Which educational technologies are used frequently in constructivist mathematics and science classrooms?
Rather than attempting to list all educational technologies currently in use, this review is limited to the arguably most frequently and successfully employed technological meaning-making tools in science and mathematics classrooms. • In a broad sense, virtual realities include microworlds, (Dede, 2004; Dede, Salzman, & Loftin, 1996; diSessa, 1986), modeling and visualization tools (Patrick, Carter, & Wiebe, 2005; White & Frederiksen, 1998), and simulations (Chinn & Malhotra, 2002; Kim, Jackson, Yarger, & Boysen, 2000). Notable examples are problem-based virtual environments, such as hypermedia, including Alien Rescue5 (Liu & Bera, 2005), and LeTUS curricula (Dede, Honan, & Peters, 2005; Krajcik, Marx, Blumenfeld, Soloway, & Fishman, 2000; Marx et al., 2004; Solomon et al., 2003), and The Geometer’s Sketchpad, a mathematical modeling environment (Flores, Knaupp, Middleton, & Staley, 2002; Garofalo et al., 2000). • Handheld technologies include PDAs (Cwikla & Morse, 2005; Goldman et al.