The learning technology by design approach is a constructivist approach that sees knowing as being situated in action and co-determined by individualenvironment interactions (Brown, Collins, & Duguid, 1989; Gibson, 1986; Roschelle, & Clancey, 1992; Young, 1993).1 Our approach builds on these ideas by emphasizing the value of authentic and engaging ill-structured problems that reflect the complexity of the real world (Marx, Blumenfeld, Krajcik, & Soloway, 1997; Pea, 1993). These problems serve as the context for learning about educational technology. For instance, recent design-based seminars we have conducted have focused on the design of online courses. The participants in the design teams have to actively engage in inquiry, research and design, in collaborative groups (that include higher education faculty members and graduate students) to design tangible, meaningful artifacts (such as the website, syllabus and assignments for an online course) as end products of the learning process. The open-ended nature of design problems prevent us (the instructors) from too narrowly specifying what technologies will be needed. This means that the participating teachers have to learn specific hardware and software skills as and when needed by their evolving project. Design is the anchor around which the class (and learning) happens. The evolving artifact is also the test of the viability of individual and collective understandings as participants test theirs, and others’, conceptions and ideas of the project. And finally, the main role of the instructor in such an environment is that of a facilitator and problem solving expert rather than an expert in the content. Learning in this context involves becoming a practitioner, not just learning about practice (Brown & Duguid, 1991).