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.