Many wearable technologies are surprisingly accessible and affordable, making them a compelling part of formal and informal computational and design curricula that aim to broaden participation in computing and other STEM skills. In this panel, three experts share their experience working with wearable tech in educational settings and about student success that goes beyond the designed educational experience. We will begin with a general framework for the potential space of wearables. We will discuss previously-funded NSF education research and development projects that have investigated supporting personal expression, enabling educator roleplay, integrating records of bodily experience, as well as just in time notifications. Next, we’ll share about two projects (funded by NSF Cyberlearning and AISL) that bring to life the general framework. The first project is a social wearables educational live-action roleplay summer camp in which middle school girls learn computational and ubiquitous computing design skills. The second project is the Wearable Learning Cloud Platform (WLCP), a cloud-based platform that enables students and teachers to design, create, and play physically active collaborative math games in classrooms and afterschool programs.