Thursday, January 23, 2014

Disruptive Technology (Module 4)

Second Life is a great example of a disruptive technology because it caused some other form of technology to become obsolete.  Face to face contact has been on the decline for a period of time anyway, but Second Life and other technologies like it have made traveling and attending live training sessions or meetings obsolete.  Time and distance has always been an enemy of technology, but with innovations like Second Life, those two qualities are no longer characteristics that can inhibit communication.

According to Wikipedia, Second Life was launched in 2010.  While I cannot attest to the quality of the technology from the outset, I did explore the technology before writing this blog entry.  The technology is amazing and provides the virtual settings of your choice and allows for social interactions of all kinds.  It seems that the only improvement that can be made would be the graphics, but I do not see another form of technology competing with Second Life for at least two years.

Second Life provides the unlimited setting for socialization.  As technology has progressed it has empowered people as they are able to live vicariously through an avatar.  Virtual worlds are quickly becoming popular and giving participants a way to interact with others in ways that they may not normally interact.  Also, virtual worlds give people the opportunity to interact with people from places they would not normally be able to visit.  It also provides participants the opportunity to interact anonymously, which brings about a new dimension to socialization.

From an educational standpoint, virtual worlds give students unlimited power to learn.  If designed well, students can tour famous landmarks or visit places that would normally be out of the question for students.  Especially with the financial conditions of public schools in Georgia, virtual worlds would not be effected by money, time, or resources in their attempt to give students exciting learning opportunities (Rosedale, 2008).

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


Wikipedia. (2010). Second Life. Retrieved from http://en.wikipedia.org/wiki/Second_Life

3 comments:

  1. John,

    I enjoyed reading your posting. I also found Second Life to be a disruptive technology. It is a great site for socialization as well as other things. I think you make some great points about how students can use this technology in the classroom. How would you use virtual worlds in your classroom? Great post.

    Brian

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    1. Brian,
      Thanks for the response. Virtual worlds give students the ability to solve problems in an authentic way, and gives them context to the problems they encounter. Both of these enhance students' ability to develop higher order thinking skills.

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  2. John,
    One of the things you stated really resonated with me. Socializing technology has empowered people through their computer. Anonymous chat rooms and other forms socializing technology allows people to live a life they would normally not live if they had to use their own name or picture. This is what is most terrifying about allowing students to use such worlds. I think that virtual worlds could help students in many ways, but it almost seems that the potential problems outweigh the good than can come of it.

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