Thursday, July 28, 2011

Second Life: A disruptive technology


According to Thornburg (2009), disruptive technologies are new tools, not extensions or changes to older technologies that change how something is done. These technologies appear suddenly, obliterating other technologies.   SecondLife is a disruptive technology created by Linden Lab that burst onto the scene in 2003. SecondLife allows users to create a virtual character that exists and interacts in a virtual world.  SecondLife is a disruptive technology that can potentially replace the traditional environment that people can socialize and interact in.  Instead of meeting friends in real life for coffee, a SecondLife user can interact with friends at a local coffee shop in SecondLife.  I know many people are very active users of SecondLife, but I have also asked many in my peer group who are very tech savvy about SecondLife and they look at me as if I have a second head, because they have never heard of it before or think it is a place for the “strange” or the “socially awkward”.  It is the same reaction that many Dungeons and Dragons players got, but now Dungeons and Dragons has been replaces by Worlds of Warcraft and Call of Duty.
SecondLife does not have much of a place in my Kindergarten classroom, I feel as though introducing children to a virtual world at this age is not appropriate. At this age children need to learn how to interact socially in real life settings not through interactions on a computer screen.    I do not think SecondLife has much of a shelf life, because there are so many different ways for people to interact socially such as facebook, Twitter, Google+, and through the wonders of face time technology.  SecondLife is a disruptive technology that’s time is quickly ticking away. 

Reference:
Thornburg, D. (2009). Disruptive Technologie.  [ Vodcast]. Baltimore, MD: Laureate Education, Inc.

Thursday, July 14, 2011

There’s a reason behind that rhyme. ….

According to Dr. David Thornburg, history does not repeat itself, but it sure does rhyme a lot (Thornburg, 2008).  An application that rhymes with technology of the past would be Skype.  Skype is a instant messaging program with video capabilities, similiar to the instant messaging applications such as MSN messenger, AOL instant messenger, and Yahoo messenger of the 1990's.  Skype allows users to chat instantly with one another either through video fact time, voice connect, or typing.  This technology is reminiscent of the video phones seen on episodes of Star Trek, the Jetsons, and Futurama.  Skype is a technology that is supported on Macs as well as PC's and is free for all users.  This application is also supported on many smartphones as well.  Technology has evolved and changed and created many new rhymes, the future has a lot of innovative technology in store for us. 



CNN Tech (March 2, 2010) ran an interesting article on high-speed Internet, television and Skype and whether it could be combined to create a videophone TV: “Skype on TV: Will the videophone finally be reality?” (http://www.cnn.com/2010/TECH/03/02/skype.on.tv.videophone/index.html)
Thornburg, D. (Producer). (nd). Rhymes of history. [Video Podcast]. Laureate Education, Inc.

Saturday, July 2, 2011

Response to my learning community

Blogger seems to be having trouble responding today so I am posting what I tried to post to my learning community here.  I apologize for any inconvenience this may cause. 

Erica

I really enjoyed your post and I really enjoyed the fact that we took a different approach to what SL could replace. Great post!
July 2, 2011 9:04 PM

Hi Scott,

What an indepth tetrad! Your work is very high quality and clearly well researched. I think you are on the right track when you say that Facebook can potentially replace SL. Facebook is a place where people can go hang out with people they may know in real life as well as those whom they do not know. I have also noticed more and more educational institutions beginning to pop up on facebook.

Thursday, June 30, 2011

Second Life: A Tetrad



Reference:
Evans, N., Mulvihill, T., Brooks, N. (2008).  Mediating the tensions of online learning with Second Life.  Innovate 4 (6).  Retrieved from http://innovateonline.info/pdf/vol4_issue6/Mediating_the_Tensions_of_Online_Learning_with__Second_Life_.pdf. 

Saturday, June 18, 2011

Smart Table: An Emergent Technology

In 2008, Smart Technologies introduced the first multi-touch, multi-user device for teaching early childhood skills (Biggs, 2008).  This table allows pre-school and elementary students to work together simulatneously on its surface.  The table is very simple to use and most students can begin to navigate it without instructions. 
This emergent technology is impacting early childhood education by bringing a multi-modality approach to many early learning concepts.  Students use their hands to complete interactive learning activities and games, while developing skills in reading, counting and visual spatial awareness (Biggs, 2008).  One problem associated with the Smart Table is the cost.  At a cost of $7,000, many school districts can not afford to put one in every early childhood classroom.  It is more expensive than the average interactive whiteboard.   

The Smart Table is a collaborative learning where students come together to work on a variety of skills and concepts.  It comes with several applications already installed that are customizable to classroom needs.  Teachers can also access lesson activities created and shared by other teachers to use in their classroom from the SmartTech website.  The Smart Table is still a fairly new technology and as time goes on, the price will hopefully go down making it more accessible to all schools. 

Biggs, J. (2008).  Smart table: You know, for kids.  Retrieved from http://www.crunchgear.com/2008/10/21/smart-table-you-know-for-kids/