Sunday, February 20, 2011

Module 4: Second Life as a Disruptive Technology

Second Life as a Disruptive Technology
Disruptive technology, according to Clayton Christensen, is when a new technology disrupts or takes the place of an established technology (Tech Target, 2008). So, is Second Life a disruptive technology? To answer that question, one must look at the advantages and disadvantages of this virtual world environment. Helmer (2007) lists several strengths and weaknesses of the augmented reality called Second Life in an educational setting as follows:

Strengths
Weaknesses
•Inexpensive to develop
•Rich and diverse learning environment
•Multicultural input
•Three-dimensional point of view
•Highly engaging
•This augmented reality itself is difficult to learn how to use
•Entertainment value may detract from learning
•Can be distracting
•Prone to bad publicity in the past

When looking at the strengths listed above, one may see the potential for Second Life to grasp a much greater audience. Its game-like environment makes it highly engaging. However, the gaming public already has access to video games with much richer graphics and greater capabilities. There are also many other Web 2.0 tools that are highly engaging, entertaining, and educational.
Second Life has displaced some of the older video games. It will probably be several years before Second Life is displaced. Second Life continues to evolve and it will take a few years before this virtual reality is fully developed. Google has developed a customizable three dimensional reality called Lively (Virtual Environments Info Group, 2008).
According to Bob Moore (Virtual Environments Info Group, 2008) virtual worlds will eventually merge with social networking sites, such as Facebook. Moore goes on to explain that in a virtual world you can be anyone that you want. Females can use a male avatar if they wish. Both males and females may  change age, race, and live in a fantasy world. Socially inept or reserved personalities can choose to be outgoing. The virtual world enthusiast can also meet people all over the world.
According to Virtual Environments Info Group (2008) there are already over 70 universities and colleges who maintain a virtual campus. Distance learning, broadcasting information, and exploratory learning are just some of the educational uses of Second Life. Conklin (2007) provides a detailed description of uses of Second Life in the classroom. One assignment that can be translated to elementary education is using Second Life to interview someone. One idea that comes to mind is creating some historical figures in which to interview. An elementary student would then have to create questions and answers based on research. Creating a  scavenger hunt to be used in this virual world would hone following directions and even writing directions. Socially, these two ideas could have an impact when working in small groups or with a partner. Shy students would be able to overcome any disadvantage by being anonymous in this setting.


Sources:
Conklin, M. (2007). 101 uses for Second Life in the college classroom. Retrieved February 20, 2011 from http://careersmarts.com/21/second%20life%20101%20uses%20classroom.pdf

Helmer, J. & Learning Light. (2007). Second llfe and virtual worlds. Retrieved February 20, 2011 from  http://www.norfolkelearningforum.co.uk/wp-content/uploads/2009/04/virtual-worlds_ll_oct_2007.pdf

Tech Target. (2008). Disruptive technology. Retrieved February 20, 2011 from http://whatis.techtarget.com/definition/0,,sid9_gci945822,00.html



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