The Journey of Integrating Technology


Showing posts with label Second Life. Show all posts
Showing posts with label Second Life. Show all posts

Wednesday, July 25, 2012

EDUC 7108 Module 4 Blog Post: The Disruptive Power of Second Life

Dr. Thornburg (Laureate Education Inc., 2009) defines a disruptive technology as a “new technology with the same functionality of an existing technology, but it functions more efficiently, and then obsoletes that technology.” Second Life is a virtual reality online world that has made the technology behind chat rooms obsolete. The technology uses the same idea of allowing people to communicate and collaborate, but Second Life also allows the users to create their environment using graphics, the ability to personalize an avatar, and the ability to hear and participate in chats through microphones and speakers.




According to Rosedale (2008), Second Life is a rapidly expanding virtual world, with infinite possibilities of user-created products and data. Virtual worlds allow information to be presented using powerful iconic symbols versus text to organize and experience information. Due to the rapid expansion of Second Life, I think that it will be at least another 8 years before another emerging or disruptive technology replaces it. According to the Elon University/ Pew Internet Project (n.d.), immersive virtual reality worlds are predicted to emerge between 2016-2025. Second Life still has the power to grow in size, graphics, and abilities.



Another benefit to Second Life is that it creates a social experience to explore information, allowing for communication and collaboration. In my field of elementary education, virtual worlds such as Second Life are beneficial in motivating students to participate in expressing themselves and working with others. Yet, Rosedale (2008) addressed a concern of the social implications of Second Life, explaining how we may begin to like our virtual image more than our human selves. Students creating their own avatars allow them to express their individuality, but we do not want them to become so consumed in their virtual reality that they withdraw completely from face-to-face social interactions. With the future emergence of immersive virtual realities, students will become more likely to use virtual worlds such as Second Life for a majority of their social interactions and searches for information.



References

Elon University/Pew Internet Project. (n.d.). Imagining the Internet: A history and forecast: Forward 150 timeline. Retrieved April 7, 2011, from http://www.elon.edu/docs/e-web/predictions/forward150years.pdf



Laureate Education, Inc. (Executive Producer). (2009). Emerging and future technology: Disruptive technologies. Baltimore, MD: Author.



Rosedale, P. (2008). Philip Rosedale on Second Life [Video]. Retrieved from http://www.ted.com/talks/the_inspiration_of_second_life.html.