The document discusses how technology can encourage lifelong learning. It defines lifelong learners as students who continue studying content after a class ends. It analyzes curricular and non-curricular technology use, finding that non-curricular use tends to be more interactive. Statistics show students extensively use media like the internet and games in both educational and non-educational ways. The document suggests educators incorporate interactive technologies like simulations, podcasts, and wikis into their curriculum to help engage students and encourage lifelong learning.