Sunday, January 16, 2011

The Disruptive Power of Second Life

Every time an attention-grabbing new technology emerges on the market, which has useful and fascinating features, it has an ability to modify pedagogy. These technologies not only change how instructional material is being conveyed, but they also affect how educational institutions do their business, in addition to impacting the curriculum and instructions.

In the video, “Disruptive Technology,” Dr. Thornberg (n.d.) states that technologies sprout quickly and disrupt existing technologies. Christensen (2002) says that an opportunity is generated for innovators to create Disruptive Technology when they seize technological territory that the leaders of existing technologies don’t want. Christensen (2002) uses the example of mini-computers and how they became the disruptive technology; specifically, where Hewlett-Packard got disrupted by Sun, and Sun by Compaq, and Compaq by Dell.
Christensen (2002) breaks down disruptive technology into two types: One that does not create a new market, but changes the product, and the second is a new technology that disrupts existing technology and pushes it out. Amazon Kindle is a good example of a disrupting technology that first took over the market of e-book readers, and popularized the e-readers. As bandwidth becomes more available, more applications are emerging. The price of Kindle DX Graphite (3rd Gen) reader is down which also is more affordable to target customers who could not afford it before. Furthermore, the product is better than its original 1st generation design which was released in 2007.

Another example of disruptive technology that is also effects educational instructions and has social implications is The Second Life Education (http://wiki.secondlife.com/wiki/Second_Life_Education).

There is a difference between the web and virtual worlds. When using virtual worlds, the users can create and incorporate Avatars that represents themselves as in real life, or they can create a character with a different identity.  Furthermore, they can be a part of a group or create their own worlds. Rosedale (2008) compares the idea of Second Life to small transistors, which when they came out, created a new set of customers, specifically teenagers who could listen to music of their choice privately.

Second Life has many registered users and many of them are learners. As a result, some businesses are taking advantage of this market and are trying to target younger customers. An example is an online company that teaches English which incorporates Second Life (
http://www.languagelab.com/). These virtual world trends are incorporated by institutions, which incorporate lecture rooms and meeting halls. Scotland’s University uses Second Life http://edudirectory.secondlife.com/listing/show/listing_id/128  to generate another way for learners to participate and generate learning.
Since Second Life has decided to raise its prices for educators and has also closed its teen-only networks, a migration has started by educators from Second Life to OpenSims.

OpenSims is a disruptive
technology which uses a previously created program called “Alice in Wonderland;” an open-source technology. It offers virtual environments similar to Second Life (http://thejournal.com/articles/2011/01/11/next-stop-open-sim.aspx). “However, OpenSimulator is neither a clone of Second Life's server nor does it aim at becoming such a clone” (http://opensimulator.org/wiki/Main_Page).

These disrupting technologies are continuously transforming educational tools.


References:
Christensen, C. (2002). The innovation economy: How technology is transforming existing industries and creating new ones [Video]. Retrieved from http://mitworld.mit.edu/video/108.
Rosedale, P. (2008). Second Life [Video]. Retrieved from http://www.ted.com/index.php/talks/the_inspiration_of_second_life.html
Linden Labs http://wiki.secondlife.com/wiki/Second_Life_Education
Thornburg, D. (Producer). (nd). Disruptive Technology. [Video Podcast]. Laureate Education, Inc.

7 comments:

  1. Orit,

    I'd never heard of Open Sim prior to this posting! Is it somehow related to the SimCity software that was only available for single users with no interaction? I can see how it would be connected to the online virtual world of Second Life!

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  2. I'm not sure about this direction...maybe I am too hesitant but it seems to fake for me. Since you have the possibility of creating yourself as something you are not, that is not healthy personal growth that you benefit from with education. I can see the applications for virtual classrooms that are composed of distant students but what about content regulation?

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  3. Lori,
    SimCity and the OpenSims, from my quick web research, were both designed by the same game designer. OpenSims is a free open source using “Alice” (free Java program to create 3D virtual worlds), since it is all built on open sources, I think it has better potential to grow since programmers can constantly contribute and improve its design.

    Orit

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  4. Erin,
    You make a good point. If it is used by instructors as educational tool, it has to be constantly regulated for content. But the same will apply to any educational tool. We use games in education and I often find and use YouTube tutorials and suggest some other open sources for my students, but I am always in charge of where I refer my learners. It works, in my opinion, if the instructor takes the role of a conductor in the organized chaos.
    Orit

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  6. Orit,

    You mentioned users going away from Second Life because of its increasing prices for educators. I'm seeing this occur more often in the educational community. It is good to see competitors out there which will create a better product for the end users.

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  7. Great post. I am glad you mentioned other disruptive technologies as well. I love using disruptive technologies in my classroom. It forces me to think and teach differently.

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