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