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面向三维目标的国外中小学计算思维培养与评价研究

面向三维目标的国外中小学计算思维培养与评价研究

面向三维目标的国外中小学计算思维培养与评价研究面向三维目标的国外中小学计算思维培养与评价研究随着技术的发展和应用的广泛,计算思维作为一种关键能力逐渐受到教育界的重视。

计算思维是一种解决问题和抽象问题的能力,强调的是逻辑思维和计算机科学的方法论。

国外中小学教育注重培养学生的计算思维,并通过评价来评估学生的计算思维水平。

本文将介绍国外中小学计算思维的培养与评价研究,并分析其意义与启示。

一、国外中小学计算思维培养的目标国外中小学的计算思维培养目标主要包括:1. 培养学生的问题解决能力。

计算思维注重学生解决问题的能力,培养学生分析、抽象、设计、实现和评估的能力。

学生通过学习计算思维,将问题转化为计算机可以理解和解决的形式,并通过学习算法等方法来解决问题。

2. 培养学生的逻辑思考能力。

计算思维要求学生运用逻辑思维方法进行问题的分析和推理,从而得出正确的解决方案。

学生通过学习编程等方法,培养逻辑思考的能力,并将其运用到问题的解决中去。

3. 培养学生的创新能力。

计算思维要求学生创造性地解决问题,培养学生的创新思维和创造力。

学生通过解决实际问题和设计算法等方式,培养创新的能力,并将其运用到实际生活中。

二、国外中小学计算思维培养的方法国外中小学计算思维的培养主要通过以下方法实施:1. 编程教育:编程教育是培养学生计算思维的重要方法。

通过学习编程语言,学生可以学习到如何分析问题、如何使用算法来解决问题等知识和技能。

编程教育要求学生思维严谨、逻辑清晰,并能将问题转化为计算机可以理解的形式。

2. 项目学习:通过项目学习,学生能够将计算思维运用到实际情境中。

学生参与项目学习,可以培养解决实际问题的能力,并将计算思维与现实生活相结合,提升学生的创新能力。

3. 数学教育:数学教育也是培养学生计算思维的重要方法。

通过学习数学,学生可以培养逻辑思考的能力,并学习如何运用数学知识解决问题。

数学教育注重培养学生的分析和推理能力,并将其与计算思维结合起来。

《指南》大班数学领域目标

《指南》大班数学领域目标

《指南》大班数学领域目标The goal of the Big Ideas Math curriculum in the mathematics domain is to develop a deep understanding of key mathematical concepts and skills among students. 《指南》大班数学课程的目标是培养学生对重要数学概念和技能的深入理解。

By engaging students in meaningful mathematical tasks and real-world applications, the curriculum aims to foster critical thinking and problem-solving skills. 通过让学生参与有意义的数学任务和实际应用,该课程旨在培养批判性思维和问题解决能力。

Students are encouraged to explore mathematical concepts through hands-on activities and collaborative learning experiences to build a solid foundation for future learning. 学生被鼓励通过动手活动和协作学习体验来探索数学概念,为将来的学习奠定坚实基础。

The curriculum also promotes mathematical communication and reasoning skills by providing opportunities for students to explain their thinking and justify their solutions. 该课程还通过为学生提供解释思维和证明解决方案的机会,促进数学交流和推理技能。

英语 作文关于未来科目作文

英语 作文关于未来科目作文

英语作文关于未来科目作文英文回答:The Evolution of Education in the Future.The future of education is constantly evolving, shaped by technological advancements and societal changes. As we move forward, the traditional concept of education is undergoing a transformation, embracing new methodologies, subjects, and learning environments. Here are some key trends that will redefine education in the years to come:Personalized Learning: Education will become increasingly personalized, tailored to the unique learning styles, interests, and goals of each student. Artificial intelligence (AI) will play a significant role in customizing educational experiences, providing students with individualized feedback and support.Technology Integration: Technology will continue to beseamlessly integrated into the learning process. Immersive technologies such as virtual reality (VR) and augmented reality (AR) will create interactive and engaging learning environments. Online platforms will expand educational access, offering flexible learning options for students around the world.Interdisciplinary Studies: The boundaries between traditional subjects will blur, fostering interdisciplinary approaches to knowledge. Students will learn how to connect concepts from different fields to solve complex problems and develop innovative solutions.Empathy and Social Justice: Education will emphasize the importance of empathy, social responsibility, and global awareness. Students will engage in projects that address real-world issues, fostering a sense of purpose and civic engagement.Competency-Based Education: The focus will shift from memorization to the development of transferable skills and competencies. Students will be assessed on their ability toapply knowledge and skills in practical settings, preparing them for the demands of the 21st-century workplace.In addition to these trends, there are several emerging subjects that will play a vital role in shaping the future of education:Computational Thinking: Students will develop skills in problem-solving, critical thinking, and computational logic to navigate the increasingly digitalized world.Data Science: As data becomes ubiquitous, studentswill learn how to collect, analyze, and interpret data to make informed decisions and solve problems.Robotics and AI: The rise of AI and robotics will require students to understand the underlying principles and ethical implications of these technologies.Climate Change and Sustainability: Education will address the urgent challenges of climate change and sustainability, equipping students with the knowledge andskills to create a more sustainable future.Media Literacy and Information Literacy: In an era of misinformation and fake news, students will need to develop critical media literacy skills and the ability to evaluate information sources effectively.中文回答:未来的科目。

英文学校科目:学校科目的英文

英文学校科目:学校科目的英文

英文学校科目:学校科目的英文English School Subjects: English Names for School SubjectsIntroduction:Education plays a crucial role in shaping individuals and paving the way for their future success. In different countries, students study various subjects that encompass a wide range of knowledge and skills. In this article, we will explore the English names for common school subjects. This knowledge will not only be beneficial for English learners but also for those seeking to understand the global education landscape.1. Mathematics:Mathematics is a fundamental subject that involves the study of numbers, calculations, and patterns. It equips students with logical reasoning, problem-solving, and critical thinking skills. In English, we refer to this subject as "Mathematics" or simply "Math."2. Science:Science is a subject that encompasses the study of the natural world, including biology, chemistry, physics, and earth sciences. It aims to develop students' understanding of the physical and biological processes that shape our universe. In English, we commonly refer to this subject as "Science."3. Language Arts:Language Arts involves the study of language, literature, reading, writing, and communication skills. It empowers students with effective communication abilities, language proficiency, and literary analysis. InEnglish, we use the term "Language Arts" to encompass all these areas of study.4. Social Studies:Social Studies is a subject that explores various aspects of human society, including history, geography, economics, and civics. It helps students develop an understanding of how societies function, cultural diversity, and the impact of historical events. In English, we refer to this subject as "Social Studies."5. Physical Education:Physical Education, often abbreviated as "PE," promotes physical fitness, sportsmanship, teamwork, and overall well-being. It emphasizes the importance of physical activity for a healthy lifestyle. In English, we simply use the term "Physical Education" or commonly refer to it as "PE."6. Art:Art is a creative subject that allows students to explore their imagination and express themselves through various artistic mediums such as painting, drawing, sculpture, and more. It fosters creativity, critical thinking, and provides an outlet for self-expression. In English, we refer to this subject as "Art."7. Music:Music is a subject that involves the study of rhythm, melody, notation, and composition. It enriches students' lives by exposing them to differentgenres, cultures, and musical instruments. In English, we use the term "Music" to refer to this subject.8. Foreign Language:Foreign Language subjects provide students with the opportunity to learn a language other than their native tongue. It enhances multicultural understanding, language proficiency, and communication skills. In English, we refer to this subject as "Foreign Language" or the specific language being taught (e.g., Spanish, French).9. Computer Science:Computer Science involves the study of computer systems, programming languages, computational thinking, and problem-solving using technology. It equips students with technology literacy and prepares them for the digital age. In English, we commonly use the term "Computer Science."Conclusion:Understanding the English names for school subjects is crucial for effective communication in an English-speaking educational environment. The knowledge presented in this article can be beneficial for both English learners and individuals seeking a comprehensive understanding of the global education landscape. By familiarizing ourselves with these English names, we can bridge language barriers and engage in meaningful discussions about education worldwide.。

美国留学:Brown布朗大学数学专业怎么样?

美国留学:Brown布朗大学数学专业怎么样?

美国留学:Brown布朗⼤学数学专业怎么样?学校名称:所在位置:美国,Providence, RI 02912 (401) 863-1000创建时间:1764QS排名:92USNEWS排名:14录取率:0.09学校中⽂⽹址:Brown布朗⼤学数学专业的应⽤数学系参与的领域遍布⼯程和理科专业的各个⽅向,申请该校硕⼠以上学位的申请者须具GRE成绩,需要资助的学⽣最好考个SUB成绩。

下⾯就为⼤家介绍Brown布朗⼤学数学专业。

Brown布朗⼤学 综合评定: 国际学⽣在布朗⼤学学习每年的花费⼤约是$55,000.,包括了$33,888的学费;$18,000 住宿费和个⼈花费。

$1,500书费等等。

英语成绩好的,或者⼝头表达能⼒强的学⽣可以申请TA助学⾦。

即使英语⽔平不够的学⽣也可参加学校的TA培训,达到要求后给予TA职位。

同时学⽣也可申请RA助学⾦。

这个要求学⽣有⽐较强的研究能⼒,这个职务的申请要跟系联系。

专业说明: 应⽤数学在各个科研领域都有很⼴泛的应⽤,它探究的是数学在应⽤和研究领域的联系。

它研究的内容⼀般是:Ordinary,functional,and partial differential equations;optimization and control theory;applied probability,statistics,and stochastic systems theory;numerical analysis and scientific computation;and the mechanics of fluids. 布朗⼤学的应⽤数学系参与的领域遍布⼯程和理科专业的各个⽅向。

应⽤数学专业的学⽣可以参与到Computer Science,Cognitive and Linguistic Sciences,Economics,Geological Sciences,and Neurosciences和Medical School等研究项⽬⾥去。

cie剑桥 进阶数学 考试内容

cie剑桥 进阶数学 考试内容

cie剑桥进阶数学考试内容
剑桥进阶数学考试内容主要包括以下几个方面:
1. 数学分析(Analysis):包括实数与数列的极限、函数的连
续性与可导性、微分与积分的基本理论等。

2. 线性代数(Linear Algebra):包括向量空间、线性变换、
特征值与特征向量、内积空间等。

3. 向量分析(Vector Analysis):包括多元微积分的扩展、曲
线与曲面的参数方程、向量场、微分形式等。

4. 微分方程(Differential Equations):包括常微分方程与偏微分方程的基本理论、解的存在唯一性、特殊类型的微分方程等。

5. 复变函数(Complex Analysis):包括复数的性质、复变函
数的连续性与解析性、留数与积分等。

6. 离散数学与概率论(Discrete Mathematics and Probability Theory):包括图论、离散结构、概率与统计等。

以上是剑桥进阶数学考试的主要内容,具体考试内容和要求可能会因不同年份而有所变化。

如果你要参加剑桥进阶数学考试,建议你查阅官方指南和相关教材以获取最新信息和准备考试所需的知识和技能。

语言学中英术语对照

语言学中英术语对照

语言学中英术语对照GlossaryandIndex Aabbreviation缩写词,略语Abercrombieablative夺格,离格abstractness抽象性accent重音(符)accuracy正确性accusative宾格achievementtest成绩测试acousticphonetics声学语音学acquisition习得acronym缩略语actionprocess动作过程actor动作者addition添加addressform称呼形式addressee受话人addresser发话人adjective形容词adjunct修饰成分;附加语adverb副词affix词缀affixhopping词缀跳跃affixation词缀附加法affricate塞擦音agreement一致关系airstream气流alliteration头韵allomorph词/语素变体allophone音位变体allophonicvariation音位变体allophony音位变体现象alveolarridge齿龈alveolar齿龈音ambiguity歧义ambiguous歧义的Americandescriptivelinguistics美国描写语言学AmericanEnglish美式英语AmericanIndianlanguages美国印第安族诸语言Americanstructuralism美国结构主义analogicalcreation类推造字anapest抑抑扬格anaphor前指替代anaphoricreference前指照应Anderson Animalcommunicationsystem动物交际系统animate有生命的annotation注解antecedent先行词;前在词anthropological人类学的anthropologicallinguistics人类语言学anticipatorycoarticulation逆化协同发音antonomasia换称;代类名antonym反义词antonymy反义(关系)appellative称谓性appliedlinguistics应用语言学appliedsociolinguistics应用社会语言学appropriacy适宜性appropriateness适宜性;得体性approximant无摩擦延续音Apteaptitudetest素质测试Arabic阿拉伯语arbitrariness任意性argument中项;中词;主目article冠词articulation发音articulator发音器官articulatoryphonetics发音语音学artificialspeech人工言语aspect体aspirated吐气;送气assimilation同化associative联想associativemeaning联想意义assonance准压韵;半谐音Atkinson,A.M.attributive属性;修饰语;定语auditoryphonetics听觉语音学Austin,JohnLangshawauthenticinput真实投入authorialstyle权威风格authoringprogram编程autonomy自主性auxiliary助词盪血里赵uJSi|enSui|!q互库@赵uoijisoddo|ejaje|iq昙leseu|eiqe|iq昙国赵leiqenqX王弘马lusunoiAeqaq葩耳¥马ssaDOjd|ejnolAeqaq jaAe M^q 切皋吧晋JuouodiuoDasequoijeujJo^DeqaSejsSui|qqeqaq」“人」ei|ixne 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关于改善学校课程英语作文

关于改善学校课程英语作文

关于改善学校课程英语作文English Answer:Improving School Curriculums.Education plays a pivotal role in shaping future generations and empowering them to thrive in an ever-evolving world. One crucial aspect of education that requires constant evaluation and improvement is the school curriculum. An effective curriculum should be dynamic, engaging, and tailored to meet the needs of students in the 21st century.Incorporating Real-World Skills.Modern-day curricula should emphasize real-world skills that prepare students for the challenges and opportunities they will encounter beyond the classroom. This includes fostering problem-solving abilities, critical thinking, adaptability, and collaboration. Project-based learning,hands-on activities, and community service experiences can significantly contribute to developing these essential skills.Embracing Technology.Technology has become an integral part of our lives, and it should also be seamlessly integrated into the curriculum. Digital literacy, computational thinking, and data analysis skills are increasingly valuable in various fields. Curricula should provide ample opportunities for students to engage with technology in meaningful ways, enhancing their ability to navigate and use it effectively.Fostering Global Citizenship.In today's interconnected world, it is crucial to nurture global citizenship in students. Curricula should incorporate perspectives from diverse cultures, promote intercultural understanding, and encourage students to become responsible and engaged members of a global society. Language learning, cultural exchanges, and internationalcollaborations can foster a sense of global awareness and empathy.Meeting Individual Needs.Every student has unique strengths, interests, and learning styles. A one-size-fits-all approach to education is no longer effective. Curricula should be designed to accommodate the diverse needs of students, providing differentiation, individualized learning plans, and support for those who require it. Flexible learning pathways and elective courses can allow students to pursue their passions and develop their talents.Regular Evaluation and Revision.A curriculum is not static; it should be regularly evaluated and revised to ensure its effectiveness and relevance. Ongoing feedback from teachers, students, parents, and stakeholders is essential for identifying areas for improvement. Data analysis, curriculum mapping, and action research can provide valuable insights into thestrengths and weaknesses of the curriculum, leading to informed decisions about necessary changes.In conclusion, improving school curricula requires a multifaceted approach that incorporates real-world skills, embraces technology, fosters global citizenship, meets individual needs, and is subject to regular evaluation and revision. By adopting these principles, we can create educational environments that empower students to succeed in the 21st century and beyond.Chinese Answer:改善学校课程。

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Computational Literacy and Mathematics Learning in a Virtual World:Identity, Embodiment, and Empowered Media EngagementSneha Veeragoudar Harrell, Dor AbrahamsonU.C. Berkeley, 4538 Tolman Hall, Berkeley, CA 94720Email: om_sneha@ , dor@Abstract : We are engaged in the on-going development of a computer-supported collaborativelearning environment within a virtual world and use it as a setting for studies exploringrelationships between student mathematical cognition, computational literacy, and identity. Ourdesign research is informed by the work of Gee (video games), diSessa (computational literacy), Cole (mediated collaboration), Abrahamson (embodied design for mathematics learning), and Lee(cultural modeling). Within the constructed virtual ecology, we are conducting an ethnographicstudy of a technologically enabled learning environment with real students bearing virtualidentities. The participants are physically remote but embody characters with personae of theirown making in playful activities that foster intrinsic motivation and bear mathematical andcomputational integrity that transcends the medium. Collecting both real and virtual data of a group of at-risk urban high-school students working in Teen Second Life, we examine for changesin participants’ cognitive–affective dispositions toward mathematical practice and identity.Our objective is to build an online, computer-supported constructionist learning environment wherein students engage collaboratively in mathematics problem solving activities and develop programming skills. Learning programming skills, a key aspect of developing computational literacy, empowers students to become computational producers and not just consumers (diSessa, 2000; Gee, 2003). This paper reports on our first steps toward creating the online environment: We describe the rationale of our project and its initial implementation. In this study, we focus on the concept of ‘recursion’ that is key to computer science. Participants ground this concept through computationally constructing the 3D Fractal Village , which they inhabit. Fractals are inherently rich visual-spatial representations that, moreover, offer a wide range of cultural entry points (Eglash, 1999). Thus, participants are to appropriate STEM content by constructing immersive aesthetical public-domain artifacts (Papert, 1991).After researching various possibilities, we chose a digital environment called Teen Second Life, a proprietary virtual 3D world owned by Linden Laboratories (LindenLabs, 2007), as a platform for implementing our project. It is a sister virtual world to the adult world of Second Life. Teen Second Life, a cutting edge multi-user domain (MUD), provides:(1) a rapidly growing environment with currently millions of unique users (Reuters, accessed 03-19-2007).(2) a safe environment for minors in a virtual world (adult facilitators must undergo security checks and haveno access to the teens’ mainland, but only to delimited islands).(3) infrastructural scripting support that utilizes the Linden Scripting Language. The Linden ScriptingLanguage is designed to be inviting for beginner programmers. For example, many open source library facilities are available, and the virtual-world graphical user interface allows an individual to instantiate objects and directly connect scripts to them.Theoretical FrameworkSocio-cultural accounts of learning (e.g., Cole, 2006; Lave & Wenger, 1991) highlight the roles of artifacts in the mediation of practice-based knowledge. We view the development of fluent, generative participation in mathematics practice as necessitating an agency that goes beyond consuming ready-made tools (Veeragoudar Harrell, 2007). Thus, whereas we intend for users to initially participate peripherally by using ready-made computational objects, as the users gain comfort with the environment they will learn to program custom-made objects.Intrinsic to the experience of avatar-based participation in virtual environments is the projection of self. Gee (2003) describes this experience as that of comingto project one’s values and desires onto the virtual character….seeing the virtual character as one’sown project in the making, a creature whom I imbue with a certain trajectory through time definedby my aspirations for what I want that character to be and become (Gee, 2003, p. 55).Veeragoudar Harrell, S., & Abrahamson, D. (2007). Computational literacy and mathematics learning in a virtual world: Identity, embodiment, and empowered media engagement. In C. Chinn, G. Erkens, & S. Puntambekar (Eds.), Proceedings of the Computer Supported Collaborative Learning (CSCL) Conference (Vol. 8, Part 1, pp. 264 – 266). NJ: Rutgers University. CD ROM.Thus, relatively unshackled by real-world personal and social constraints, the avatar-based participant can experiment with new practices and dispositions. Specifically, we hope to foster opportunities for participants who harbor negative dispositions toward mathematics in the real world to experiment with an alternative view using constructed identities in a playful, immersive virtual world (see also Powell, 2004).DesignVisitors to Fractal Village meet a facilitator–avatar who welcomes them with a variety of “fractal seeds” (see Figure 1, below, top-left image)—computational objects for personalizing and nurturing fractals (e.g. trees, art). Completed fractals can be set to change color, size, texture, etc. every time they are touched or at set time intervals. Moreover, a sample object reveals for inspection its underlying implementation (including the recursive procedures).Figure 1. A facilitator welcomes visitors with fractal seeds (top left). Users customize seed parameters such as size, orientation, texture, color, and movement in space (top right). Fractal seeds are grown into large structures, such as a cylinder tree (bottom left and center). A strong woman avatar flexes her muscles after building her fractal tree (middle right). Having contributed to the flora of the virtual environment, she then turns to improve the aesthetics of the village by building a giant fractal-foot sculpture (bottom right).When a critical mass of participants is present, activities begin with participants discussing the future of their village and then assigning individual roles and objectives so as to orchestrate prospective construction. During the activities, participants interact, e.g., by sharing code, opining on the aesthetics, and negotiating space. At the end of the process, participants present their constructions and critique their peers’ work. Essentially, participants evaluate whether or not the objects created by their peers are in fact fractals. This involves a joint discussion of the components of fractals (recursion and scaling in particular). Thus, with the support of the facilitator, mathematical properties embedded in the fractal objects become articulated through normative vocabulary and constructs.We foresee a major design challenge is participant heterogeneity in skill, accumulated experience in thevillage, familiarity with emergent practices, and hours of operation. Moreover, participation should be engaging and rewarding for a visitor who operates in the environment for either 5 minutes or 5 hours. We are hoping to establish international round-the-clock rotating core leadership, such that experienced users are always available to welcome beginners, mentor them, and offer feedback on their initial construction.Research QuestionThe Fractal Village project is situated in a larger on-going research program that examines relations between mathematical artifacts and student agency.In a previous study (Veeragoudar Harrell, 2007) we examined cognitive, affective, social, and technological factors contributing to students’ mathematical agency. In particular, we suggested that by decoupling mathematical representations from the media in which they are embedded, we can pursue empirically a more nuanced understanding of students’ dispositions toward mathematical practice and thus possibly inform the design of computer-based learning environments that support mathematical agency. Findings suggested that students operate differently with representations depending on the media in which they are embedded and that some media are more conducive to mathematical agency. The current study further pushes our line of research by focusing on a more complex medium in which participants’ affective as well as cognitive experience may differ radically from traditional school settings. How might students’ experiences in a virtual mathematics laboratory affect their dispositions toward mathematical practice? In particular, how might working in Fractal Village impact students’ mathematical agency?Data Collection and AnalysisWe have negotiated access to a group of high-school mathematics students and have procured virtual real estate (an “island”) where we are creating the technological infrastructure of Fractal Village. We will collect data of student activity, both off- and on-line, including student interviews, video data of real-student participation, streaming screen captures of virtual participation, and classroom-, student-, and teacher interviews. In addition, we will save students’ virtual constructions. Data analysis will follow social-science qualitative-analysis methodologies—the project is innovative, and we expect that appropriate analytic approaches will emerge (Glaser & Strauss, 1967) as we conduct the study and begin to understand better how issues of agency play out in virtual collaborative practice.DemonstrationA demonstration of Fractal Village is planned for CSCL 2007. Attendees will be able to connect as characters within the space, manipulate seed fractals and construct their own recursive artifacts. Also, we will show live activity online and display participant artifacts, sample feedback, and analyses of the learning trajectories. ReferencesCole, M. (2006). Designing, implementing, sustaining and evaluating idiocultures for learning and development: The case study of the 5th dimension. Laboratory of Comparative Human Cognition University ofCalifornia, San Diego.diSessa, A. A. (2000). Changing minds: Computers, learning and literacy. Cambridge, MA: The MIT Press. Eglash, R. (1999). African fractals: Modern computing and indigenous design. New Brunswick, NJ: Rutgers University Press.Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan. Glaser, B. G., & Strauss, A. L. (1967). The discovery of grounded theory. Chicago: Aldine Publishing Company. Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation (No. IRL-89-0013). Palo Alto, CA: Institute for Research on Learning.LindenLabs. (2007). Makers of second life. .Papert, S. (1991). Teaching children to be mathematicians vs. teaching about mathematics. MIT AI Memo, 249, 1 –25.Powell, A. B. (2004). The diversity backlash and the mathematical agency of students of color. In M. J. Hoines & A.B. Fuglestad (Eds.), Proceedings of the 28th Annual Meeting of the International Group for the Psychologyof Mathematics Education (Vol. 1, pp. 37 – 54). Bergen University College.Veeragoudar Harrell, S. (2007, April). Representation, medium, and agency in mathematics practice: Toward the development of a model of mathematical agency. Paper presented at the annual meeting of the AmericanEducational Research Association, Chicago, IL.。

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