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.
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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.
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).
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.










