Applied multivariate statistics for the social sciences
Applied multivariate statistics for the social sciences
Journal of Network and Computer Applications
Inhabiting the virtual city: the design of social environments for electronic communities
Inhabiting the virtual city: the design of social environments for electronic communities
Workspace awareness in real-time distributed groupware
Workspace awareness in real-time distributed groupware
On the computation of image motion and heading in a 3-D cluttered scene
Optic flow and beyond
Computers & Education - Methodological issue in researching CSCL
Development and evaluation of a virtual campus on Second Life: The case of SecondDMI
Computers & Education
Promoting social network awareness: A social network monitoring system
Computers & Education
Four requirements for digital case study libraries
Education and Information Technologies
Understanding factors affecting perceived sociability of social software
Computers in Human Behavior
Can learning be virtually boosted? An investigation of online social networking impacts
Computers & Education
Towards a conceptualizing social presence in 3DTV
Proceedings of the 2011 iConference
Students' communicative behavior adaptability in CSCL environments
Education and Information Technologies
Measuring perceived social presence in distributed learning groups
Education and Information Technologies
Place presence, social presence, co-presence, and satisfaction in virtual worlds
Computers & Education
The effect of moderator's facilitative strategies on online synchronous discussions
Computers in Human Behavior
Game mastering in collaborative multiplayer serious games
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
3DTV and immersive environment
Proceedings of the 7th International Conference on Ubiquitous Information Management and Communication
How does interactivity contribute to a smart TV user experience?
Proceedings of the 8th International Conference on Ubiquitous Information Management and Communication
Subjective Experience and Sociability in a Collaborative Serious Game
Simulation and Gaming
Information Technology and Management
Tapping the educational potential of Facebook: Guidelines for use in higher education
Education and Information Technologies
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Most asynchronous computer-supported collaborative learning (CSCL) environments can be characterized as functional environments because they focus on functional, task-specific support, often disregarding explicit support for the social (emotional) aspects of learning in groups which are acknowledged by many educational researchers to be essential for effective collaborative learning. In contrast, sociable CSCL environments emphasize the social (emotional) aspects of group learning. We define sociability as the extent to which a CSCL environment is perceived to be able to facilitate the emergence of a sound social space with attributes as trust and belonging, a strong sense of community, and good working relationships. Specific environmental characteristics, which we have designated social affordances, determine sociability. This explorative study deals with the construction and preliminary validation of a self-reporting (Dutch language) Sociability Scale for determining the perceived degree of sociability of CSCL environments. It is one-dimensional Scale consisting of 10 items and has an internal consistency of 0.92. It was further validated on the basis of a well-developed nomological network. The results of the explorative study are promising and show that the sociability scale has the potential to be useful as a measure for perceived sociability.