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This is really Genius: CODE HERO is a game that teaches how to make games. Then move on to Unity & create & sell yr own Games. Smart Smart Smart

This is really Genius: CODE HERO is a game that teaches how to make games. Then move on to Unity & create & sell yr own Games. Smart Smart Smart | Computer games in Classrooms | Scoop.it

Code Hero is a game that teaches you how to make games with a code ray that shoots Javascript. Play Code Hero, learn to code with the Unity3D game engine and publish your games for any platform. 

 

It's a game you can play without programming experience where learning happens naturally and the moment when start coding is the beginning of a new world of possibilities.


Via siobhan-o-flynn
Delmai George's insight:

This looks an interesting way to learn programming.  If its free, it could be worthwhile exploring for the computer programming strands of the Australian Curriculum: Technology for older students.

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Jeni Mawter's curator insight, March 16, 2013 1:08 AM

Always wanted to learn how to make games? Here's your chance.

Computer games in Classrooms
A collection of resources illustrating how computer games, used as a stimulus, can facilitate teaching the Australian Curriculum.
Curated by Delmai George
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Games-Based Learning and Gamification

By tsasser | Integrating games-based learning and gamification into the classroom.
Delmai George's insight:

This flipbook gives comprehensive links to many useful articles, research and resources useful for a teacher wishing to introduce game based learning.

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Pressure crumble - Gamestar Mechanic

Pressure crumble - Gamestar Mechanic | Computer games in Classrooms | Scoop.it
Don't crumble under the pressure while making your way through the levels!
Delmai George's insight:

Click on the title to take you directly to the game I made using Gamestar Mechanic.  Part of the process of design is for people to review and rate your game so that the feedback can improve the existing game or influence the design of future games.  This is an important part of the iterate process taught as part of the Australian Curriculum: Technologies.

 

Design and Technologies

4.6 elaboration: evaluating and revising design ideas, choosing one that meets class-developed criteria for success and includes consideration of ethics, social values and sustainability

6.7 elaboration: reflecting on prior knowledge, skills and research to generate a range of design ideas for products, services or environments.

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Teaching Technology Through Computer Games - Gamestar Mechanic project

Teaching Technology Through Computer Games - Gamestar Mechanic project | Computer games in Classrooms | Scoop.it

This week I take an in depth look at Gamestar Mechanic, an online game design platform, and how it can support teachers in teaching the Australian Curriculum: Technologies subjects (ACARA, 2013).

Delmai George's insight:

My blog post outlines how I used Gamestar Mechanic to complete my independent project for exploring digital technologies. This platform focuses on building the fundamentals in design principals rather than computer programming like Scratch. This makes it complimentary to the knowledge and skills developed in Scratch and student learning into the skills learnt in the Design and Technologies subject of the Australian Curriculum: Technologies. I have included examples of how a teacher has used Gamestar Mechanic as a design project for Year 10 students.

As an example: the tutorial section lends itself to being a model for storyboarding, useful for technology design but also across other KLAs.

 

Year 5 and 6 Bandscale description

Using manual and digital technologies, students represent objects and ideas in a variety of forms such as thumbnail sketches, models, drawings, diagrams and storyboards to illustrate the development of designed solutions.

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Board game takes the entrepreneurial principle to the classroom

Board game takes the entrepreneurial principle to the classroom | Computer games in Classrooms | Scoop.it
A pair of Redding entrepreneurs have created a board game that can be incorporated into classroom curriculums.
Delmai George's insight:

The creators designed this game to build real life skills for teenagers,using  their engagement with playing video and board games together as stimulus.  The board game helps students develop skills in applying for jobs and developing business ideas.  They feel that a physical product like a board game brings a personal aspect to skill production,connecting students with each other locally as an alternative to being connected globally behind a computer screen.

 

Computer games also have their counterparts as tabletop games, for example Dungeons and Dragons.  Set a design task for students in groups to develop a board game using ideas generated from their favourite video game scenarios making it suitable for a younger audience.  This would require students to recognise the different rules and reward systems operating within the video games and make adjustments for the physical counterpart.

 

Design and Technologies

6.6 elaboration: deconstructing the components, structure and intentions of products, services or environments to identify the importance of complementary parts of working,everyday systems

 

Higher order thinking skills are developed as they critically analyse the similarities and differences between virtual and physical games.  Collaborating in groups, creative thinking through completing design tasks and building systems thinking are a fundamental part of the Australian Curriculum: Technologies subjects.

 

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Big Thinkers: Katie Salen on Learning with Games

Big Thinkers: Katie Salen on Learning with Games | Computer games in Classrooms | Scoop.it

Katie Salen, active game designer, founder of Quest to Learn (Q2L), and executive director of the Institute of Play, talks about the value of ames and technology and the empowerment of play.

Delmai George's insight:

Games are often considered by parents as 'only playing' and therefore a waste of time.  However, Katie Salen challenges them to ask their children what they are thinking and doing as the play.  They would be surprised by the complex problem spaces and careful scaffolding that the games provide.   Games are designed with success in mind.  Students become designers instead of consumers, fulfilling the goal of the Design and Technologies strand of the Australian Curriculum: Technologies.   

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The Video Game Shed

The Video Game Shed | Computer games in Classrooms | Scoop.it

It has been proven that the biggest form of entertainment in the UK is now video games. I am sure if you were to ask your  class, many of them would admit to owning a video console and playing games regularly. As educators we try to restrict the amount of time children play on these devices and encourage other ways in which children spend their time however using something that stimulates and engages them can lead to some amazing writing. Here are some of the popular games and how you can use in your classroom.

Delmai George's insight:

This is a fabulous site which uses all kinds of stimulus materials to promote writing in the classroom, including suggestions on how to use them.  This page is dedicated to video games used as stimulus and, although it is focused on writing, the writing activities could certainly lead to the design and development of a video game.  

A large part of games is their narrative component or backstory which is an ideal place for students to start their problem solving skills by creating a problem in their story!  What are the needs of the society in which the story takes place?  What types of technologies are found in their world? How can you meet those needs?

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Bee-Bot Floor Robot - converted to app

Bee-Bot Floor Robot - converted to app | Computer games in Classrooms | Scoop.it
TTS Bee-Bot Information page, with details on the latest developments and promotions on your favourite ICT resource. The NEW Bee-Bot app....
Delmai George's insight:

Bee-Bot has been transformed into a game that introduces students to basic computer programming skills and processes via mobile devices.  Along with its physical counterpart, the Bee-Bot app helps students develop an understanding of sequencing, especially in the early primary years.

 

Australian Curriculum - Digitial Technologies: 

F-2:  2.5  Follow, describe, represent and play with a sequence of steps and decisions needed to solve simple problems

3-4:  4.5 Define simple problems, and follow and describe the algorithms (sequence of steps and decisions) needed to solve them

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Pixel Press

Pixel Press | Computer games in Classrooms | Scoop.it
Sometimes a tool comes a long that is so innovative, so…
Delmai George's insight:

Beebots, Scratch, Kodu focus on computer programming, but this input needs to be balanced with skills in output. Students need to understand how to create their games with a target audience and playability in mind, develop a design brief, work collaboratively, test and retest to refine their product, give feedback and evaluate their own and other's games - many of the requirements for teaching and learning in the Australian Curriculum: Technologies subjects. Students draw their games using design processes and use the Pixel Press app to change the digital image into a game.  

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Exactly How To Teach With Video Games In The Classroom

Exactly How To Teach With Video Games In The Classroom | Computer games in Classrooms | Scoop.it

"The idea of teaching with video games is an exciting concept leading to a challenging practice."

Delmai George's insight:

Terry Heick provides 10 strategies/ideas on how to use video games in the classroom.  These strategies point out possible pitfalls with games in the classroom while providing ideas and suggestions on their implementation.  Strategies 5 to 7 are particularly relevant for the Australian Curriculum: technologies strands including critiquing, exploring and investigating needs and opportunities within the game's design; evaluating the impact of any changes they may wish to make; collect and interpret data on markets, demographics and trends; and of course generating, developing and evaluating design ideas.

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Jeremiah McCall on Using Simulation Games in the History Classroom | Teachinghistory.org

Jeremiah McCall on Using Simulation Games in the History Classroom | Teachinghistory.org | Computer games in Classrooms | Scoop.it
Delmai George's insight:

This is the first in a series of blogs about using simulation games.  What McCall points out about games could be applied to other types of computer games as well.  They "immerse students in a world of conflicting goals and choices where they have the power to make decisions and experience (virtually) the consequences of those decisions".  Games represent real world systems.  Understanding systems is a key focus of the Design and Digital Technologies strands of the Australian Curriculum.

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Game On: Physics Teacher Creates World of Classcraft | MindShift

Game On: Physics Teacher Creates World of Classcraft  | MindShift | Computer games in Classrooms | Scoop.it
In creating World of Classcraft, a not-so-subtle nod to the world's most popular online role-playing game, Quebec-based physics teacher Shawn Young has turned

Via Mallory Garland
Delmai George's insight:

While I have included computer games to stimulate design ideas, this article takes a different approach. There are detailed instructions on gamifying the classroom, using experience points' hit points and leveling up to facilitate better classroom cooperation and collaboration.  The ideas presented were developed in conjunction with students to improve teaching and learning. The classroom is a system that can benefit from the study of systems thinkingand design principles within the Australian Curriculum: Technologies.

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Mallory Garland's curator insight, May 1, 2013 1:22 PM

Oh my God this is amazing! Why can't we have this in my school! Social intercation would be so much easier.

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36 Things Every 21st Century Teacher Should Be Able To Do

36 Things Every 21st Century Teacher Should Be Able To Do | Computer games in Classrooms | Scoop.it

"What should every teacher in the 21st century know and be able to do? That's an interesting question."

Delmai George's insight:

This list, from least complex to most complex, mentions the types of skills teachers need to build in order to keep up with their 21st century students.  Number 31 deals with game based learning and the importance of not just playing and analysing games (for their value in the design technologies strand) but understanding how they "support academic and authentic learning".   Links to other articles in the 'skill' provide further information about the value of games.    

However, there are also many other 'skills' listed which complement the key concepts of the digital technologies strand, particularly with managing/sharing data, using digital systems, online 'brand' management and digital citizenship. Again there are links provided for further articles about each of the 'skills' to extend any area of interest.

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Framed: putting context in the player's hands

Framed: putting context in the player's hands | Computer games in Classrooms | Scoop.it
Framed is a narrative-based panel shifting game where players rearrange a series of panels to help tell a story. Set on a screen that resembles a comic book page, players push around blocks of...
Delmai George's insight:

Players of video games are immersed in a context and then participate in the narrative by completing actions.  However, 'Framed' is a totally new approach.  This is where video game meest interactive fiction - where changes are made to the actual context by shifting the panels around to create different game play.  Introducing innovative ideas like this to students can stimulate their own unique ideas about combining elements from games they play and elements from other areas, such as literature.  

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100 Great Game Based Learning and Gamification Resources

100 Great Game Based Learning and Gamification Resources | Computer games in Classrooms | Scoop.it

Lots people want to get started with game based learning, gamification and serious games in their training. We've been curating game related content for over a year and a half 

Delmai George's insight:

Steve Boller shares a list of 100 articles that offer research based ideas as well as some that offer interesting perspectives. 

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Gamify Classroom to Ensure Students Learning | IAO Blog

Gamify Classroom to Ensure Students Learning | IAO Blog | Computer games in Classrooms | Scoop.it
IAO proposes institutions and their faculty members to add games to their teaching mechanisms to ensure and enhance students learning.
Delmai George's insight:

Why gamify learning?  This article looks at different ways teachers have successfully integrated gamification into classroom courses.  Gamificiation is where gaming components such as reward, experience and hit point systems are integrated into a classroom setting as a way of improving engagement along with curriculum outcomes.  

 

Discussion stimulus: What do your students think about this idea?  Have a debate about the topic as there are positive outcomes and negative consequences attached to any new idea, innovation or technological change.  The Digital Technologies subject requires students to collaborate, collect data and communicate their findings about topics which have the potential to affect society. 

 

Australian Curriculum: Technologies - Digital Technologies

6.4 Acquire, store and validate different types of data, and interpret and visualise data in context to create information

6.8 Use a range of communication tools and agreed social protocols when collaborating on projects

Design and Technologies

6.1 Identify how designers and technologists address competing considerations and tradeoffs in the design of products, services, environments and systems

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Video games, role-playing, and Rube Goldberg machines: Is this the future of education?

Video games, role-playing, and Rube Goldberg machines: Is this the future of education? | Computer games in Classrooms | Scoop.it
If anyone tells you they're satisfied with the education situation in the United States, they're either lying or part of the problem. Despite federal initiatives to promote STEM education, US stude...
Delmai George's insight:

More and more we are seeing schools that are adopting game based curriculum to increase participation in STEM areas and disengaged students, particularly in middle-school. 'Playmaker' has been built for both at-risk and affluent communities by the non-profit LA organisation 'Gamedesk'; a school whose curriculum is based on various types of digital and live-action play. Different learning spaces (ideation, interactive and maker spaces) are provided to inspire creativity both virtually and physically.  They approach education as a holistic endeavour which includes technology, low technology and no technology to foster learning and skills in a variety of ways.

 

The rationale of the Design and Technologies subject states: 

"Through Design and Technologies students manage projects independently and collaboratively from conception to realisation. They develop a sense of pride, satisfaction and enjoyment from their ability to develop innovative designed solutions.  Design and Technologies develops students' knowledge and confidence to analyse critically and respond creatively to the challenges of a highly technological and complex future."  These statements reflect the approach taken by this school's developers.

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Minecraft spawns classroom lessons

Minecraft spawns classroom lessons | Computer games in Classrooms | Scoop.it
Do you dream about books of enchantment? Do you know the difference between sandstone and cobblestone? Does the word “creeper” give you, well, the creeps? If you answered yes to any of the...
Delmai George's insight:

History meets Technology with these ideas on using Minecraft - building a Roman city with each student allocated a plot of land to build a home.  But only after they have designed the floor plan, taking into consideration the needs of the people and the available technology of the time.  Great place for some Maths as well.

 

This shows the versatility of some computer games and it just requires some creativity to apply them to a classroom setting.  Here technological thinking is applied in a historical context, making this an ideal game to integrate the types of thinking inherent in the Australian Curriculum: Technologies subjects.

 

This particular game has a huge following and is incorporated into many curriculums across the world.  There are many resources that support teaching with Minecraft (some of these links appear in other sccops on my pages).

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Learning STEM Skills by Designing Video Games (Is School Enough? Series)

Texas 10-year-old Rhys uses Gamestar Mechanic to program and create worlds to play in, learning valuable skills in science, technology, engineering, and math...
Delmai George's insight:

This is a short YouTube clip about Rhys, a 10 year old who designs video games using Gamestar Mechanic.  He talks about the value of feedback from the active online community and the type of feedback that is most helpful to him to improve his game designs.  Uploading and sharing game designs for others to comment on helps students with the evaluation stage of their design project and meets the requirements of both Australian Curriculum: Technologies subjects.

 

Design and Technologies: planning, producing (making) and evaluating designed solutions

 

Digital Technologies: defining problems, specifying and implementing their solutions; creating and communicating information, especially online, and interacting safely using appropriate technical and social protocols. 

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Mr Mic - Starting from Scratch

Mr Mic - Starting from Scratch | Computer games in Classrooms | Scoop.it

Blog post: February 14, 2013. When I first started teaching I was really excited to try Scratch with the students. Unfortunately, I had no idea how to use it and my grand ideas of students discovering and teaching me didn't really work out like I hoped.

Delmai George's insight:

Mic Lowne, an Australian ICT teacher, has written about his experience and motivation for introducing Scratch (and other programming software) into the classroom.  Supplying students with a chunk of code that requires modifying, fixing or reinventing helps them be more focused on the task.  This is a good tip for any teacher who intends to implement any programming software.

 

Digital Technologies processes and production skills -

6.7 Design and implement digital solutions using visual programs with user input, branching and iteration

8.8 Trace algorithms to predict output for a given input and to identify errors, and describe algorithms diagrammatically and in plain English

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mysusthouse - an interactive game exploring what sustainability means and how it relates to our homes


Via Marsha Farr
Delmai George's insight:

A game that deals directly with technological issues and sustainability across three different contexts environment, house and town.  Also has an introductory section for students to understand what sustainability is about before proceeding with the gaming levels.  These games take students beyond simple consuming to creating and interacting with important concepts that will impact the future.

 

There is a pdf of lesson ideas and curriculum areas covered by the games on the site.

Australian Curriculum: Technologies links - 

6.6 elaboration: examining the environmental and social impacts of selecting particular materials, components, tools and equipment

6.7 elaboration: analysing and modifying design ideas to enhance and improve the sustainability of the product, service, environment or system

6.8 elaboration: reflecting on how well their designed solutions ensure safety and wellbeing of users and consumers and meet the needs of communities and different cultures

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Marsha Farr's curator insight, March 19, 2013 10:05 PM

This is a great interactive game that includes teacher notes and activities it has been designed to meet the Scotish Curriculum but will meet Australian Curriculum objectives. Includes variouos levels for different year levels - environment game, building game and town game. As students work their way through these games they learn about recycling, reneweable engergies and sustainable resources.

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SimCityEDU: Using Games for Formative Assessment - KQED (blog)

SimCityEDU: Using Games for Formative Assessment - KQED (blog) | Computer games in Classrooms | Scoop.it
SimCityEDU: Using Games for Formative Assessment
KQED (blog)
... that games are helpful for learning. The game-makers at the non-profit GlassLab are hoping to do this with the popular video game SimCity.
Delmai George's insight:

The SimCity game is being developed to include an intuitive assessment tool that records student choices in developing their cities.  Students are interested in the environment, so setting a challenge of introducing the most responsible type of energy production to power their city has students looking critically at the technology options available, what are the impacts/consequences of the options, interpret their data and analyse different perspectives through an interview process.  This develops technological literacy, an important component for working with and developing technologies.

 

Digital Technologies processes and productions skills

8.4 Collect and acquire data from a range of sources and evaluate authenticity, accuracy and timeliness

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James Paul Gee on Learning with Video Games

The gaming expert shares insights into why video games are such effective learning tools.

Delmai George's insight:

Using World of Warcraft as an example, Gee explains students  may not succeed against the big problems, but collaboratively as specialists in a 'cross functional team' they listen to different perspectives and use their skills to find solutions.  They come together in an 'affinity space' to discuss, modify and research their topic, gaining experience and taking action, while being mindful of the impacts their decisions may have.  These are key concepts of both strands of the Australian Curriculum: Technology

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WoWinSchool / FrontPage

WoWinSchool / FrontPage | Computer games in Classrooms | Scoop.it

WELCOME TO THE WORLD OF WARCRAFT IN SCHOOLS WIKI

This is a collaborative workspace for the development of instructional items for the use of the MMORPG, World of Warcraft, in a school setting.  Please take a moment to explore the various sections of the site and if you would like to contribute, please email Lucas Gillispie at lucas AT edurealms.com.

Delmai George's insight:

This Wiki contains the link for a PDF downloadable giving details of the WoW in School project designed by Americans Lucas Gillispie and Craig Lawson, as well as many pages on ideas of how to incorporate different aspects of gaming into the classroom.  The project began as an after school program for disengaged middle school learners and has evolved into a language arts course offered in the school curriculum.  

Quote from their PDF WoW in School - A Hero's Journey:

"We’ve seen some incredible things. We’ve seen students running to

class, begging to get started, day after day, week after week. We’ve seen students improve their reading and writing skills. We’ve seen kids develop much needed social skills. But, most importantly, we’ve seen our kids get excited about school and learning" (Gillispie & Lawson, p. 2).  I think that everyone working with disengaged students would agree that technology is a window of hope for igniting a passion for learning with these students.

 

These are the Australian Curriculum Technologies areas that WoW can support:

Digital technologies: Year 7

Creating and interacting online 8.11 – select and apply generally accepted social and technical protocols when sharing information online and collaborating with local, regional and global audiences taking into account social contexts.

Design and Technologies: Year 7

Generating, developing and evaluating ideas 8.8 – generate, develop, communicate, test, evaluate and communicate design ideas, plans and process for identified needs and audiences using digital technologies and collaborative techniques.

 

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iLearn Technology » Blog Archive » Using Angry Birds to teach math, history and science

iLearn Technology » Blog Archive » Using Angry Birds to teach math, history and science | Computer games in Classrooms | Scoop.it

Yesterday instead of dutifully writing a blog post, I was having fun building catapults with kids.  I was playing with a transdisciplinary lesson using Angry Birds as my inspiration.  Yes, you read correctly-Angry Birds.

Delmai George's insight:

Australian Curriculum Design and Technologies strand: knowledge and understanding looks at the use, development and impact of technologies in people's lives.  This post demonstrates the versatility of the game Angry Birds in creating ideas across many curriculum areas.  For technology, students investigate the history of the catapult and how the technology has changed to adapt to the needs of modern society.

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Marsha Farr's comment, March 6, 2013 7:54 PM
I found this site to be so informative and how we can intergrate different subjects together. The Angry Birds idea was amazing- technology, maths, science another teacher commented he had used it to instigate writing and thanks to this teachers insight expand it to include the maths. Lots more on this website
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The Home Teacher: Don't Be An Angry Bird: Slingshot, Pigs, Blue Birds, Big Red Bird and Introducing Ice Bird

The Home Teacher: Don't Be An Angry Bird: Slingshot, Pigs, Blue Birds, Big Red Bird and Introducing Ice Bird | Computer games in Classrooms | Scoop.it
Delmai George's insight:

Keri has taken an element from a popular game and reinvented it to support anger management.  This principal of borrowing could be applied to a student's favourite game character.  What types of characteristics does their avatar display?  Would their attitude be tolerated in the real world?  What impact would someone like that have in society?  What would the avatar need to do differently?  

This fits neatly with the intended 'critiquing, exploring and investigating' skills to be developed as required by the Australian Curriculum Technology.  Students can analyse the differences between fantasy worlds of games and the real world, question the decisions they/their avatar make and assess the impact of those decisions on themselves and their society.  

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