This document discusses four ways that technology can be implemented in education: 1) One-to-one computing programs that provide all students with individual access to computers; 2) Online and blended learning options that increase access to courses; 3) Educational gaming and simulations that engage students; and 4) Assistive technologies that help students with disabilities and benefit all learners. The largest one-to-one program in the US is in Maine schools, and blended learning is reducing reliance on lectures by moving them online. Gaming can immerse students in problem-solving, while assistive technologies aid the millions with special needs and develop tools for all students.