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1. Magic or Mayhem? New Texts and New Literacies in Technological Times.

2. Literacy, English, and Computer Games.

3. 'Turning Around' to the Affordances of Digital Games: English Curriculum and Students' Lifeworlds

4. English Revisited: Sucker Punch, Moffatt, Avatars and Forensic Evidence

5. 'A Chart for Further Exploration and a Kind of Rallying Call': James Moffett and English Curriculum History in Victoria

6. English in the Digital Age: Making English Digital

7. Challenging Notions of Gendered Game Play: Teenagers Playing the Sims

8. 'It Makes You Realize, Really, Just How Deep Your Subtext Is': Literature, Subjectivity, and Curriculum Change.

9. 'What I Really Like Now...': Renewal and Curriculum Change in Literature Teaching.

10. Pressing (the Right?) Buttons: Literacy and Technology, Crisis and Continuity.

11. Making the Link between Reading and Writing: Experiments for Students and Teachers.

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