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Sunday, February 21, 2010

Digital Nations; Analysis 2

One of the most amazing things I found in finishing Digital Nations was how the encouragement of technology throughout the academic day improved the students capability to attend and thrive in class. Normally we are told by the media itself that such technology doesn't belong in the school system. However, the schools of Digital Nations portray such a drastic turn around because of technological advantages. It is important to note that not all technology can be considered harmful in an educational environment. That isn't to say that their aren't downsides to allowing middle school aged students to use laptops in the middle of class, but the pros definitely seem to outweigh the cons.
On another note, but not unlike how technology seems to be benefitting schools, is how how the people who play such games as World of warcraft and Everquest create social worlds in which they can befriend each other without ever seeing one another's face. While many people who play these games can be considered outcasts from normal day to day social groups, it seems that among their own social friends that they enjoy themselves just as much as those "in the real world". It's also interesting to note how these worlds offer distinct, new experiences, that can practically substitute their equivalents from the real world. For example, how companies now can work at virtual meeting rooms on multi-million dollar projects, and never even have seen their partner's faces. One amazing aspect of such a virtual replacement is of the air force using unmanned aircraft to strike enemy targets. Such forms of warfare seem amazingly beyond what has ever been deployed before and is only made more reliable with the fact that US troops lives aren't sacrificed. Such use of technology will only grow with time and will surely only become more amazing with time as well.

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