How Disruptive Technologies Are Leading the Next Great Education Revolution -- THE Jour... - 0 views
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DNA Memory "Chip" - 1 views
Guiding Innovation in Higher Education | Center for American Progress - 0 views
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Christensen, a Harvard Business School professor, posits that truly disruptive innovations are driven by technology and aimed at meeting the needs of a segment of the public not currently being served by existing suppliers, and that this phenomena is beginning to occur in the higher education system.
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Three characteristics distinguish disruptive innovation from regular change. One is that disruptive innovators target their service or product at the needs of a new group of customers
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The second characteristic is that disruptive innovation uses enabling technology. An enabling technology simplifies and routinizes the way a company delivers its service or product.
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I School Podcast » Kapor on Disruptive Innovations, Part 3 - 0 views
Virtual worlds and The Innovator's Dilemma - Hypergrid Business - 0 views
US: A disruptive technology arrives - University World News - 0 views
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changes the way that we learn, have fun and do business.
Module 3 Assignment - 2 views
Game impact theory: The five forces that are driving the adoption of game technologies ... - 0 views
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Abstract The computer gaming industry has begun to export powerful products and technologies from its initial entertainment roots to a number of "serious" industries. Games are being adopted for defense, medicine, architecture, education, city planning, and government applications. Each of these industries is already served by an established family of companies that typically do not use games or the technologies that support them. The rapid growth in the power of game technologies and the growing social acceptance of these technologies has created an environment in which these are displacing other industry-specific computer hardware and software suites. This paper puts forward a game impact theory that identifies five specific forces that compel industries to adopt game technologies for their core products and services. These five forces are computer hardware costs, game software power, social acceptance, other industry successes, and native industry experimentation. Together these influence the degree and rapidity at which game technologies are adopted in a number of industries. This theory is meant to be useful to managers who must make decisions about adopting, investigating, or ignoring these new technologies.