Disruptive technology is
a new
technology that performs
the
same
function
of an existing
technology, which it
obsoletes, and
it
is often
cost-effective (Laureate, 2009). Second
life
is a 3D virtual
community
where
exist
avatar representing
a real
person.
Second
life
is a disruptive technology as its use
of the
virtual
world
makes
it
cost
effective,
and
part
of its characteristics
is social
networking. The
evolution
of second
life
will be bigger
than what
is available
on the
web
(Rosedale, 2008). The
web
gives
access
to information
through text
and
images.
In virtual
worlds,
access
to information
is through iconic symbols
that can be used
with human
beings.
The
experience
of creating,
consuming
and
exploring
the
information
is intrinsically social
(Rosedale, 2008). It
might likely
obsolete
websites based on 2D technology or
virtual
entertainment.
The life span of second life might not exceed the next three to five years considering the rate of emergence of new technologies. However, enhancement of the user interface and other facilities on the platform might add value to usage. The social benefits include the ability of users to create a space to suit their needs and socialize; reduce environmental impact of travels; retain intellectual property to their creation, and collaboration and communication among users across the world. The use of avatars gives users comfort in participating within a community without real identity, especially introverts. The social implications of virtual worlds in education are numerous. Educators use it to design learning objects that makes learning attractive, visual simulation processes and creating a virtual classroom. It is a tool for distance education, which might make learners feel more comfortable to collaborate and participate effectively in their courses.
References
Laureate Education, Inc. (Producer). (2009). Disruptive technologies [Video webcast]. Retrieved from http://mym.cdn.laureate-media.com/Walden/EDUC/8848/04/downloads/WAL_EDUC8848_04_B_EN-CC.zip
Rosedale, P. (2008). Second Life [Video]. Retrieved from http://www.ted.com/index.php/talks/the_inspiration_of_second_life.html.
The life span of second life might not exceed the next three to five years considering the rate of emergence of new technologies. However, enhancement of the user interface and other facilities on the platform might add value to usage. The social benefits include the ability of users to create a space to suit their needs and socialize; reduce environmental impact of travels; retain intellectual property to their creation, and collaboration and communication among users across the world. The use of avatars gives users comfort in participating within a community without real identity, especially introverts. The social implications of virtual worlds in education are numerous. Educators use it to design learning objects that makes learning attractive, visual simulation processes and creating a virtual classroom. It is a tool for distance education, which might make learners feel more comfortable to collaborate and participate effectively in their courses.
References
Laureate Education, Inc. (Producer). (2009). Disruptive technologies [Video webcast]. Retrieved from http://mym.cdn.laureate-media.com/Walden/EDUC/8848/04/downloads/WAL_EDUC8848_04_B_EN-CC.zip
Rosedale, P. (2008). Second Life [Video]. Retrieved from http://www.ted.com/index.php/talks/the_inspiration_of_second_life.html.