A
disruptive technology is one that dramatically enters the marketplace and takes
over existing technologies.
Second Life has the potential of functioning as a disruptive
technology. The product they offer
is so dramatically different from existing Internet resources. Second Life could provide a disruptive
influence on education with a challenge to existing pedagogic models. In the Second Life setting, a virtual
classroom could provide opportunities for student collaboration, project-based
learning, and enhanced student creativity. This would replace a physical classroom setting that
requires substantial supplies and resources. In the virtual classroom, students could build structures,
hold meetings, and solve complex problems.
There
are several social benefits to Second Life. In a virtual environment, students can feel free to express
controversial opinions. They can
escape from physical and financial limitations that set them apart from their
peers. A virtual environment allows
a student to invent an alternative personality that distances itself from
social problems (TEDtalks Director, 2008). This learning option assists ESL language learners and
facilitates improved communication among this population with language practice
in practical situations (SusiSpicoli, 2006). Participants can engage in 3-D social networks that
encourage equitable dialogues (Boulous, Hetherington, & Wheeler,
2007).
It
is difficult to imagine what will come next in the area of virtual worlds. It seems that the combination of
virtual worlds and holographic imaging will represent the next level in this
technology. This could be on the
horizon in the next five years.
Further integration between virtual worlds and product advertising would
represent a natural extension of the current product. Soon members of the Second Life community will experiment
with products and services in the virtual world and then transition to their
use in the physical world. This
concept seems eminent in development.
There
are concerns and implications within this virtual concept. In an educational setting, the
anonymity of a virtual world could contribute to negative social
behaviors. Students could lose
sight of the person behind the Avatar and become disrespectful and abusive of
other community members. There is
evidence of abuses currently with regard to pornography and moral
misbehavior. Personal security is
an issue with other community members acquiring intimate knowledge about a
student that could damage personal safety.
In
the education industry, exploring a site like Second Life shows considerable
promise. The dramatic shift from a
physical environment to a virtual environment could lead to enriching
experiences for students. The
creativity and problem-solving potential of Second Life position it on the
forefront of disruptive technologies in education.
References
Boulos, M. N. K.,
Hetherington, L., & Wheeler, S. (2007). Second life: an overview of the
potential of 3-D virtual worlds in medical and health education. Health Information and Libraries Journal
(24), 233-245. DOI: 10.1111/j.1471-1842.2007.00733.x. Retrieved
from https://unchange.pbworks.com/f/Second+life+-+an+overview+of+the+potential+of+3-D+virtual+worlds+(2007).pdf
Susi Spicoli
(Screen Name). (2006, 0910) Introduction
to Second Life (historical view). Retrieved from http://www.youtube.com/watch?v=b72CvvMuD6Q
TEDtalks Director
(Screen Name). (2008, 1204). Phillip
Rosedale on Second Life. Retrieved from http://www.ted.com/talks/the_inspiration_of_second_life.html