Tuesday, July 24, 2012


Module 4: Second Life – Disruptive or Not?


Dr. Thornburg (Laureate, 2009) suggests that disruptive technologies are on an evolutionary path but another technology comes into play and obsoletes the prior technology because of key characteristics. Second Life could easily be considered a disruptive technology because it offers free and engaging ways to encourage people to interact in educational, business, and social settings. Second Life could easily displace other technologies including online (distance) learning, the traditional learning environment (classroom), and global business transactions. Although this 3D world is truly innovative, it has yet to obsolete the before mentioned technologies since its creation in 2003. Second Life and other virtual learning environments face resistance because many teachers are not open to the idea of “losing” control of the traditional classroom setting. These same teachers fail to foster an engaging learning environment because there is no opportunity for students to truly utilize the digital skills developed from participating in a plethora of digital activities outside the confines of the school day.

In today’s traditional educational settings, teachers are encouraged to strive towards the creation of a more student-centered, explorative learning environment. The use of Second Life in the classroom/educational practices could easily displace the traditional social relationships teachers commonly develop with students. Despite the lack of face-to-face interactions, Second Life has the ability to foster global learning opportunities for students as they work to collaborate and communicate with people from other cultures and countries. 

The Forward 150 Timeline, introduced in Module 2, offers that people will begin to spend an increased amount of time in virtual reality worlds by 2020.  An increased use of social networking sites (Facebook, Twitter, etc.) is definitely characteristic of our modern society. However, Second Life has not gained the same popularity commonly associated with these sites. The social implications of utilizing the virtual reality world could potentially open up new opportunities and interactions for students. Those students who fear social settings and public speaking could easily move to the top of the class through participation in this type of “world.” Second Life and other similar technologies would provide an engaging learning environment where students are able to utilize the skills commonly found among digital natives. By offering students the opportunity to participate in class activities utilizing technology, students would begin to close the gap and disconnect that often arises between home and school. Furthermore, the use of this innovative technology would easily promote differentiation of instruction as teachers make learning more relevant for individual learners. 

What great potential lies within the virtual world! 
(If only more teachers could see this!!)

Reference:
Laureate Education, Inc. (2009). Disruptive technologies. Baltimore, MD: Author.

1 comment:

  1. I guess if I had to virtually meet in a virtual classroom it could potentially be more entertaining than an actual classroom. However the bandwidth needed is increasing. As a response the hardware requirements are also constantly increasing. I believe at some point the technology requirements will out weigh the benefits. You appear to have engaged in some sort of virtual classroom. Could you given any further insight on how you could see it used in a classroom?

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