By enabling location-aware functions on mobile devices, users build the capacity of the location-aware devices they use in many different contexts. At the same time, new services that enable learning, provide personalization, and assure integrity - trust, security and authenticity - are being developed for individuals and organizations. These changes impact media content in learning environments of all types - higher education, K-12, continued education, and workplace education. These changes impact the way individuals and organizations create and consume media content for learning purposes. They expand the meaning and opportunities for curation as well.
Across the entire innovation ecosystem of media, new technologies and new uses of them are creating a sea change in educational contexts, including:
*Creation – Whether by individuals, sensors, or algorithms; whether new, unbundled or re-bundled; and whether for administrative, pedagogical or entertainment purposes.
*Consumption – As random, targeted, rogue, authenticated, protected, and/or sharable objects move fluidly through the environments in which education occurs.
*Curation – Whether ephemeral, dynamically updated, or archived by an individual an organization, or a data-driven, automated service.
At its core, each project builds on prior research and is intended to serve as a foundation for future research.
The Late Cliff Nass; Physical Media as Active Social Learning Agents
Brigid Barron; Contests as a Catalyst for Content Creation: Contrasting Cases to Advance Theory and Practice
Paulo Blikstein; A New Generation of Hybrid Tangible Interfaces for Learning
Sakti Srivastava; The Stanford Clinical Anatomy (SCAnS) Library