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.
I responded to the following classmates’ blogs: Cora Blades @ http://corablades1.blogspot.com/2013/01/module-4-disruptive-power-of-second-life.html?showComment=1359330184190#c8492052689515858561
and Kristy Burrough @ http://kburrough2012.blogspot.com/2013/01/disruptive-technologies.html?showComment=1359330767712#c4456479900599760502.
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