Digital Nation Highlights from Frontline: Digital Nation ◦ More than 10,000 IBM employees collaborate in virtual worlds. Take a look inside a meeting in Second Life from the home of IBM V.P. of Innovation, Francoise LeGoues. ◦ The New Digital Divide America's Secretary of Education says the problem isn't just getting access to technology -- it's how it's used. The New Digital Divide ◦ A game plan for teaching real world computing skills that students can really use in their future jobs. Todd Oppenheimer is a journalist and the author of The Flickering MindThe Flickering Mind
Need Dr. Rod Paige, Secretary of Education, noted in his introductory paragraph of the Visions 2020 Report that: “….Schools remain unchanged for the most part despite numerous reforms and increased investments in computers and networks. The way we organize schools and provide instruction is essentially the same as it was when our Founding Fathers went to school. Put another way, we still educate our students based on an agricultural timetable, in an industrial setting, but tell students they live in a digital age.”
Need This environment supports a community of students who have to mastered logic and problem solving beyond traditional classroom and the real-world constraints; one of the fundamental characteristics supporting DE. Currently DE is not the optimally used in traditional teaching, taking advantage of cutting edge technology.
Research Research has demonstrated that we are at a “... point where learning could be radically altered through new E-Learning instructional design, technology, openness, personal learning environments, & unprecedented access to information. Older correspondence-style methods & classrooms adapted to the web approaches are often ineffective and do little to harness the transformational potential of technology and thus deny unforeseen possibilities.” Noted in a presentation by Professors: Leslie Moller & Jason Huett for “The Next Generation of Education: Unconstrained Learning” A report from the 2010 AECT Summer Research Symposium
Research According to Gabelnick, F. and J. MacGregor, R. Matthews, and B.L. Smith, it is in human nature as social beings to communicate and share amongst themselves; this is the foundation for all types of social, academic and religious communities. As such this element needs to be present in all situations, especially asynchronous distance education to create a collaborative learning community. **Gabelnick, F. and J. MacGregor, R. Matthews, and B.L. Smith. (Spring 1990) Learning Communities: Creating Connections Among Students, Faculty and Disciplines. San Francisco: Jossey Bass New Directions for Teaching and Learning, Number 41
Development As we enter the age of distance education and educational technology, we need to explore this software and its potential as an educational tool. The use of SecondLife will: ◦ create a sense of responsibility to other community members ◦ create a collaborative classroom or learning environment can be a worthwhile opportunity notwithstanding the innate challenges/dilemmas. ◦ Provide an equal and distributed sense of control amongst members leading to stronger community bonds.
Development Time and cyberspace may be one of the mediums dedicated to interpersonal development for a productive community
Commercialization Technology is expanding from a delivery system to create dynamic interactivity Rather than viewing distance as a barrier to overcome… We view the “space” as an opportunity to harness the power of cognitive processes of knowledge building.
Commercialization SecondLife (SL) is a three-dimensional modeling tool which uses simple geometric shapes to allow residents to build virtual objects, change their appearance, etc. This level of interactivity will allow residences to have a truer sense of community. The avatars have textures for clothing, other objects, and animated gestures that add to the interpersonal experience. Most importantly the Second Life Terms of Service provide that users retain copyright for any content they create, and the server and client provide simple digital rights management functions.
Five Stages of Rogers’s Innovation- Decision Innovation-Decision Process: Second Life was initiated based on Linden Lab employees’ desire to add an extra dimension to their collaboration as a hardware company geared towards the research and development of haptics ◦ Knowledge – The former CEO of Linden Lab, Philip Rosedale, dreamed about virtual worlds since his childhood, in 1994; in 1999, Rosedale first thought of connecting computers via the Internet and creating a virtual world ◦ Persuasion – After he founded Linden Labs -2001 Linden launched a private world for the company employees ◦ Decision – The innovation was quick embraced and grew in popularity; February 11, 2002, Linden Lab Debuts, Company Dedicated to 3D Entertainment
Innovation-Decision Process: ◦ Implementation – 2006 SL is used to offer courses through various models and facilities, both for profit and non profit ◦ Confirmation – In January 2008, residents spent a total of 28,274,505 hours "inworld", and, on average, 38,000 residents were logged in at any particular moment. The maximum concurrency (number of avatars inworld) recorded is 88,200 in the 1st qtr. 2009 copy cat chat formats like IMVU, Smeet,
Diffusion Statistics This was pulled from a site that tracks the weekly median user- concurrency for Second Life from May 2006 through May 2010. Judging form this chart the innovation for this version has reached maturity.
Early Adopters We anticipate that the likely innovators and early adopters in my organization would be “fresh outs” as they are still very eager and open to technological advances In order to persuade the remaining population to adopt the innovation we must convince them that there is an economic advantage to this leading edge technology.
Laggards The laggards, in terms of rejecting the innovation, would include the population of employees 55+ who feel that they are on the down side of their career and do not or should not have to embrace this medium… “why fix what isn’t broken?” The best to way to help these individual move them toward adoption would be to tie the use of this to P4Ps The best combination of attributes necessary to meet critical mass in my chosen industry would be for relative advantage and observability.
Roger’s Attribute of Innovations A combination of the adoption of Relative advantage and Observability would be the most relevant strategies for online professional development in a corporate environment. Relative advantage is important because companies tend to encourage innovation or rather technological change through the linkage to improvements in efficiency, productivity, quality, competitiveness, and market shares; economics that support an increase in the organizations bottom line is primary. Coupled with observability or the perception of the community that this innovation yields a positive result or an opportunity for improvement would also assist in making the organization more willing to support and perhaps participate in the innovation. Because these attributes are in line with an organizational context or motivation of professional development, they would be invaluable in helping this innovation meet critical mass in the corporate environment
Critical Mass and Change Agents The Uniqueness of this tool indicated a decentralized approach would work best for the adoption of this innovation to build momentum Key change agents would include associates within organization with extremely diverse and/or wide geographic coverage Changes regarding de-emphasizing travel while anticipating a growth in global collaboration The innovation being proposed to the Board has already met critical mass in society based on the s- curve analysis Nevertheless Relative advantage is the most relevant for online professional development adoption in a corporate environment because of it’s relevance to the an organizational context or motivation
Conclusion Champions of this new innovation understand that: We have reached a point where learning could be radically altered through new E-Learning instructional design, technology, openness, personal learning environments, & unprecedented access to information. Older correspondence-style methods & classrooms adapted to the web approaches are often ineffective and do little to harness the transformational potential of technology and thus deny unforeseen possibilities. Technology is expanding from a delivery system to create dynamic interactivity. Second life in the natural progression to the next educational evolution
References 1. Inman C., Wright V., Hartman J. Spring 2010. Journal of Interactive Online Learning: Volume 9, Number 1 Retrieved from: http://www.ncolr.org/jiol/issues/pdf/9.1.3.pdf Nino, T. (August 2009) Second Life Statistical Charts. Retrieved from : http://dwellonit.taterunino.net/sl-statistical-charts / http://www.ncolr.org/jiol/issues/pdf/9.1.3.pdf http://dwellonit.taterunino.net/sl-statistical-charts / 2. Rogers, E. (2003). Diffusion of Innovations (5th ed.). New York, NY: Free Press. 3. Rushkoff, D. 2010. Frontline: Digital Nation; Retrieved from: http://www.pbs.org/wgbh/pages/frontline/digitalnation/ http://www.pbs.org/wgbh/pages/frontline/digitalnation/