Showing posts with label disruptive technology. Show all posts
Showing posts with label disruptive technology. Show all posts

Thursday, October 25, 2012

Second LIfe - A Disruptive Technology


            


           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