Whatever the value I add to be rotated it is still the same speed.
Are you saying that no matter what value you use for rotationY, it always rotates at the same speed? If so, then I would assume that rotationY is not getting set correctly. You should use the debugger or some WriteLines to verify that the value is changing as you expect.
As for what value to use, you can define a RotationsPerSecond constant that contains the number of radians needed to do a full rotation in one second:
float RotationsPerSecond = MathHelper.TwoPi / 60f;
Then just multiply that by the number of rotations you want per second to get the value to add to rotationY when the key is pressed. The value you use in your example (.03) should produce a full rotation every 3 seconds.
Tom