One example of a collaborative science project involving technology integration involved
an afterschool program in school libraries for underserved middle school students that leveraged
students’ interest in popular science media including science fiction novels and movies, graphic
novels, and science-‐‑related games (Subramaniam et al., 2012). Using these materials as a starting
point, the program (called Sci-‐‑Dentity) engaged students in storytelling and dialogue with each
other both in the offline world and in a project-‐‑specific social network