Saturday, July 21, 2012

Blog Module 4


The Disruptive Power of Second Life 


Thornburg (2009) discussed that a disruptive technology are new technologies with the same operating ability as a current technology; however the function is superior to what is currently available. Disruptive technology can be dissected into two types; the first, a technology that does not create a new market, but changes the product, or second, a new technology that disrupts existing technology and makes it obsolete (Christensen, 2002).

Second Life and many other virtual worlds are considered the future of the Internet, while some view it as the next fad that is making our way through our society. So, how does one begin to look at this as a disruptive technology? Phillip Rosedale (2008), delivered a lecture on Second Life in which he discussed how he hoped the technology would change the way people produced and consumed information on the web. This virtual world technology will allow people to directly experience information, rather than viewing any abstract information.

Second Life, I do not believe is a disruptive technology now; however it is on its way to be. We as humans are instinctively social by nature, and when this technology becomes readily available there will be many that will wish to try it (Rosedale, 2008).

What technology or innovation did it replace? Second Life has the potential to completely replace gamin systems and technology. With the ability to access virtual worlds, many may see no need to play games.  

How many years do you think Second Life has left before another emerging technology replaces it? There is no one technology that is secure for any amount of time before the potential of another technology comes along (Laureate Education Inc., 2009). It could be as soon as next week or the Second Life technology cold be dominant for many years to come.

What are the social benefits of Second Life, and what might be the social implications of virtual worlds in your industry? Second Life can be used to encourage creativity, imagination, and diverse experiences (Rosedale, 2008). With this technology participants are able to experience things that are not available in their everyday life. In the field of education, students would be able to learn first hand through this virtual world, rather than viewing a video or reading text. It allows the content to be experienced first hand.



References

Christensen, C. (2002). The innovation economy: How technology is transforming existing industries and creating new ones [Video Podcast]. Laureate Education, Inc.

Laureate Education, Inc. (Executive Producer). (2009). Disruptive Technologies. Baltimore: Author.

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

4 comments:

  1. Module 4 Feedback:
    Greetings Heather!

    I always find it intriguing when we respond to the same question from two totally different angles. With regards to how long it will take for another technology to replace Second Life, I indicated it would likely take years; whereas, you noted it could be as soon as next week. Are you currently aware of any emerging technologies that function in the same way but to a greater capacity than virtual worlds such as Second Life? If so, please expound on this. Great post!

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  2. Heather

    Great post! I can see where you are coming from with the encouragement of Second Life but my experience and observation among my students have been more negative. I've witnessed kids using it to cover up their true person as well as bullying others. I'm not a fan of Second Life from personal experience!

    Brandy

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  3. Heather,

    To be completely honest, I had never heard of Second Life prior to this course. I think it has great potential for classroom practices; however, I think it is vital to consider the potential hazard if poses in terms of online bullying. This has become a tremendous issue in the past year at my school. Despite the opportunities for bullying that come into play, I think there is a lot to be said for utilizing technology of this nature! I plan to look into using this resource in my own classroom as the year unfolds. I think it could definitely increase student engagement at the middle school level!

    Great post,
    ~Laura

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  4. Hi Heather,
    It was interesting to learn that the average user of Second Life is 32 years old, and gaming is not the primary role of the technology. Do you see this changing as the technology becomes more mainstream? I had not previously heard of Second Life prior to this assignment.

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