
Many technologies become disruptive merely because they cross a tipping point in price or performance or dramatically increase accessibility and/or capabilities relative to the incumbent technologies (Thornburg, 2009). An example or method of disruptive technology is the way individuals communicate today. Communication, within a large environment, consisted of word of mouth, Alexandra Graham Bell’s telephone, cell phones, emails, and now the great world of social networking. Humans now have the instant access to connect to others, present their emotions, follow individuals electronically, and chat to multiple individuals at one time.
In the world of Second Life, a rich network connects innovators and their ideas to help each other create better products (Rosedale, 2007). Second Life displays the human’s fantasy ideas and goals. According to Rosedale (2008), virtual worlds allow us to reinvent ourselves and they contain anything and everything, and probably anything could happen there. An example of Second Life is the World of WarCraft. World of WarCraft allow people, around the world, to connect and battle amongst each other and world.
Technology and, more generally, knowledge are diffusing today at an unprecedented rate along pathways limited only by the global reach of the Internet (Thornburg, 2009). I personally feel that Second Life will have more time to accomplish its goal of acceptance before a new technology replaces it. Second Life has not overcame its jitters or knocked out the rust of the system. With the introduction of new technologies like 3-D voice, which will let SL residents speak to each other, and Web integration, the virtual lab, with its low costs and cross-fertilizing possibilities, becomes an ever more attractive alternative to old-fashioned reality (Rosedale, 2007). Once people learn the ropes and the unlimited boundaries, Second Life will submerge. It is going to stir the Human Society to its roots by challenging the existing logic, motions, transactions, inter-relationships, and interactions in ordinary human life in most confounding ways (KulKami, 2007).
Educational environments that mix real and virtual instruments and places will enrich the learning experiences of the school children (Cerf, 2007). Students can feel connected to the distant class mates, create animated experiences, and have more involvement in their education.
Additional Information:
Second Life in Education http://www.csmonitor.com/2006/1005/p13s02-legn.html
Sources:
Cerf, V.G. (2007). The disruptive powers of networks. Retrieved on July 26, 2010 from: http://www.forbes.com/free_forbes/2007/0507/058.html
Kulkami, G. (2007). How second life is a disruptive idea? Retrieved on July 26, 2010 from: http://ganeshayan.blogspot.com/2007/05/how-second-life-is-disruptive-idea.html
Rosedale, P. (2007). Alter egos. Retrieved on July 26, 2010 from: http://www.forbes.com/forbes/2007/0507/076.html
Rosedale, P. (2008). Second life [video]. Retrieved from http://www.ted.com/index.php/talks/the_inspiration_of_second_life.html.
Thronburg, D.D. (2009). Disruptive Technologies. Laureate Education, Inc. Retrieved from http://sylvan.live.ecollege.com/ec/crs/default.learn?CourseID=4199715&Survey=1&47=5797856&ClientNodeID=984645&coursenav=1&bhcp=1


