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1
success
of
game-based
learning
strategies
owes
to
active
participation
and
interaction
being
at
the
center
of
the
experience,
and
signals
that
current
educational
methods
are
not
engaging
students
enough."
4.
Visualization
tools
are
making
information
more
meaningful
and
insights
more
intuitive.
5.
As
more
than
one
billion
phones
are
produced
each
year,
mobile
phones
are
benefiting
from
unprecedented
innovation,
driven
by
global
competition.
6.
21st
Century
Trends
for
Higher
Education:
Top
Trends,
2008–2009
(Cisco
Study)
"College
students
today
depend
heavily
on
their
mobile
phones
and
PDAs.
One-
third
of
the
97
percent
of
college
students
who
own
a
cell
phone
no
longer
use
land
lines
to
make
voice
calls.11
The
freedom,
convenience,
and
cost
savings
that
mobile
phones
provide
are
invaluable
to
students,
whether
they
are
living
away
from
home
or
commuting
daily
to
and
from
school,
home,
and
work.
"
7.
“Cell
Phone
Usage
Continues
to
Increase,”
The
Harris
Poll,
No.
36,
April
4,
2008
(http://www.harrisinteractive.com/harris_poll/index.asp?PID=890).
8.
Report
of
the
NSF
Task
Force
on
Cyberlearning:
"Ubiquitous
computing,
mobiles,
and
broad-
band
networking.
More
and
more
frequently,
learners
have
access
to
one
or
more
of
their
own
computers
for
learning,
more
commonly
at
home
but
also
at
school.
The
Pew
Internet
and
American
Life
Project
currently
estimates
that
75
percent
of
adults
and
90
percent
of
teenagers
in
the
United
States
go
online,
and
80
percent
of
adults
have
a
cell
phone.
There
are
more
than
1
billion
computer
users
in
the
world,
with
predictions
of
2
billion
users
by
2015,7
and
3.5
billion
mobile
phone
subscribers,8
with
emerging
mobile
phone
technologies
already
sharing
many
of
the
functionalities
with
laptop
computing.
A
recent
Pew
Internet
and
American
Life
Project
report
(Horrigan,
2008a)
states
that
62
percent
of
all
Americans
now
participate
as
part
of
a
wireless,
mobile
population
in
digital
activities
away
from
home
or
work,
with
youth
particularly"
9.
Living
and
Learning
with
New
Media:
Summary
of
Findings
from
the
Digital
Youth
Project
"Social
network
sites,
online
games,
video-sharing
sites,
and
gadgets
such
as
iPods
and
mobile
phones
are
now
fixtures
of
youth
culture."
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