Lynette
Johnson
lynette_72@yahoo.com
IT500
Design
Project Rough Draft
Manners/Etiquette for Children
Introduction
The
purpose of this paper is to take the reader on my voyage of IT500 – Major
Principles of Instructional Technology.
When I first enrolled in this class, I had no idea what to expect. I thought we’d cover the history of
Instructional Technology, but I really didn’t have any other preconceived ideas
regarding anything else that would be taught.
At the beginning of the class, we were assigned to choose topics for projects,
and I decided to do mine on Manners/Etiquette for Children. This paper will illustrate the different
stages that I went through in designing this project as my thinking evolved due
to the required readings. The beginning of
this paper will show my initial plan for how I wanted to carry out my
project. The second section will show
the revisions I made as a result of the literature I read. The third section will give my metaphorical
representation of design, and in the fourth section, I will give an overall
discussion of what I’ve learned. So,
come on and take this journey with me through my brain as I attempt to decipher
what I used to think, how that thinking evolved, and what I think now.
Initial Design- Part 1
[I believe that Dave asked that this section of the paper be past
tense.]
This
section of the paper will illustrate my initial design plan. This plan was created prior to any literature
readings for this class; however, I did write my plan using information that I
had learned in a previous class - IT510 – Instructional Systems Design.
My
idea for the course design project is Manners/Etiquette for Children. When
you finish reading this section of the paper, you will see that I believe that
teaching my learners information and then having them role-play different
scenarios is the best approach to my design.
I
would like to design the project using interactive role-playing exercises. In
this project, I would like to have children in various situations where they can
be taught to exhibit good manners/etiquette. Situations will include, but
may or may not be limited to:
• Communication (using such words
as: please, may I, excuse me, yes, no)
• Being polite (offering seats to
the elderly, offering help, opening and holding doors)
• Showing respect (not making fun
of others, respecting differences, not spreading rumors, keeping your hands to
yourself, using the right
tone [Later, you said, correct tone. I liked
correct tone better. I also thought that “appropriate” might be a good word…but
I like that word a lot.] of voice)
• Showing gratitude (sending thank
you notes, expressing thanks)
My
goal is to teach children to stop being so rude. We live in a technology
age where children no longer know how to interact with real people and thus we
have a generation of teens with very few to no manners. Through the
role-playing exercises, I want the learner to experience the different
situations that are listed above. I want to know what their response will
be and then let them know and have them practice what the correct
response/behavior should be and why.
The
learners that I have in mind are children ages 5-13. Using the list of
topics from above, I would like to create goals for each topic and objectives
for each of those goals. After I develop my objectives, I will begin
creating the role-playing exercises.
The
strengths of this design plan are that it will be interactive, will involve
real-world situations, and won’t just tell the learner if they are right or
wrong, but will present the learner with strategies to see if they have really
“gotten” the information. Lastly, the learner will be given the correct
answers and why.
The
influence that shaped my design plan was my IT510, Instructional Systems Design
class in which I learned to use the Morrison, Ross, Kalman, and Kemp’s (2011)
model of Instructional Design. In using the Morrison et al. model, I
have learned the importance of including goals, objectives, and generative
strategies to ensure the learner
is learning what I
expect them to learn.
[consider revising so it doesn’t have “learn” so much] As
a result, that is the model that I plan to use for this project, and below is
the lesson plan that I will use:
Lesson
Plan
Title: Manners/Etiquette
for Children
Overview: Learners
will be taught the importance of good manners and etiquette. They will
participate in different role-playing exercises to ensure information is being
retained and correctly understood. [Should your goals
and objectives have periods at the end of them? I don’t know if this breaks
that rule or not.]
Goals:
1.
Learners will exhibit polite communication
2.
Learners will exhibit polite behavior to the elderly
3.
Learners will exhibit respect for themselves and others
4. Learners will exhibit gratitude
Objectives:
Goal 1.
Learners will exhibit polite communication
1.1 Learners will
exhibit polite communication by using the words may I, and please
1.2 Learners will
exhibit polite communication in situations such as when they need to get by a
person, need to say something to someone that is already talking, or
accidentally bumps someone by using the words, excuse me
1.3 Learners
will exhibit polite communication by refraining from nodding or shaking their
heads and instead using the words, yes and no
Goal 2.
Learners will exhibit polite behavior to the elderly
2.1 Learners will
exhibit polite behavior to the elderly by offering them their seat if their
elder is standing, and/or offering them help if it looks like they are in need
2.2 Learners will
exhibit polite behavior to the elderly by opening and/or holding the door when
the elderly are entering or exiting a building
Goal 3.
Learners will exhibit respect for themselves and others
3.1 Learners will
show respect for themselves and others by refraining from making fun of others
3.2 Learners will
show respect for themselves and others by learning about and respecting
differences (such as cultural, handicapped, etc.)
3.3 Learners will
show respect for themselves and others by learning the dangers of spreading
rumors and taking steps to refrain from spreading rumors
3.4 Learners will
show respect for themselves and others by keeping their hands to
themselves
3.5 Learners will
show respect for themselves and others by using the correct tone of voice
Goal 4.
Learners will exhibit gratitude
4.1 Learners will
exhibit gratitude by saying thank you when something nice is done/said for or
to them
4.2 Learners will
exhibit gratitude by writing and sending a thank you note when they receive a
gift
Generative
Strategies/Role Playing
After each objective,
the learner will participate in role-plays as generative strategies.
Morrison & colleagues (2011) state that designers must consider how
to accurately convey the information to the learner in a manner he or she can comprehend
and keep a focus on the problem and objectives to ensure the instruction
supports the resolution of the problem (p. 232). My project teaches
young people interpersonal skills. Role-plays can serve the same purpose
as generative strategies because Morrison and colleagues also state that,
" Models of the interpersonal behavior are usually presented as live
demonstrations, role plays, videos, or printed scenarios. As part of the
observation process, the learner's attention may need to be directed to
identify key steps of the behavior as a generative activity." (p.163)
Materials
and Resources
Paper
and pencil, partners
This
section of the paper attempted to demonstrate my plan based on my thinking when
first joining this class. The next
section will show revisions to my project and changes in my thought process
after exploring classroom literature.
Revisions and Rethinking Based on Literature – Part
2
In
this section of the paper, I will talk about revisions to my project and the
evolution of my thinking based on the literature readings as mentioned
above. In the previous section of this
paper, I outlined my original plan. I
was going to use goals and objectives to teach my learners information and then
to ensure that learning had occurred, I was going to introduce generative
strategies using role-plays. After
devising that plan, I read several things that helped me to see that that might
not be the best way to deliver my project.
The
first thing I had to do was determine if I wanted to keep my current mode of
delivery for my project. My plan was to
have the learners break up into groups after learning information to do the
generative strategies/role-plays. But
then, I began to wonder if it wouldn’t be better to change my mode of
delivery. Should I present the
information using PowerPoint slides, the Internet, or some other fancy form of
media? After reading a few of the
literature, I decided I would not focus on some form of fancy media, but rather
focus on ironing out my generative strategies. One reason I made this decision was due reading
on the History of Instructional Technology when Cuban (1986) pointed out, “as
you look back over the past century of media history, you are likely to note a
recurrent pattern of expectations and out-comes. As a new medium enters the
educational scene, there is a great deal of initial interest and much
enthusiasm about the effects it is likely to have on instructional practices.
However, enthusiasm and interest eventually fade, and an examination reveals
that the medium has had a minimal impact on such practices.” Clark (1983) seemed to agree with Cuban’s
views when he stated, “that the novelty of new media always results in a
temporary peak in learning, but the levels of learning seen decrease as that media
becomes less novel to the learner.” Opposing views do exist on the topic, such
as those views of B.F. Skinner [citation] and
Kozma (2001), who believe that media do help to reinforce student learning. However,
I at this point found that I aligned more with Cuban and Clark and decided to
stick with my original mode of delivery and spend more time focusing on
creating good instruction.
In
further thinking of my instruction, I again had to revisit my thought process
after reading about Bloom’s Six Levels of Learning. According to Bloom’s Original Six Levels of
Learning, learning occurs in these steps from lowest to highest:
·
Knowledge
or recall of data,
·
Comprehension or
the ability to grasp meaning
·
Application,
or using learned material in new situations
·
Analysis
or separating material into component parts and showing relationships between
parts
·
Synthesis
or the ability to put together separate ideas to form new wholes
When
looking at these levels of learning, I had to decide how I could help my
learner to advance from the lowest level, to the higher levels of learning and
not just memorize a bunch of information.
As a result, I decided to discard the objectives and focus more on my
generative strategies. Now that I had a clear focus of the “skeleton” of my plan,
I could now read further to begin to shape the body of this plan. The plan began to take shape first in
deciding upon a learning theory.
Learning Theories
As I
turned my attention to focus more on my generative strategies, the first topic
I began to consider was learning theories.
In looking at the three learning theories of cognitivism, behaviorism,
and constructivism, I originally thought that I would use cognitivism, however
the discussion boards helped me to see that cognitivism might not be the best
option for my learners. After going back
over the three, I decided that constructivism [Here you
show that you plan to use constructivism] would be the best option
because the constructivist approach includes:
Constructivism
seemed to work perfectly as my learning theory.
My generative strategies were going to be in the form of placing my
learners in groups to do role-plays and then participate in group discussions
to help them as Knowlton (2011) described, “develop ideas from the tasks that
they completed.” [shows evolving from only thinking of
generative strategies to a more cohesive theory in constructivism]
Now,
that I had decided upon my learning theory, I could now turn my focus to
choosing a micro-theory.
Micro-Theories
In
reading the literature about micro-theories, I decided to use Anchored
Instruction and Situated Learning. What
is Anchored Instruction? According to Bransford, et al., (1990) "Anchored instruction [clear anchored instruction is one of your theories] begins
with a focal event or problem situation that provides an anchor for students'
perceptions and comprehension". They go on to state, "the major
goal of anchored instruction is to enable students to notice critical features
of problem situations and to experience changes in their perception and
understanding of the anchor as they view the situation from the new points of view".
At this point, I decided that I would use Anchored Instruction, with my
anchor or problem situation being rudeness or poor etiquette in various forms. The
goal, according to the writers is for the learners to develop knowledge that
will be useful to them, so that they won't view and dismiss the information as
things that they already knew. [citation] The
writers further state that, "at the heart of the model is an emphasis on
the importance of creating an anchor or focus that generates interest and
enables students to identify and define problems and to pay attention to their
own perception and comprehension of these problems. They can then be introduced
to information that is relevant to their anchored perceptions." [citation] So,
I have now decided that I know I want to use Anchored Instruction to show
everyday situations that occur in which rudeness or lack of etiquette is
exhibited. [new paragraph?] I then turned my
attention also to Situated Learning. [clear that you chose situated learning] According to
Lave (1988), “social interaction is a critical component of situated learning
-- learners become involved in a ‘community of practice’ which embodies certain
beliefs and behaviors to be acquired.”
After looking at Bransford’s (1990) description of Anchored Instruction
and Lave’s (1988) description of Situated Learning, I found that they meshed well
with Knowlton’s (2011) description of constructivism. As a result of these readings, I became clear
that I wanted to use Constructivism as my learning theory and both Situated
Learning and Anchored Instruction as my micro-theories, but now I must determine
how I want to begin to pull it all together.
Pulling it all
Together Using the CREATES Brainsets
I’ll
start with defining the CREATES brainsets according to Dr. Shelly Carson
(2010). Dr. Carson states that, “The
CREATES brainsets model is a set of seven brain activation states (or
“brainsets”) that have relevance to the creative process…. Each brain state has
the potential to influence how you think, approach problems, and perceive the
world..” [citation] In looking at how I could infuse my approach
of Situated Learning, Anchored Instruction and Constructivism into the CREATES
brainsets, I came up with the following generative strategies: [it may be helpful to show how adding the creates brainsets
helped your design become stronger from your part 1]
Connect – To help my learner connect to
my Manners/Etiquette for Children project, I will take my learners on a field
trip. Half of the group will exhibit good manners and the other half
won’t. Upon our return, I will have them
discuss the following in groups: What were responses from others when each was
exhibited? How could they have improved their action(s)? Did the response from
others have any impact on current actions?
Reason- Learners will be broken up into
small groups. Each group will videotape role-playing exercises based on topics
that I give them. Each group will watch the other groups’ tapes and afterward
will discuss how the situations were handled and different ways they could have
been handled.
Envision – Learners will pull a topic (of
a list that I write) from a hat. Based on the topic, the learners will be asked
to envision a scenario where bad manners can be exhibited based on the topic. I
will have them choose a partner and they will discuss with each other the
other’s visual. I will then ask them to think of any similarities between their
two topics and the potential impact the scenario could cause. Afterwards, I will have them discuss what
could be done to cause a different outcome or impact.
Absorb – In order that my learners absorb
information, open their minds to new experiences, and learn good listening
skills, I will have them partner with someone that they don’t know very well.
In this exercise, they will be asked to listen to the other person talk for 3-5
minutes about a current issue in the news or something they saw on TV or in
school, in which good or bad manners were exhibited. The first person will be
asked to not be rude and interrupt, but to listen intently and uncritically
open their mind to the other's idea. Afterwards, they can ask questions and
switch partners.
Transform – This exercise will work in
conjunction with the Reason mindset in which the learners watched the videos
that they made. In this mindset, each learner
will individually write three things in one of the videos that they saw that
were an exhibition of poor manners or etiquette. The learners will then be asked to write
action plans for changing the poor manners or etiquette into good manners and
etiquette.
Evaluate – I will design this section to
be after the envision exercises. I will have the group go over the topics that
they discussed. I will evaluate the ideas that they discussed and the methods
for a different outcome to insure that they meet the criteria for
appropriateness.
Stream – This brainset will work in
conjunction with the Reason and Transform brainsets. In this brainset, after learners watch each
other videotapes and look at their lists detailing what they saw as examples of
poor manners or etiquette being exhibited, I will have them work together in
their groups for five minutes. For the
first half of those five minutes, I will ask the learners to create lists
describing how poor manners/etiquette can affect them in life. Lastly, I will have them spend the last 2-1/2
of those minutes creating lists detailing how good manners/etiquette can
benefit their lives.
Now
that my learners have experienced my generative strategies using the CREATES
brainsets, I want to ensure that they have learned what I expected them to
learn. This is where assessments come
in.
Authentic
Assessments
Originally,
I had planned to do a summative assessment to see if my learners learned what I
wanted them to learn. Upon completing
the PP slide (Knowlton, 2009), I saw that authentic assessments offer a stronger
connection between the classroom and real world, as “authentic activities” are
very indicative of things that are done in the real world. As I am using
constructivism, anchored instruction, and situated learning, authentic
assessments would work best for my project since they all focus on “real world”
activities and social interaction. In using Authentic Assessment, I believe
that I will cover the full array of tasks and multiple indicators of learning.
Students will present their work and will evaluate each other. Dave’s slide show (2009) stated that,
“learning is better measured through performances or simulated (or real) tasks”
as giving answers to tests do not tell what a student can or cannot do or do or
don’t know. As a result, I will give my
learner exercises that not only takes them into Bloom’s higher level of
thinking (Evaluating), [citation] but also
according to the slide show; it involves the students by focusing on social
interaction, different levels of evaluation and opportunities to improve based
on feedback.
This
section of this paper showed how I planned to pull my project together using
the literature from this class. To
begin, I hope the reader got a clear view of my initial plan, which was to
simply teach some information and then have students perform role-plays to see
if they understood the content. In the
next section [part 3???] of the paper, the
reader should see how my plan evolved as I journeyed through the class to make
the learning more creative and meaningful.
Lastly, I wanted to show how I would assess my students’ learning. Now that I have a plan together, I want to
look at the nature of design through creative eyes. I want to stretch my learners’ thinking when
taking them through the various generative strategies. The next section of this paper will look at
“stretching my brain” by using metaphorical representations to describe design.
Missing some documentation. You’ll see I wrote “citation” where I
thought it needed to be…I could be wrong, I don’t really get APA.
Describing Design Using Metaphorical Representations
– Part 3
This
section of this paper will describe design using a metaphorical representation. Why? The point is to show the design process
that I’ve been going through in this class as my design project has evolved and
developed, as well as how I stretched my own "design thinking."
What is Design?
Design
is driving a manual car for the first time.
When I initially learned to drive, I learned in an automatic car. I was accustomed to using one foot for both
the brake and the gas. I didn’t have to
worry about switching gears, because the car did it on it’s own.
I did this for years and my mind was programmed to drive an automatic
car. The same occurred with design. I have attended school for many years. I was given instruction, I memorized what I
could, and I took tests to show what I remembered or what I considered at that
time, to be learned. With the automatic
car, I took a written test to see what I recalled and a road test to see if I
had learned what I was supposed to learn.
Then one day, my dad decided to buy me a manual car. I couldn’t drive it, but I was excited to
learn. I had that same emotion when
first starting this program. [good connection to the
beginning] I didn’t know much about Instructional Design, but I was
excited to learn. Well, the car sat for
a week before my dad had a chance to take me out to try to teach me how to
drive it. We started out in a parking
lot. I would drive around the lot, but
for some reason every time I would stop, the car would cut off when I would try
to proceed. My dad told me that I was
releasing the clutch too fast. But, what
did that mean? Why wasn’t I getting it?
Was I not learning what I was supposed to be learning? Or was the problem that my mind had to be
reprogrammed? I was programmed to drive with one foot, not two. I was programmed to let the car switch gears
on its own, now I had to switch the gears and I had to know when to switch them. The same occurred with design. What did the professor mean by posing my
question back to me or to the class? Why
didn’t he answer? Why do I have to interact
with my classmates daily? What…no
tests? What’s going on? I had been so accustomed to learning or shall
I say memorizing information that I didn’t understand at first that the mind
had to be reprogrammed to actually learn and go to higher levels of
learning. So, initially it was a
struggle as I contemplated whether I had made the right choice in choosing this
program.
When I
look back at my driving experience, I didn’t learn how to drive the manual that
first day and I wondered if I had made the right decision in choosing that
particular car. I went back out a few
days later on the street and voila, it started to make sense. I started adjusting to using both feet and
manually switching my gears. I thought,
“Okay, I’ve got this down.” I thought I
was a pro and then, Oh My God… I am sitting at a light on a steep hill and it’s
raining really hard. I am
petrified. I am thinking that if I come
off of the clutch too fast, I will roll backwards and cause an accident. If I hit the gas too fast my wheels may spin
or I may go forward too fast and hit the car in front of me. What am I supposed
to do? There was no one there to ask, so I worked it out in my mind during
those two minutes at that light and it was okay. I made it home safely. When I think of design, last semester, I felt
like I was on that hill initially and as the semester continued, it all worked
out. I thought I was well on my
way. But wait!! That was only one semester. Then comes this semester. Oh no, new theories, new assessments, new
ideas. Do I agree with this theory or
that one or both? Why do I agree or
disagree? When I initially got accustomed to driving the manual, I still had to
sometimes ask myself, what is the best way to go up this hill in the rain, or
down this hill, or stopping and going in Chicago’s rush hour traffic, is there
a shortcut getting home, do I really need to go this way, or should I go that
way, and on and on. There may never be
one concrete answer, just as in design, there may be many ways to design a
project, [I see your connection to the design process.
In the peer editing paper, Dave said that we had guidelines saying clear
references back to part 2 (I don’t see that in the description of part 3 he
gave us, but OK) So, maybe make a couple of references back to part 2 here?] but
the ever-ringing question should always be, what is the best approach to get
the optimum effect on the learners? How
can I ensure that my learners have learned what I expect them to learn? [Throughout this description, I can clearly see a connection
to how you feel it is to design. It speaks to me as one who learned to drive a
stick the day before I got one!]
This
section of this paper gave my metaphorical representation of what design means
to me. While it’s not always a smooth
ride, when I get to my destination, I feel like the slow traffic, hills and
rain are all worthwhile. While this
section of my paper showed my different emotions and feelings during the design
process, the next section of this paper will discuss what I have learned during
this process. [don’t forget strengths and weaknesses of
your metaphor]
What
I’ve Learned – Part 4
In this
section of the paper, I will describe what I have learned through the design
process. In reading, Design research: What we learn when we
engage in design,
Edelson
said, “Opportunities to learn arise in the course of any design process. These
opportunities for learning are the direct result of the specific decisions that
must be made in the course of a design” (Edelson, 2002). [Oh, look,
you cited Edelson! I don’t know what to say, he just said to find one place.] Through
each reading, checkpoint and/or brainstorming, the opportunity to learn
something new has been presented. Prior to these readings/checkpoints, I
knew nothing about the history of Instructional Technology, CREATES brainsets,
anchored instruction, the five dimensional framework for authentic assessment, situated
learning, Clark, Kozma, Edelson, etc. As a result of the readings that
were required, decisions had to be made during each checkpoint and thus I had
the opportunity to learn something new, which presented me with the opportunity
to determine different ways to help my learners learn. [good
specifics]
In
addition, throughout the design process, I have learned things about
myself. I began to see the pieces of the puzzle fitting together with each
of the readings in conjunction with our projects. I also learned that
teamwork is beneficial to the design process. [good
specifics]
Originally,
I thought that I was pretty strong in my stance against Kozma and also against
constructivism. I thought that I was 100% pro-Clark, but reading the
discussion boards helped me to look at things from a different
perspective. Maybe media can be instrumental in presenting information to
my learners. Another thing that made me
look at Kozma differently is after reading the Morrison article on the
Clark/Kozma debates. One of the things Kozma said that facilitated
learning was the ability to present a visual and social context for the
story (Morrison, 1994). In part 2 of my project, I chose to use
Anchored Instruction, which would agree with that statement. According to the Cognition and Technology
group at Vanderbilt (1993), “In anchored instruction, videos serve to place
problem-based learning in a context often enriched with data necessary for
solving problems. Anchors are stories and episodes developed around believable
situations providing complex problem solving opportunities ….”, so that was one
instance that found that I agreed with something that Kozma said. With
regard to constructivism, last semester, I learned through one of Dave’s slide
shows (2011) that constructivists had some pretty strong criticisms in regard
to Instructional Technology. According
to the slide show, constructivists said that Instructional Design:
As
a result, I considered myself anti-constructivist. However, in doing this
project, on one of the discussion boards someone commented regarding a
different approach to doing my project using constructivism. In looking at
constructivism further, I found that I actually agreed that this would be the
learning theory that I would like to use as I felt it would be the best
learning theory for my learners. I started out with goals and objectives
in part 1, but eventually found that this might not be the best approach for
ensuring my learners had prescriptions for deeper levels of learning and in
part 2, my focus was turned more to the generative strategies. [good specifics]
In
presenting my metaphorical representation, one can see that ISD is not
linear. Throughout this design process,
I think that we can all agree that there is flexibility and my goal is to have
my learners go through Bloom’s six levels of learning through the use of the
CREATES brainsets as generative strategies to ensure that there are
prescriptions for deeper levels of learning and not just superficial
(memorizing) learning. As a result, I was surprised to find that I could agree
with some of what Kozma said and although I do not agree with constructivists’
views of ISD, I did embrace constructivism as a learning theory. [nice personal reflection]
My
notions about the “nature of design” have changed a great deal as the result of
this course. If I had written part three of the project prior to the start
of this semester, I wouldn’t have used driving a manual car as the metaphor for
design. I would have used something more linear, like math, something more
straightforward and to the point. For example, I would have said design
is 1+1=2. You sit down, write, and
present the information to the learners.
Afterwards, you test them to see if they remember the information and
you’re done. My notions have also
changed in that I now understand that good design includes meaningful
creativity and knowledge of past history. [good
specifics]
As
a result of this course, my thinking about learning has also
changed. I now understand that learning is not simply memorizing
information as illustrated by Bloom’s Taxonomy of Learning (Bloom,
1956). I have learned that there are stages of learning and that the media
that we use to present information to help our learners learn should be
secondary to creating good instruction. I have also learned that it is
okay to second-guess myself and even change my mind on things I may have been
concrete (or thought I was) on. Lastly, I have learned that there is no one right way to
help learners learn.
[I think that at some point Dave said not to use the passive voice.
There are quite a number of places in your paper that you do. I highlighted it
in your last sentence.
The greatest strength of your paper is your last part. In part 4,
each paragraph has excellent specifics on what you have learned. I can really
see how you have grown in your knowledge from the beginning of this class.
You also did a fine job of creating a “thesis sentence” at the
beginning of the paper. You made it clear that I was going to take a little
journey back through time. I don’t think I did that…I need to check my own
paper.
Thank you for allowing me to read your paper and make comments. I
read some of this at lunch without the peer editing instructions so I did do
some editing as if I were editing my own paper. If you would like those
comments, I would be happy to send it to you. As it wasn’t part of the
instructions, I’m hesitant to send them if they are not wanted.
Rhonda
References
Bloom,
Benjamin, et al. Taxonomy of
Educational Objectives: The Classification of Educational Goals. New
York: McKay, 1956.
Bransford,
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