Roger Wagner didn’t just read the first book on programming the Apple computer - he wrote it.”

- Steve Wozniak

"Most Important Educational Technology Gurus of the Past Two Decades": Bill Gates, Steve Jobs, Steve Wozniak, Seymour Papert, Roger Wagner”

- Technology & Learning Magazine

"If you do anything with technology in your classroom, your approach most assuredly has his influence all over it."

- Doug Peterson, "A Great Reunion"

Technologist, business advisor, software designer, presenter, Board Member: CUE Inc., private pilot, book collector, writer, author, former middle- and high school teacher, amateur scientist, inventor.  Interests in aviation, music, mathematics, linguistics, science, history, space exploration, photography and gardening.

Board Member, CUE Inc.

CUE (Computer Using Educators) is the non-profit organization for educators and administrators who use technology to enhance learning and provides a community for innovative learners of all ages.

Software & Instructional Design - HyperStudio  

Inspired by HyperCard (1986, a black-and-white database-centered hypertext system for the Macintosh), I designed HyperStudio in 1988 as a media-centric (color, hypermedia, chroma-key video, laserdisc, MIDI and robotics support) environment that respects and honors students as creative artists in their own right.  By the late 1990s, HyperStudio was the #1 educational software product worldwide. The company was sold in 1997, but I continue to consult and advise on today’s version of HyperStudio 5, published by Software MacKiev.

Hardware & Instructional Design - HyperDuino  

Invented the first connection of videos and other digital media to physical models using the Arduino, URLs, and the Chrome browser. The HyperDuino solves key obstacles for those just entering the maker movement, by eliminating the need for breadboards and resistors, and combining with the HyperDuino for Chrome app to eliminate the need for scripted (written) coding, while still teaching the logic of programming. Physical classroom projects can now be made into interactive maker projects, by creating a two-way link between digital student-made and existing content and physical student-created models.