Sunday, January 27, 2013

Module 4: The Disruptive Power of Second Life


Each and every time a new technology device comes on to the market, it has the ability to affect the world of education.  Any new technology device can change the way educators present their classroom curriculums as well as impact the instructional resources being used within an educational setting.  According to Thornburg (2009), disruptive technologies became the most desired products by consumers, and as a result, these new technologies eventually destroy the existing technologies.

How is Second Life a disruptive technology?
Second Life is a disruptive technology because it offers people a way to create real world characters/avatars within a virtual world, and these characters take on realistic views and/or opinions about the world and society.  Second Life provides its users opportunities to live in a make believe world with unlimited possibilities.  These opportunities can create negative and positive effects on the way people perceive their lives and lives’ of others.

What technology or innovation did it replace?
One example of a disruptive technology is the Amazon Kindle.  The Amazon Kindle hit the markets, and it replaced other e-readers.  As a result, the demands of the Amazon Kindle drive the price of other e-reader devices down.   This provided opportunities for those who could not afford an e-reader the chance to purchase the device.

How many years do you think Second Life has left before another emerging technology or disruptive technology replaces it?
I think Second Life will be in existence for at least the next five to ten years due to its popularity, and the realistic expectations it provides for its users.   Second Life will be in existence until another more advanced technology replaces it.

What are the social benefits of Second Life, and what might be the social implications of virtual worlds in your industry?
There are several benefits of Second Life.  For example, Second Life provides creative ways for educational settings to be more engaging and collaborative.   Second Life is very low cost and easy to access.  Second Life also provides a variety of ways for social media to take place.  Second Life offers its users opportunities to be creative in their virtual world especially by designing avatars to look like themselves.  Accessing data in Second Life is very expeditiously.  The social implications of virtual worlds in the education industry are educators and students are able to interact within an educational setting, but continuous monitoring needs to occur to ensure barriers are not crossed.  Students can communicate with and learn from other students globally.   
Reference
Laureate Education, Inc. (2009).  Disruptive technologies. Baltimore, MD: Author. 


 



 

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