Abstract

The concept of social networking literacy emerged with the advent of Web 2.0. This study aims to develop a scale to measure the social networking literacy proficiencies of individuals. An item pool was created after a thorough review of the literature and taking experts views, and then application form prepared. The scale was applied to students of the Faculty of Education of Sakarya University, and reliability and validity analyses were conducted on the data gathered from 313 students, using the SPSS 20 statistical software. Exploratory factor analysis (EFA) was used to examine the construct validity of the scale, and the internal consistency coefficient (Cronbach’s Alpha) was used to examine the reliability of the scale.
 The analyses conducted showed that the scale consisted of 40 items under a single factor which explained 61.179% of the total variance, and the Cronbach’s Alpha value calculated to examine the reliability of the scale was .98. In conclusion, analyses conducted to examine the reliability and the validity of the Social Networking Literacy Scale (SNLS) show that it is an efficient measurement tool to assess social networking literacy levels of the individuals.

Highlights

  • As a result of recent technological developments, technology has come to be frequently used for socialization purposes

  • The findings of this study indicate that many internet users are users of social networking services, such as Facebook, and that they make online purchases based upon ads displayed on these services

  • In exploratory factor analysis (EFA), first, Kaiser-Mayer-Olkin (KMO) coefficient and Bartlett sphericity test were used to examine whether the data are suitable for factor analysis

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Summary

Introduction

As a result of recent technological developments, technology has come to be frequently used for socialization purposes. Web 2.0 or social media are environments consisting of applications that enable their users to simultaneously and mutually interact, cooperate and share without any time or space limitations (Pascu, 2008, cited by Redecter, Ala-Mutka, Bacigalupo, Ferrari, Punie, 2009). Some of these digital and social applications are Social Networking Services, Blogs, Wikis (cooperative content), Social Tagging (such as Deli.cio.us), Social Bookmarking and Folksonomies, Media Sharing Services, Multimedia Sharing (such as Flickr and YouTube), Podcasts and Vodcasts, Social Networks (such as MySpace and Facebook), Virtual Worlds and Three Dimensional Environments, and Online Social Games (such as Second Life)

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