Thornburg
defined disruptive technology as what happens when something is being done one
way and something brand new comes along that “knocks it out” or replaces it
(Laureate Education, 2010). The new
technology that disrupts the status quo meets a need more efficiently than the
technology it obsoletes; costs less, and so forth. Second Life is a disruptive technology
because it is replacing what was previously done and how it was done with what
it offers.
Rosedale
said Second Life is making the web obsolete (TED, 2008). The two main ways it is doing that is by
replacing the web’s text and graphics (text to text) method of obtaining
information from the Internet. Second Life
uses symbols or images rather than words, and it allows users to interact with
each other in real-time. Rosedale’s
example of shopping on Amazon.com in the traditional web text to text sense
does not allow for interaction with the millions of other shoppers who are
probably on their website at the time.
With Second Life, users represented by avatars can interact with other
users, thereby making Second Life more social than the web.
Second
Life reminds me of the virtual war game my son plays with other players around
the world via his PS3. Though they are
not literally fighting in a war, their avatars in Battlefield represent them as soldiers that move about and interact
with each other in an exact simulation of actively fighting in a war. Sometimes when I hear him talking on his blue
tooth headset with his teammates who are logged on from within and outside the
United States, I think he has company over until I realize I can’t hear who is
speaking back to him. Watching him
interact and move about on the screen while planning tactical maneuvers with
his partners is so lifelike and realistic. A promotional description of Battlefield
states “Battlefield 3 delivers superior visual quality. In this video game the
player feels the massive destruction, the highest quality of audio and lifelike
character animations. It is an action packed realistic game where you feel the
bullets whizzing by, the walls crumbling and the explosions throw you to the
ground. The battlefields of this video game feel more alive and interactive
than ever. The player steps into the role of the elite US Marines and they
experience missions and combat. There is also a competitive multiplayer option
ranging across diverse locations around the globe” (Studica, 2012).
From the date of Rosedale’s presentation (2008) to now, I
think technology such as the virtual war game Battlefield, has already emerged
that will eventually replace what Second Life was/is capable of doing. Rosedale himself said that Second Life at
that time was not a replacement for online games (2008). I believe the game my son plays is a
refinement of Second Life and that more virtual world technology has already
emerged that will eventually replace it or refine it until it is unrecognizable
in its original state.
The ability to interact with people from around the world in
real-time in a virtual world would expand the reach of continuing and higher
education for instructors and students.
Being able to share information or collaborate on projects or research
in the same place, looking at the same tools or information using virtual world
technology would benefit my students, but would also benefit instructors. The possibilities are endless. It would make
it possible to research a project, shop for parts to build a component or put a
project together, look at the same things at the same time and discuss it just
as if you were in the store or library together is a fascinating concept and
presents endless possibilities for learning, research, and so forth.
I watched a repeat of an episode of the television series Undercover Boss where the Chancellor of
the University of California at Riverside (UCR) spent part of his time undercover
assisting Professor Catharine Larsen (photo below) teach a chemistry class. The class was state of the art, almost like
an online class in a brick and mortar classroom. The technology fascinated me.
In this episode the professor delivered her lecture
interactively with students using whiteboard technology. They were reviewing for a chemistry exam, the
professor wrote the sample questions that were reflected on the whiteboard, the
students selected their multiple choice response by clicking it on their hand
held device that was connected to the whiteboard program, and the program then
tallied the responses and gave statistics such as what percent of the students
got the correct answer. When the
percentage of correct answers was unsatisfactory, the professor reviewed the
materials/lesson and students then clicked in the answer again. The end result of the one example that was
televised showed the percentage of correct answers had improved to an
acceptable level.
The embedded video (access via link below) - Designing Lessons for
Interactive Whiteboards Part 5 Clickers- is an example of interactive
whiteboard technology that demonstrates how the clicker actually works. Kelly (2007) said thatin the next 5,000 days of the web “We have to get good at
believing the impossible”, because technology has already done what no one
imagined it ever would, and it will continue to do so. Clickers and interactive whiteboard
technology are examples of the impossible coming to fruition in elementary,
secondary and higher education classrooms, like I saw on the television show
and as was demonstrated in the YouTube video.
The rhymes of history, according to Thornburg, are “the
affect or impact of new technology that rekindles something from the past”
(Laureate Education, 2009). Interactive
whiteboard technology using clickers is revolutionizing instructor/student
interactions. This technology rekindles
the long ago days when instructors lectured for hours, wrote on chalkboards and
handed out tests on boards or paper, and students wrote answers in chalk, pencil,
crayon or pen and ink.
I was taken with how engaged a class of 250 students was
throughout the lesson the instructor at UCR delivered. Part of that engagement, I believe, was the
inclusion of the interactive technology that was used to instruct, deliver
course materials, and assess student mastery of subject matter.
References
Kelly, K. (2007). Kevin
Kelly on the next 5,000 days of the web. Retrieved from