Saturday, August 10, 2013

Module Five: Red Queens and Increasing Returns

I retrieved the DVD from my closet for the science fiction assignment in Module 4. The movie, Minority Report, was based on a Philip K. Dick book. I did not have to rent nor download the movie because I received the DVD as a gift several years ago. The current competition between DVDs and video-on-demand is an example of increasing returns. According to Dr. Thornburg, in order for a technology to be a Red Queen, it should be an emerging technology. I believe that video-on-demand is an emerging technology that is slowly phasing out DVDs. DVDs would be an example of increasing returns because the entertainment industry has acted differently to offer the showings of movies. Movies are more accessible down because of movies on demand, downloading, etc. Consumers now have the option of downloading movies from the computer rather than leaving their homes in order to rent a movie. I believe that DVDs are in the retrieval area of the McLuhan’s tetrad because DVDs obsoleted VHS tapes. I believe in a few years, DVDs will move to the obsolescence area of the tetrad in a few years. Video-on-demand has enhanced movie viewing and movie retrieval. Video-on-demand movie releases come faster than DVDs and are more profitable for movie companies (Lawler, 2010).
Reference

Lawler, R. (2010). Studios giving up on dvd, pushing vod instead. Retrieved from http://gigaom.com/2010/08/20/studios-giving-up-on-dvd-pushing-vod-instead/


Thornburg, D. (2008c). Red Queens, butterflies, and strange attractors: Imperfect lenses into emergent technologies. Lake Barrington, IL: Thornburg Center for Space Exploration.

Saturday, July 27, 2013

Module 4: The Disruptive Power of Second Life

Second Life is an online virtual world created by Philip Rosedale. Second Life is a disruptive technology because of its capabilities. This virtual world has the ability to enhance and totally change the classroom because of the users’ ability to role-play, hold discussions, and complete simulations that make the classroom student-centered rather than teacher-centered (Toffler, 1970). Second Life displaced the technology of your typical computer game. Second Life offers interaction with others via text or voice. Users sign up for free or a paid membership and create their own 3D avatars as they enter the virtual world of Second Life. The “residents” of this virtual world are able to explore and create various places such as casinos, clubs, restaurants, etc. while interacting with people.
I believe that it will be another 10 years before Second Life will face an emerging technology such as the holographic technology. I say the holographic technology because of its ability to have the users see each other in real time as a lifelike 3D image.
Second Life gives users the experience of interacting with people from different countries. My students would enjoy using the site but would likely compare it to the Sims video game and the virtual world that is offered with the PlayStation, PlayStation Home. Second Life is used in some k-12 and collegiate classrooms. Businesses are using the site to attract new clients (Nuthall, 2008).

Reference

Nuthall, K. (2008). US: A disruptive technology arrives. Retrieved from http://www.universityworldnews.com/article.php?story=20080117162121373

Rodriguez, L. (2009). Second life as a disruptive technology in education. Retrieved from http://lrodriguezetc.wordpress.com/2009/10/29/second-life-as-a-disruptive-technology-in-education/


Toffler, A. (1970). Future shock. Random House: New York.

Saturday, July 13, 2013

EDUC 7108 Module Three: Rhymes of History Technology


According to Dr. Thornburg (2009), rhymes of history are defined as the affect or impact of a new development that rekindles something from the past. Video games are an example of rhymes of history. Video games rekindle arcade games from the past. Arcade games have now evolved to handheld games to home consoles and home computers.
Video games are known for being a popular pastime for kids but have now evolved to adults as well. The gaming industry is now a billion dollar company. There are some video games that can now be played without a controller because many games now offer sensor bars that detect and mimic the player’s movements. Games continue to improve and have become more life-like than ever due to the growing sophistication of technology.
Reference
            Thornburg, D. (2009). Rhymes of history. Laureate Education: Baltimore, MD.

KCTS Production. The video game revolution. Retrieved from  http://www.pbs.org/kcts/videogamerevolution/about/program.html

Friday, June 28, 2013

Module Two: Emerging Technologies Tetrad

Touch screen tablet computers have only been around for a few years and would be considered to be an emerging technology. According to a report by the Pew Research Center, currently tablet computers are owned by a third of American adults (O’Leary, 2013). Currently Apple has the iPad, Samsung has the Galaxy Note, Microsoft has the Surface, and more. The tablet enhances mobile computing because of the size and convenience. Buyers have the option to purchase some tablets with a data plan, which works the same as a data plan for a smartphone. The tablet computer obsoletes the need for an external keyboard with the touch screen capabilities for an onscreen keyboard. Tablet computers also tend to have more battery life than other computers. Desktop computers and laptop computers have external keyboards while the user of a tablet computer has the option to use the onscreen keyboard or attach to an external keyboard. The tablet computer retrieves the CPU system because the CPUs on tablet computers typically process slower than a laptop or a desktop computer (Strickland, n.d.). Lastly, upgraded laptops could reverse tablet computers by replacing them.  


Reference

O’Leary, A. (2013). One-third of americans now own tablet computers. Retrieved from http://bits.blogs.nytimes.com/2013/06/10/one-third-of-americans-now-own-tablet-computers/?_r=0

Strickland, J. (n.d.). How tablets work. Retrieved from http://computer.howstuffworks.com/tablets/tablet3.htm


Thursday, June 13, 2013

Module One-Emerged Technology

Blogs have emerged over the years and has proven to help shape learning.  There is numerous software available for free that allows the author to communicate with a particular group, organization, the public, etc. Readers are able to post their comments, thoughts, and ideas about the post. The problem with blogging is that anyone can create and post them (Anderson, 2008). The authors can post information that may or may not be accurate which is not always beneficial to students.
            A benefit of blogging is that gives students a voice by allowing to them to share their thoughts, findings, and more online. Blogging exposes students to others in their field of study or professional community. It also allows students to be creative with designing the layout of their blog.

More About Blogging
http://computer.howstuffworks.com/internet/social-networking/information/blog.htm

Reference


Anderson, T. (2008). The theory and practice of online learning. Athabasca University.