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Everyday technologies like mobile phones and video games are routinely taken up by youth, educators, and researchers as technologies for learning. The unexpected ways in which these and other technologies are used by a variety of people, across diverse contexts, and for varied purposes indicates a need to better theorize the mutability of these technologies. In this theoretical paper, we interrogate how two technologies for learning - the game platform Minecraft and the annotation tool Hypothesis - may be understood as mutable mobiles (Law & Mol, 2001). By addressing why it is important to conceptualize some technologies for learning as mutable mobiles, we work to advance novel perspectives on the emergent relations among learning, technology, and mobility across settings.