Our students have changed; our classroom is the same for more than 100 years. As ICT researchers, we have the tools to transform this. The aim of this talk is to present how technology innovations have made possible to modify the classroom experience. We analyze and show applications of Educational Video Games for the Nintendo Game Boy, collaborative work assisted by portable devices with wireless networks, phones in the classroom, multiple mouse applications, and augmented reality with participatory simulations. This presentation not only addresses technical issues but also educational ones showing applications that are running in classrooms of Argentina, Brazil, Chile, Guatemala, UK and US.