To meet the need for undergraduate education in social media, RIT recently started the first university supported Lab for Social Computing (LSC) to foster research and content for undergraduate and graduate studies in this new area of technological research. In moving beyond the on-going research in the LSC, the PIs want to develop undergraduate courses that specifically teach the concepts of social media. Education relating to social technologies involves software design, information technologies and social science. This is an interdisciplinary area of research that combines the human sciences (communication, psychology, sociology) with technology sciences (information design, human-computer-interaction, software programming). Integral to the idea of social media is the building of social networks between students and faculty, students and students, and students and industry professionals. In the STEM university setting, social media is often used in online education. At RIT, online education takes two forms. First, as blended learning courses, a combination of face-to-face and online learning environments. Second, as completely distance education formats. To meet the objective of this proposal, an introductory, interdisciplinary course on social media and social software will be developed by the PIs. Content development for the course brings together professors from the B. Thomas Golisano College of Computing & Information Sciences and the College of Liberal Arts to explore the theoretical and practical uses of social media and social software tools. Because our objective is to teach the course for both theoretical and applied learning, the course will be taught in a blended format that combines face-to-face teaching with online assignments and interactions. To develop a practical case study for the course, students will be broken into three groups that use one of three different online learning environments, such as First Class, RIT’s My Courses, Moodle, and blogs, which many faculty are adopting as an alternative or supplement to more conventional on-line course management technologies. Students will be evaluating social media tools, social networks, and social learning environments as they use these tools themselves. Our case study of the social aspects of learning environments will help to demonstrate, how the software tools included in these programs support (or sometimes impede) student participation and social network formation, which leads to the building of social capital. Using three different online educational environments will provide the PIs with a hands-on case study based on the students’ experiences with social software environments and tools. Additionally, an evaluation of these programs can then guide the PI’s in the selection of online learning environments for the future teaching of STEM students in blended and distance education courses. The course will be designed to teach concepts of social media and explore the dimensions of social behavior developed in online learning environments. Online learning is an important example of the practical use of social computing. In contrast to evaluating online learning in terms of content (Berge & Collins,1998) or skills (DeWitt, 2001; Selfe, 1999), social computing examines the relationships that are built between students, faculty, and industry professionals to collaborate and build social capital. In addition to teaching social media from a theoretical perspective, the undergraduate students will be engaged in learning by participating in and evaluating the different online learning environments, employed in the different course sections. As the students engage in online assignments, two graduate students will analyze the social networks they develop and build. Toward the end of the quarter, the graduate students will present their preliminary findings on the social networks being formed in the three learning environments. Using the graduate research information, the undergraduate students will further evaluate the social aspects of the three learning environments in a final capstone project. The rationale for this approach is to combine theory and practice. Social computing is such a new area of study that faculty need to conduct research and develop case studies to teach the content. Analyzing the social networks emerging as the students learn about social media and the social computing industries, we have an opportunity to examine how students utilize social media tools in three different online learning environments. In addition, we will be examining the clustering of task versus social messages. Because the undergraduates will be participating in research being conducted by the PIs and the two graduate students, we will need to get IRB approval. Presently, the principal PI on this project is a member of RIT’s institutional review board. Proper permissions will be received prior to the teaching of the course. PROJECT OBJECTIVES: The objective of the course is to present theoretical and practical concepts used in the design and application of social media, a new segment of the technology industries. This primary objective is designed to enhance a student’s knowledge of career opportunities in this sector of the technology marketplace. To meet the goals of teaching students a theoretical and applied understanding of social media, the course content is divided into three dimensions: technical considerations, social considerations, and usability considerations of computer-mediated experiences. The technical dimension of computer-mediated system design relates to the architecture and implementation of such systems. One level of technical consideration is the classification of computer-mediated applications, as the level of classification dictates the technical features a developer or user would expect to be present. Technical classifications of computer-mediated collaborations include: collections of static and dynamic web pages along with Internet-enabled applications such as e-mail and newsgroups synchronous communication systems such as synchronous chat systems, instant messaging systems, and video messaging systems web logging (blog) systems for personal journalism and community feedback including Movable Type (Six Apart, 2005), Serendipity (Serendipity, 2005), and WordPress (WordPress, 2005) in-place web authoring systems for collaborative authoring of web spaces such as Futplex (Holtman, 1996), Sparrow (Chang, 1998), Swiki/CoWeb (Guzdial, 1998; Guzdial, 1999; Guzdial, Rick, & Kehoe, 2001), and Wikiwikiweb (Cunningham & Leuf, 2001) discussion forum systems such as SpeakEasy (Hoadley, Hsi, & Berman, 1995), Web4Groups (Palme, 1998), Ceilidh (Lilikoi, 2002), and phpbb (phpbb, 2003) collaborative document management systems such as BSCW (Bentley, Appelt, Busbach, Hinrichs, Kerr, Sikkel, et al., 1997; Bentley, Horstmann, Sikkel, & Trevor, 1995), Shadow (Ciancarini, Fantini, & Rossi, 1997), and TeamSCOPE (Steinfeld, Jang, & Pfaff, 1999). course management systems including WebCT (Goldberg, 1996; Goldberg, Salari, & Swoboda, 1996, WebCT, 2002), Virtual-U (Groeneboer, Stockley, & Calvert, 1997), ClassNet (Van Gorp & Boysen, 1997), RAISE (Cleaver & Toole, 1999), and BlackBoard (BlackBoard, 2002) anchored collaboration systems such as CoNote (Davis & Huttenlocher, 1995), ComMentor (Röscheisen, Mogensen, & Winograd, 1995), CaMILE/WebCaMILE (Carlson, Guzdial, Kehoe, Shah, & Stasko, 1996; Guzdial, 1997; Guzdial 2002), Anchored Conversations (Churchill, Trevor, Bly, Nelson, & Cubranic, 2000), and Kukakuka (Suthers & Xu, 2002) There are a number of high-level technical considerations that must be examined in the design of computer-mediated systems. First, computer-mediated systems must provide mechanisms for supporting different models of spatial and temporal collaboration. As according to Johansen, Sibbet, Benson, Martin, Mittman, and Saffo (1991), such mechanisms can be classified into systems that support same-time/sameplace, same-time/different-place, different-time/same-place, and different-time/differentplace communications. Second, computer-mediated systems must provide mechanisms for session management. For example, the system must provide mechanisms to synchronize and coordinate individuals engaged in shared artifact manipulation, shared action or activity, and shared communication based upon shared proximity clues (Kristoffersen & Ljungberg, 1999). Third, computer-mediated systems must provide technical considerations for searching, sorting, and filtering content. Finally, computermediated systems must provide mechanisms for access and control such that actions are synchronized across multiple users and the potentials for illegal actions are minimized (Jones, 1998). There are also a number of low-level considerations that must be examined. These include the development of collaborative systems from the context of web-based network protocols (Fielding, Gettys, Mogul, Frystyk, & Berners-Lee, 1997), markup languages (W3C, 1999), client-side web browser technologies (ECMA, 1997; Wood et al., 2000), as well as server side technologies including server-side scripting languages (Microsoft Corporation, 2002; PHP Group, 2003; Sun Microsystems, 2003a, 2003b) and database technologies (mySQL AB, 2005; PostgreSQL, 2005). The social dimension examines the interconnections made between people experiencing a computer-mediated activity. The social dimension addresses the individual’s perception of belonging to a community (see McMillan & Chavis, 1986) as well as the organization of relationships in terms of roles, responsibilities, and activities (Donath, 1999; Dyson, 1997; Hiltz & Wellman, 1997; Jones, 1998). Social considerations include the formation and maintenance of social networks as well as the creation of social capital (Prell, 2003; Van Der Gaag & Snijders, 2004; Wellman, Haase, Witte, & Hampton, 2001), the formation of identity by the individual and the perception of identity by other users (Turkle, 1995; Donath, 1999), trust and reputation (Chopra & Wallace, 2003; Jensen, Davis, & Farnham, 2002), social and activity awareness (Dourish & Bellotti, 1992; Gutwin & Greenberg, 1998; Steinfeld, Jang, & Pfaff, 1999), individual motivation (Chung & Zhao, 2004), and perceptions of ownership, contribution, access, and control (Jones, 1998). The usability dimension examines whether a particular design of a system satisfies the needs and requirements of its users (Constantine & Lockwood, 1999; Nielsen, 1993). As defined by Nielsen (1993), the usability of a system can be described though five basic attributes, including:the system should be easy to use to accommodate novice users; the interaction between the user and the user interface of the system should be efficient such that work can be done in a productive manner; the system design should help users remember common as well as complex actions and activities; the system should reduce the error rate encountered by users; the interaction experience should provide users with a sense of satisfaction. Usability considerations can be addressed at a number of levels, including guidelines for design and aesthetics (Borges, 1998; Borges, Morales, & Rodríguez, 1996; Johnson, 1997; Nielsen, 2000; Spool, Scanlon, Schroeder, Snyder, & DeAngelo, 1997; Whitaker, 1998) as well as qualitative and quantitative usability measures ranging from questionnaires pertaining to the user experience through overall user satisfaction (Ivory & Hearst, 2001), content analysis methodologies through word count and positioning (Ivory & Hearst, 2001; Ivory, Sinha, & Hearst, 2001), keystroke capture models based upon GOMS techniques (see Card, Moran, & Newell, 1983 for keystroke GOMS; Ivory & Hearst, 2001), interaction capture models (Ivory, Sinha, & Hearst, 2001), and usability inspection techniques such as heuristic evaluation (Nielsen, 1994) as well as cognitive walkthroughs (Wharton, Rieman, Lewis, & Polson, 1994). In all, the three dimensions represent an overall arc in the development and use of computer-mediated systems. The technical considerations frame the potential for appropriate forms of communication within a system. The social considerations frame the communication process as well as the community building process within the system. The usability considerations reflect upon how well the system lives up to its technological and social potential. As part of the course structure, the interrelationships between the three dimensions will be examined, as well as analysis as to what happens when the relationship between one dimension and the others becomes unbalanced. Creating a balanced system is central to social software design. STEM students must understand the technological, social and usability issues associated with social software design and development. This course will introduce the integration of these three factors to undergraduate STEM students to prepare them for potential industry careers in the social media sector of the technology industries. Our overall objective for establishing the SCL and designing this course to better prepare STEM students for careers that use and develop social software and its tools. TEACHING METHOD: The cognitive educational model for the course is based on constructivist and the situative perspectives about learning. “The developing pedagogical issues around technology suggest a renewed focus on student-centered, constructive work” (Paris, 2001, p. 100). The constructivist view of learning is rooted in the ideas of Lev Vigotsky (1978, 1986) and Jerome Bruner (1966, 1996). Learning is viewed as a building process by active learners interacting with the physical and social world. How the social world is build through interactions in online learning environments is a fundamental issue in this project. The purpose of social software design is to facilitate the building of personal and professional social networks. How this happens in learning environments is the focus of the case study planned for this course. The situative perspective argues that behavior should be measured through practical activity and context (Lave & Wenger, 1991; Wertsch, 1998). The practical activity will be direct student involvement and evaluation of three different online learning environments. In the design of situative educational assessment, the fundamental unit of analysis is a mediated activity. Social media provide a new mediated context in which learning can occur. Because social software and computing are in an introductory stage, there is an opportunity to use online learning environments as a case study to demonstrate how software tools can facilitate the formation of social networks between students and students, students and faculty, and students and professionals. As part of the hands-on learning process, the PIs propose to develop a case study that tests three different online learning social software tools during the ten week course. By having STEM students work in different learning environments they will develop the practical ability to evaluate social software tools. Three different teaching assistants (one for each of the three learning environments be studied) will be working with three of the PIs (Barnes, Egert, and Jacobs) to monitor online discussions, provide technical assistance to students, assist in grading and answer questions about projects. Each teaching assistant will remain in one online environment. In addition to the undergraduate participation, two graduate students will be working independently from the course instruction to track the types of social connections fostered by the three different online learning environments. These students will be working with the fourth PI (DiFonzo). Do different online educational environments foster task oriented message exchange or do students bring their social experiences with computers into the learning environment to share off-topic messagers? Research assistants goal will be to apply Dynamic Social Impact theory in an analysis of the three different educational environments to see how social networks form, tasks are completed, and social capital develops. “Latane’s (1981) theory of social impact holds that social influence is a multiplicative function of the strength, immediacy, and number of people affecting any given individual” (Latane & Herrou, 1996). The theory is often studied using computers as “derivation machines to cut through the complex dynamics of social systems” (para 10). After examing the clustering of the three environments, the graduate student research will be presented to the undergraduates about week eight of the course to provide a case study and information for a capstone undergraduate student project. In addition to their preliminary report to the undergraduates, the research assistants will help the PIs collect data to prepare articles and papers. Creating New Learning Environment: The major focus of this grant is to develop new STEM content and explore innovative ways to teach that content. Because the project is connected to the Lab for Social Computing at RIT, this course is an example of how we want to integrate faculty and graduate research projects with undergraduate STEM education. By involving students in social media projects they acquire a better understanding of the theories being presented. Additionally, social media is a new research topic, which is just gaining attention from scholars and industry professionals. As a result, much academic research is not yet available on this topic. By incorporating the students in the class in a case study, we will be adding to the limited body of research currently available. Moreover, the social interaction developed through online learning environments is central to the study of social media. The design of different online learning environments may help or hinder the development of social networks between STEM students, faculty and industry professionals. By teaching the same content to students and having them interact in different learning environments, we will be able to use online learning environments as a case study in the course. With the aid of graduate students, the faculty and students will additionally evaluate which of the learning environments is the best for fostering social networks and the building of social capital. The graduate students will concentrate on the theoretical aspects of building social networks as the undergraduate students analyze the applied features of the online STEM learning environments. For the past two years, RIT has been developing blended learning environments, which RIT defines as a formal and intensive combination of face-to-face teaching with online interaction, where both aspects of the learning experience are given significant, if not equal, weight. The PIs are experienced teachers with the blended format. This course will be taught as a blended course, and will be designed to combine a large lecture (2 hours/per week with 90 students) with break-out discussions (1 hour/per week) and online course assignments (1 hour/per week). This course is the first of a series of courses that we want to develop for a concentration in the study of social media. Because the course will be part of the new Lab for Social Computing, we want to create it as an example of courses that combine undergraduate STEM course content with Lab research. After the course is taught once, it will be further developed and submitted to the College of Liberal Arts, the B. Thomas Golisano College of Computing & Information Sciences, and RIT’s University wide Curriculum Committee for final course approval. Once the course is officially approved, it will become part of RIT’s regular course offerings. Developing Faculty Expertis: Social media, in all its forms, is a new area of study. In the process of designing the content and testing the online learning environments, the faculty will be developing new expertise and a better understanding about how software tools influence the building of social networks and social capital. More important, the course will be team taught by professors from Information Technology and the Department of Communication. The study of social media requires an interdisciplinary team to combine areas of expertise from the Liberal Arts with Information Technology and Software Design. The course content will be thematically structured around Egert’s (2003) concepts of the social, technical and usability dimensions of collaborative systems. This will be the first collaboration at RIT between faculty from these different areas of expertise. Moreover, it will be the first time that we have organized an entire course around the idea of social media and the building of social networks. The faculty will be exposing each other to interdisciplinary research and ideas to build stronger bridges between the technological and social aspects of the study of social media. Implementing Educational Innovation: There are two educational innovations associated with this project. First, it is designed to improve a student’s knowledge of social media. Second, the course will prepare students for careers in the new social media sector of the technology industries. Presently, the content area of social media is a new topic of study for undergraduate STEM education. Moreover, the course will be teaching STEM students about social computing tools and how these tools can be utilized to develop social capital in their future courses and careers. The case study selected for this proposal has a dual goal. The primary goal is to provide practical hands-on experience for students enrolled in the course. The secondary goal is the study of building social networks in STEM online learning environments. A focus on the social relationships built between students and students, students and faculty, and students and industry professionals in STEM education is a new type of educational innovation. Both content and social networking is essential for a STEM student to learn in a constructionist tradition of education. Moreover, after the course is developed, it can be used as a model for other schools interested in creating social media curricula. Conducting Research on Undergraduate STEM Teaching: This course combines a theoretical and applied approach to the study of social media. In addition to the content evaluations associated with the course, two graduate students will be working with the faculty to develop a case study that tracks the different types of online social networks developed by the students during the 11week quarter. Building social networks, directly relates to the concept of social capital. Van der Gaag and Snijders (2004) have developed measurements for the evaluation of social capital. Our case study will adapt portions of Van der Gaag and Snijder’s questions that relate to specific goal productivity. Students will be assigned a specific online task. We will then evaluate the building of social capital using two methods, software tools and attitudinal survey. This dual approach supports the constructivist approach to educational assessment. Both STEM student attitudes and the measurements of the the three learning environments will be examined in terms of building social networks. First, Graduate students will be measuring the types of social networks forming through the software and transcripts of the interactions. One measurement will be based on technical issues relating to the software tools. In general, on-line learning environments can track metrics on any or all of the following: frequency of participation; duration of participation event; size and length of participation even; relation of comments, etc on a given topic; number of participants on a given topic; on-line polling; on-line Testing; customization of the environment itself (where allowed); and social noise or clutter (off-topic messages). The ability to measure and analyze any of the characteristics from the above list, and others, varies from package to package. Packages evolve constantly, at the commercial, institute wide and (in some cases) the individual user level. While its given that the study will measure and evaluate a subset of the list above at minimum, the full range of these measurements cannot be defined until just before the study begins. In cases where groups of users or individuals can modify the environments in use, these measurements may even evolve during the study. A second attitudinal measurement will be administered in the form of a survey for the STEM students to complete. Questions will be developed that relate to five cognitive areas of goal attainment: 1) private productive activities; 2) personal relationships ; 3) private discretional or recreational activities; 4) public productive activities; and 5) public relationships (see Van Der Gaag & Snijders, 2004). Examples of social capital questions include: 1. Do you know anyone who participates in a social media environment, such as Facebook? 2. Do you have a personal friend who could help you with the class assignments? 3. Do you participate in a social network or attend a club meeting, such as the Social Computing Club or MacRIT that could help you with the class assignment 4. Can you contact a professional or expert outside of class for help with your class assignments? 5. 5. Do your classmates and professors help you with your class assignments? 6. Did you have face-to-face interaction with any of your classmates before the course began? 7. Did you have on-line interaction with any of your classmates before the course began? In the first step, the technological data will collected for the three different groups. Individuals will be separated by their participation in one of the three different learning environments. Second step, attitudinal data will be collected in the form of a survey from the students registered in the course. Step three, data collected from evaluating the software tools combined with the attitudinal questions will be compared to each other. After the group data are collected, the three groups will be compared using Dynamic Social Impact Theory to better understand the clustering and building of taskoriented and socially-oriented message exchange that occurred with each individual student who participated in the course and between the three different learning environments. EVALUATION OF OUTCOMES: RIT’s standard course evaluations will be used in the class. Additionally, evaluation of the course content will include both quantitative and qualitative evaluation of the outcomes of the course content pertaining to the three content areas (technical, social, usability) of course design. The quantitative analysis in constructivist environments is based on how students use the online learning environment and the social media tools. These measures include frequency of messages, depth of threads, proportionality of messages, degree of reuse of prior messages, cross connections between messages and student activity or engagement that occurs in the three different environments. Additionally content analysis will be conducted to measure the percentage and percentage attributed to a particular author of the amount of discussion attributed to each of the three content areas (technical, social, and usability) On a qualitative level, students will be given a pre and post course openended questionnaire on their attitudes and perspectives toward social media and working in the social media and/or social computing industries. Attitudinal outcomes will include 1) change in perception regarding the use of social tools and 2) the transfer of perceptions and beliefs from the course context towards the development and use of other online collaborative technologies. Concepts developed in this course should be extensible to other form of collaborative and social technology beyond online learning environments. Data will be gathered using pre- and post-tests, surveys, focus groups, and interviews along with constructivist assessment techniques. including authentic, performance, and portfolio assessment (Brooks & Brooks, 1999; Cizek, 1997; Ellis, 2001; Reeves & Okey, 1996). Questions will cover the following areas: General Previous experience with social media and social computing; perceptions about social media and social computing; nature of the software; participation in the industry; perceptions of the social media industry; perceptions about skill sets. Technology Classification of tools that facilitate collaboration; what is a collaborative technology; what features are important (abilities to sort and filter); technological software features that support communication Social Roles and responsibilities in the system; how do you build small group social network; how do people form and perceive identity cues; trust and reputation of users; need for administration and monitoring of activity; awareness, and notification of messages; sense of ownership versus community property. Usability Appropriateness of the user interface for collaborative interaction; appropriateness of the user interface to support social networks and the building of social capital; ability of the interface to support constructivist activity; how customizable is the user interface for group and individual use. The first year will allow for an assessment of the pilot of this course. Prior to deployment, the PI’s will design the course to incorporate aspects of technical, social, and usability considerations into the course curriculum. The course content will be taught in using blended education. Two hours a week of group lectures run by Barnes, Jacobs, and Egert along with two hours of online task oriented assignments, which will be taught with the aid of three teaching assistants to help monitor the discussions. The course curriculum will be disseminated and evaluated by other social computing personnel and members of the LSC Advisory Board, including Nicholas DiFonzo and Alex Halavais. The online learning environments will be used by students and faculty involved in the course as both a means of communication for course activities as well as a case study by which abstract course concepts will be concretely grounded. By taking this approach, it is the PIs’ intent that each of the three dimensions of study will appeal to particular segments of the student population. Students with different levels of technological ability and skills may prefer different social computing environments. In addition to the standard course content evaluation forms administered by RIT faculty and staff, an evaluation to assess student attitude towards the class material and the online learning environments will be performed at the end of year one. Assessment of attitudes towards the course material, its relevance to the technology, and the degree to which the student builds social capital within the course structure, will be started in year one and completed in year two. At the end of the first year, graduate students will complete their analysis of the communications within the online learning environments in order to determine the degree of social network formation. The first part of the investigation will be the construction and/or modification of a social network and/or social capital instrument for the evaluation of online communication within online learning communities. In the second year, the research assistants will focus on the dynamic social impact analysis to examine the clustering of task messages to social interaction.