Thursday, October 27, 2011

Second Life-----A Disruptive Technology

How is Second Life a disruptive technology in education? 

Thornburg (n.d.) described a disruptive technology as one that comes out of nowhere and unseats or obsoletes an emerging technology.  Second Life is disruptive in the educational setting because it displaces traditional on-line learning as well as teacher-centered learning and encourages collaborative, creative learning.

How many years will Second Life exist before another emerging technology or disruptive technology replaces it?

According to Thornburg (n.d.) new technologies are not secure because it will just be a matter of time before a disruptive technology comes along and replaces the emerging technology. Second Life began its life span in 2003 and is still in its early stages of existence. According to Forward 150 Timeline, teleportation might be available by 2015 despite considerable criticism against such technology. Teleportation would allow individuals to enter any environment within a short time rather than having to wait to travel long distances.  Holograms might be incorporated to make Second Life more effective.

What are the social benefits of Second Life, and what might be the social implications of virtual worlds in your industry?

Some learners might experience difficulty expressing themselves in the presence of peers and educators. Second Life would allow learners to enter an environment that lets them express their thoughts and build creativity. Learners could transition comfortably and easily into a virtual environment where they are free to create and design extraordinary projects.  Second Life does not have language barriers; therefore, participants can interact freely. I believe Second Life could be advantageous as an instructional tool to teach concepts to children at all grade levels; however, Broache (2008) cautions against allowing young children to participate due to some violent content.

According to Rosedale (2008) Second Life could be used to spark creativity in participants to design things that are new and imaginative and could also encourage children to connect with other learners to exchange and receive information.  Wong (2006) found students can collaborate and create anything and become anyone by using Second Life.

References 


Broache, A. (2008) Ban ‘Second Life’ in schools and libraries, Republican congressman says CNET.

Rosedale, P. (2008). Philip Rosedale on Second Life [Video]. Retrieved from http://www.ted.com/index.php/talks/the_inspiration_of_second_life.html.


Wong, G (2006).  Educators explore Second Life online.  CNN Tech. Retrieved from: http://articles.cnn.com/2006-11-13/tech/second.life.university_1_second-life-educators-virtual-world?_s=PM:TECH

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