Thursday, November 11, 2010

Module 4

Second Life as a Disruptive Technology in Educational Settings
The usefulness of Second Life and other virtual technologies are still developing in the educational realm and have yet to blossom into their true potential.  This could be due to the fact the educators are still trying to decipher exactly how to use this resource effectively and aligning to their current educational practices, without being a complete distraction to the learning community.  Incorporating technology into any aspect of the instructional day has been moving along at a slow pace, even without the idea of using a virtual world for the students interact in that would not require them to even be in the same room with each other.
Dr. Thornburg describes a disruptive technology as “a new technology with the same functionality of an existing technology, but it functions more efficiently or is available at a lower coast, then obsoletes that technology.”  (n.d.) Second life has the potential to disrupt various every day functions in educational settings; requirements to be “in class” at a brick and mortar school to interact with classmates, the need for classes to take field trips if it is possible to travel to a location virtually to learn about a new culture or ecosystem, or teacher centered classrooms where the educator is the knowledge holder and the students are the sponges absorbing with no reversal in roles.  Disruptive technologies vary from evolutionary technologies in the idea that an item that evolves is still around, where one that is disrupted is pushed aside and replaced completely with a new device. (Laureate, n.d.)  This is where a complete shift in education could arise with the use of technologies like Second Life, radically changing the way we perceive education in the future.
The shift towards using Second Life, especially in elementary school setting, in my opinion is quite a ways off.  I say this due to the fact that even the simplest of interactions or integration of technology in classrooms has still not been completely adopted at this level.  To put even an estimated time frame on this notion feels a little too farfetched to even make an attempt, similar to taking a stab in the dark.  I do agree with Rosedale (2008) that its influence will continue to increase, and that fear of this technology is futile because its increasing ubiquity is inevitable. I’m sure that there will be a pocket of early adopters but when the majority will get on board seems to be a mystery in my eyes.

Laureate Education, Inc. (Producer) (n.d.) Disrutptive technology. [Podcast] featuring Dr. David Thornburg. Retrieved from http://sylvan.live.ecollege.com/ec/crs/default.learn?CourseID=4433411&Survey=1&47=3931272&ClientNodeID=984645&coursenav=1&bhcp=1

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

The Electronic Envelope (2008) Clipart retrieved from http://trc.ucdavis.edu/TRC/envelope/Columns.jpg

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