This session is inspired by the funds of knowledge that students bring to a classroom that can be showcased and built upon to develop scientific literacy. As everyday technologies increasingly dominate our children's world, we as educators are increasingly responsible for embedding these same technologies into our planning and assessment. From the online quizzes our students take daily to the hours of coding they employ to program games, interactive technologies are the relevant lenses through which our students experience their worlds. The fundamental knowledge of multiple technological literacies is explored in this session to describe a science classroom in which students can engage in science through socially relevant experiences. Participants can expect to work with Scratch programming language, Google Classroom, Google Forms, and Kahoot interactive quizzes.