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Bringing the latest technology into the elementary classroom offers students a breadth of knowledge they could not otherwise acquire and access to resources they would not otherwise have. But unless educators take the lead in negotiating pedagogies for these new forms of constructing meaning, other non-school-based players will be the ones to determine how, where, and by whom the new technologies will be used. The authors in this issue show us how they have used various forms of technology—from digital moviemaking to handheld computers with specialized software—to help their students undertake innovative projects.