Hedberg
& Chang (2007) define disruptive innovations as those that “…eventually take
over the existing dominate technology in the market…” even though it is quite a
bit differentI believe people build virtual worlds in places like Second Life
to hide or mask their identity. It is also an engaging multimedia approach to
an activity or way of learning and interacting, as in a class or a way to
replace face-to-face communication. By creating a personal avatar, we can
become anyone we want to be and take on a persona not our own.
Second
Life is not very popular in the field in which I work (K-12 education). I can
imagine K-12 teachers implementing this form of multimedia creatively, perhaps to
complete a project-based learning unit. Students would have access to a lot of
creativity through creating the learning goal in a world, a room, any setting
they choose.
I
believe Second Life (if introduced to some, re-introduced to others) has the
potential to be around for a long time. It could potentially replace Skype or
other forms of face-to-face at a distance programs. There is no need to be ‘presentable’,
but one’s own thoughts and opinions could still be expressed.
References:
Hedberg, J. G., &
Chang, C.-H. (2007). The G-portal digital repository as a potentially
disruptive pedagogical innovation. Educational Media International, 44(1),
3–15. Retrieved from the Academic Search Complete database.
Rosedale, P.
(2008). Philip Rosedale on Second Life [Video]. Retrieved from
http://www.ted.com/talks/the_inspiration_of_second_life.html.