The ability to connect to an inanimate object is greatly expanded upon by Sherry Turkle. The author goes on to explain the “alive enough” aspect of mechanical objects. “The children start to talk excitedly, greeting Furbies by imitating their voices” (Turkle 468). Cathy Davidson’s experiment in “Project classroom Makeover” was initiated to fit the “paradigm of formal education for the digital era” (55). It was “an attempt to put the new science of attention together with the new digital technology that both demanded and, in ways helped produce it” (Davidson, 55). Turkle’s project which involved a group of fifteen children, five to eight years old is a perfect example of the disconnect to reality children are experiencing due to technological advances. The influence of technology at an early age is often overlooked, hence Davidson’s approach to education reform. This demand of the “World Wide Web”, that Davidson claims to have helped produce informal learning, is one which can corrupt a child and their ability to learn on an extensive level. Being introduced to animate objects that are similar to biological animals can be almost confusing to a child; the idea of what is real and what is not real is more difficult to comprehend. Sherry Turkle inquires “if a robot makes you love it, is it alive?” (461). Interactive devices assist in creating a fantasy world that at an early age, …show more content…
As years go on, social media websites multiply and the users of these websites are growing at an alarming rate. The ability to “hide” behind a computer screen has become much easier and alienating oneself is not uncommon. Turkle describes ELIZA, an interactive program in which users are able to speak to bots that present themselves as companions. The connections made with these bots are simulated well enough to make one think they are actually speaking to someone. Cathy Davidson asks, “What form of education is required in a world of social networking, crowd-sourcing, customizing, and user-generate content” then continues to say it is a “world of searching and browsing where the largest-ever encyclopedia is created not by experts but by volunteers around the world- as is the world 's second most popular Web browser, the world’s most massive online multiplayer game, and all the social networking and communication sites, from MySpace and Facebook to Twitter” (Davidson, 55). These performances on social networking sites are often fabricated. Turkle states, “We perform on social networks and direct the performances of our avatars in virtual worlds. A premium on performance is the cornerstone of the robotic moment,” (Turkle, 460). Social networking websites give you the ability to act as someone you are not or a “better version of yourself”. This “premium