Dr. Thornburg defines disruptive technology as a new technology with the same funcionality of an exisisting technology, but functions more efficiently and obsoletes the emerging technology. Disruptive technology is also called a wildcard. Second Life is disruptive, because it is a wildcard that changes and modifies the possible making everything impossible. Individuals are rapidly joining this virtual world game and experiencing false hopes. What they are able to do at Second Life is not what they are actually able to do and control in real life. It is helping to establish false hopes, motivations, and cravings to have what we can’t have or control. It is a great motivator that helps individuals to be more creative. Also, it is helping us to visualize what could be or changes that we can expect to see in the future. Second Life is like playing the game of life. We are able to make changes and control the scenarios, which is not something we can do in real life. Second Life provides excellent opportunities for socializing and addressing the needs of the many diverse learners that we have today. Also, it aids in the communication process, requires active participation, and opportunities to utilize simulation and modeling; which are all required experiences in the learning process. Second Life reminds me of the new Xbox Kinect(http://www.xbox.com/en-US/Kinect/GetStarted) game that my daughter just recently received.
Emmorfia
References:
Rosedale, P. (2008). Second Life [Video]. Retrieved from http://www.ted.com/index.php/talks/the_inspiration_of_second_life.html.
Thornburg, D. (n.d.). Disruptive Technologies. Retrieved October 31, 2010 from
http://sylvan.live.ecollege.com/ec/crs/default.learn?CourseID=4199715&Survey=1&47=5863341&ClientNodeID=984645&coursenav=1&bhcp=1.
Additional Resources:
http://www.beatenetworks.com/blog/index.php?/archives/478-The-Technology-That-Will-Replace-Second-Life.html
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