Second Life, as defined by Wikipedia,
is an online virtual world developed by Linden Lab. Participants in Second Life must create avatars
in order to participate in the virtual world.
Second Life functions in real time.
In a YouTube video, Dr. Clayton Christensen explains disruptive
technology or innovation. He states that
disruptive technology transforms a product that history was so expensive and complicated
to an affordable and more accessible that a much large popular.
Second Life can displace asynchronous
communication, blogs, and wikis. Thus,
it is a disruptive technology, because it can provide participants with
real-time collaborative and communication abilities. I believe that
telecommunication systems, social networks with skyping abilities, and face time
have displaced second life. Although
Second Life is gaining popularity in higher education, I found little research
in to support Second Life implementation in K12 education.
References:
Laureate
Education, Inc. (2009). Emerging and
future technology: Disruptive
technologies. Baltimore, MD: Author.
Second
life. Wikipedia (2012). Retrieved October 26, 2012 from http://en.wikipedia.org/wiki/Second_Life
Link:
Responded
to:
Brenda
McKoy and Daniel Oprish