Thursday, April 28, 2011

Mod 4: Disruptive Technology




Second Life (SL) is a disruptive technology because it replaces the need for face-to-face (f2f) role playing with a virtual reality world that can be accessed anywhere in the world with internet access. A disruptive technology is defined by Thornburg as “new technology with the same function as an existing technology but it functions more efficiently and then obsoletes that technology (2009).


What SL has done is change the course of cooperative learning
where individual reservations may inhibit a person from fully participating and allow them to create a virtual self free from specific identity. The need for classrooms and teacher prepared roles to support this type of learning (which is touted as a preferred method of expressing understanding of the subject matter) has diminished to the point of virtual extinction. The specific disruption is the technology investment to brick-and-mortar classrooms, including the myriad of electronic technology for f2f support. With SL and similar programs, the school’s electronic support is minimized as the instructor and students typically provide their own computers and internet access with the school providing a portal to work in (even this can be established outside of the school’s resources).


SL may continue for many years but it will likely change forms as technology improves the capability and quality of its digital processing. If they do not change rapidly enough, then another technology could replace it such as one with a three dimensional, holographic ability. I would guess that these changes are between five and ten years away.




The social benefits, as related above, are that people who may be timid when participating f2f will likely participate with less caution because they will feel more anonymous. An example of this affect is people who are mascots for sporting events. It is often the case that these people are reserved or even shy until they put on the mascot costume. Even though people may know who they are, their costume hides their identity so they feel free to act out more than they normally would. In my area of education, students tend to enjoy opportunities to utilize computers as part of the classroom experience, and being able to create virtual representations of themselves (called avatars in SL and similar programs) gives them the chance to fulfill a fantasy of being someone else.

Web Resources:

Examples of some disruptive technologies: http://moneyterms.co.uk/disruptive-technology/

Article discussing Second Life as a disruptive technology: http://www.universityworldnews.com/article.php?story=20080117162121373

Reference:

Thornburg, D. (2009). Disruptive technology. (Vodcast). Emerging and Future Technology DVD produced by Laureate Education, Inc. Baltimore.

Wednesday, April 13, 2011

7108 Mod 3 Blog


The Wingsuit


Man’s desire to fly like a bird has probably been around since we first observed our winged friends in flight. Not counting bats, which of course are mammals, or animals like squirrels, which really only jump and glide from place to place, there are thousands of examples for us to marvel at and think if only I could do that.


From Greek mythology to Leonardo Di Vinci to the Wright brothers we have imagined, designed, and finally achieved flight. Although not exactly as birds do, we still have left the bounds of earth and defied gravity. The latest expression of this is much like our squirrel friends in that we glide from a higher position to a lower one. Like our winged friends however, this suit gives us the ability to steer our way around and be the masters of our decent, provided the wind cooperates.

Web Reference:

http://en.wikipedia.org/wiki/Wingsuit_flying