This document discusses design in education through several examples and programs. It describes (1) how design can transform learning by making it more interactive, participatory, problem-solving and hands-on rather than textbook-focused. (2) Programs like One Laptop per Child, Scratch, and PicoCrickets that use design and technology to engage children in their education. (3) How the Exploratorium museum employs hands-on exhibits mixing science and art to promote informal education.