Focusing on a text like Ready Player One, by Ernest Cline, students could explore complex ideas about self and society while using technology present in the stories to explore STEM. Regarding the narrative of Ready Player One, students could contrast and compare how the use of technology both improves education and hinders it. Have the students engage in a "virtual classroom" where anonymity is protected. What is gained or lost in the experience? Could the students design a better virtual or real classroom experience?