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==Components of Interactive Learning==
===[[Social media|Social Media]]===
The socialization of education is evolving in the form of personalized digital media sources. Web logs, or [[blogs]], enable students to express thoughts and ideas individually, while at the same time -sharing them with the larger community. The pervasiveness of social networks like [[MySpace]] and [[Facebook]] connect millions of learners to a virtual community where information is exchanged laterally between and among students and teachers alike. This explosion of community is contributing to an expanding learning economy, where participants have unparalleled access to knowledge, both from teachers and other students.
 
===[[Urban computing|Urban Computing]]===
This set of technologies includes the use of [[wireless networks]], [[smart phones]] and [[Personal digital assistant|PDAs]], [[search engines]], and [[___location-based media]]. Urban computing allows enhanced interactivity between people and their environment through the use of these technologies. For Interactive Learning, this means that students are able to assimilate knowledge specific to their ___location.
 
===Serious Games===
The concept of [[serious games]] involves immersing students in virtual worlds by means of role-playing and community interactive games. For learning, this means that the cooperative, critical-thinking, and problem-solving practices encouraged in digital games make serious games a key form of pedagogy. Adapting gaming toas a form of experiential learning brings real-world issues into education within the structure of a planned curriculum. Along with their intrinsically engaging properties, games have been touted for their ability to teach ill-defined problem-solving skills, elicit creativity, and develop leadership, collaboration, and other valuable interpersonal skills.<ref>{{cite book|last=Gee|first=J|title=What Video Games Have to Teach Us About Learning and Literacy|url=https://archive.org/details/whatvideogamesha0000geej|url-access=registration|year=2003|publisher=Palgrave Macmillan|___location=New York}}</ref>
 
==Applying Interactive Learning==