In Section 2, we provide a brief overview of related research in classroom technology, ubiquitous computing, and automated capture to support access and recall. In Section 3, we outline four different teaching and learning styles that different prototypes of Classroom 2000 are designed to support. Section 4 describes the common architectural framework used to develop various Classroom 2000 prototypes, with several examples from the actual prototypes provided. In Section 5, we summarize some initial studies of student reactions to the use of this technology in the classroom and we provide some insights on lessons we have learned in applying ubiquitous technology to a real life situation. We conclude in Section 6 with a discussion of how we have progressed toward our goal of introducing ubiquitous computing into the classroom and observing its effect on the educational experience.