Often, educational technology design seems to be driven by market factors (e.g., fun, money) and perhaps design research (e.g., game environments), but rarely effectively accounts for research on how children develop understandings of the target content. This leaves practitioners short of high-quality technology tools (e.g., practice apps instead of developmentally appropriate learning apps). We can't expect tool/game designers, content researchers, design researchers, and practitioners to be experts in all these areas. However, we should work together throughout development, testing, and implementation. Have you had any success with this sort of collaboration? Are there avenues you would like to pursue? What would support these investigations?