Games, gaming and gamification in Higher Education
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Games, gaming and gamification in Higher Education
Using games and game strategies for enhancing learning in higher education settings.
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Eco Challenge - Water and Sustainability Game

Eco Challenge - Water and Sustainability Game | Games, gaming and gamification in Higher Education | Scoop.it

Curtin University is proud to announce that it is the organiser for participation in the  UNEP-DHI Eco Challenge Australia.

 

Water is essential for all life as we know it. A simple fact that sometimes feels forgotten as political and commercial interests take priority.

 

UNEP-DHI Eco Challenge Australia provides an exciting and authentic learning experience for students aged 11-17 through the online strategic game "Aqua Republica". Addressing national curriculum priority dimensions of Sustainability and Asia and Australia's engagement with Asia the experience provides many learning opportunities across Social Studies, Science, Humanities, Health and Physical Education, English, Geography, and more.

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Education Matters Magazine

Education Matters Magazine | Games, gaming and gamification in Higher Education | Scoop.it
Victorian government school students will have access to a classroom version of the popular game Minecraft, created to immerse students in various Minecraft worlds to promote creativity, problem solving, critical thinking and collaboration.
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Victorian government school students will have access to a classroom version of the popular game Minecraft, created to immerse students in various Minecraft worlds to promote creativity, problem solving, critical thinking and collaboration.
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– Celebrating diversity and inclusivity in games and gaming communities

– Celebrating diversity and inclusivity in games and gaming communities | Games, gaming and gamification in Higher Education | Scoop.it
Celebrating diversity and inclusivity in games and gaming communities
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See the call for papers and game submissions.
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Four Tools for Leaning into the Future in Times of Rapid Change and Innovation | EDUCAUSE

Four Tools for Leaning into the Future in Times of Rapid Change and Innovation | EDUCAUSE | Games, gaming and gamification in Higher Education | Scoop.it
In an era of rapid technological change, experimentation, and innovation, four tools can help higher education leaders decide where to invest their ti
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Nice discussion around badging being a transitional technology.
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Karoliina Korppoo: How a video game might help us build better cities | TED Talk

Karoliina Korppoo: How a video game might help us build better cities | TED Talk | Games, gaming and gamification in Higher Education | Scoop.it
With more than half of the world population living in cities, one thing is undeniable: we are an urban species. Part game, part urban planning sketching tool, "Cities: Skylines" encourages people to use their creativity and self-expression to rethink the cities of tomorrow. Designer Karoliina Korppoo takes us on a tour through some extraordinary places users have created, from futuristic fantasy cities to remarkably realistic landscapes. What does your dream city look like?
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Designers of mixed reality experiences shouldn’t overlook the communal nature of video games

Designers of mixed reality experiences shouldn’t overlook the communal nature of video games | Games, gaming and gamification in Higher Education | Scoop.it
New gaming headsets promise to seamlessly integrate the digital and the physical world, but they also typically limit the vision of those digital objects to the person wearing the headset.
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FRANKENSTEIN200: A multi-platform educational experience

FRANKENSTEIN200: A multi-platform educational experience | Games, gaming and gamification in Higher Education | Scoop.it

Frankenstein200 puts players in the middle of the action in a story where Mary Shelley’s classic tale collides with modern science. Perform experiments, explore hidden areas of research, and assist a pair of young scientists as they unravel a mystery in a cutting-edge digital experience.

Press the PLAY button to enter the world of Frankenstein200!

PLAY NOW! 

 
This material is based upon work supported by the National Science Foundation under grant number 1516684. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.

Kim Flintoff's insight:
Frankenstein200 puts players in the middle of the action in a story where Mary Shelley’s classic tale collides with modern science. Perform experiments, explore hidden areas of research, and assist a pair of young scientists as they unravel a mystery in a cutting-edge digital experience.

Press the PLAY button to enter the world of Frankenstein200! 

PLAY NOW! 

This material is based upon work supported by the National Science Foundation under grant number 1516684. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.
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Show and Tell: Gamified eLearning in Articulate Storyline 3 | BLP

Show and Tell: Gamified eLearning in Articulate Storyline 3 | BLP | Games, gaming and gamification in Higher Education | Scoop.it
This special feature showcases a learner-controlled Articulate Storyline 3 eLearning course. The course uses game elements to simulate a learner's journey.
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5 Tips for Using Digital Games in Class

5 Tips for Using Digital Games in Class | Games, gaming and gamification in Higher Education | Scoop.it

If you’ve ever caught yourself spending hours sorting digital playing cards, trying to avoid mines, or exploding pieces of candy on a screen, you know just how engaging digital games can be. When used in educational settings, digital games have the power to immerse students in a rich learning environment.

Minecraft is one such game used by educators from kindergarten to higher education. It drops the player into an infinitely customizable world of blocks, animals, and monsters where players (and teachers) can set their own goals. And many students already play this game, which means teachers have the opportunity to transfer students’ skills into an academic context. 
Peter Mellow's insight:
If you’ve ever caught yourself spending hours sorting digital playing cards, trying to avoid mines, or exploding pieces of candy on a screen, you know just how engaging digital games can be. When used in educational settings, digital games have the power to immerse students in a rich learning environment. 

Minecraft is one such game used by educators from kindergarten to higher education. It drops the player into an infinitely customizable world of blocks, animals, and monsters where players (and teachers) can set their own goals. And many students already play this game, which means teachers have the opportunity to transfer students’ skills into an academic context.
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Unity - Unity Personal

Unity - Unity Personal | Games, gaming and gamification in Higher Education | Scoop.it

Everything you need to get started
Unity Personal is a great place for beginners and hobbyists to get started. It includes access to all core game engine features, continuous updates, beta releases, and all publishing platforms.
Kim Flintoff's insight:
Everything you need to get started Unity Personal is a great place for beginners and hobbyists to get started. It includes access to all core game engine features, continuous updates, beta releases, and all publishing platforms.
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Interactive game designed to teach kids about climate science

Interactive game designed to teach kids about climate science | Games, gaming and gamification in Higher Education | Scoop.it
Students across the country are learning about climate change in senior high school years, as laid out in the Australian curriculum.

But according to researchers at the Australian National University, waiting until students are 16 is too late.

ANU science researcher Inez Harker-Schuch is developing an interactive online game called CO2peration, for children aged 12 to 14 to learn about climate science.
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ANU science researcher Inez Harker-Schuch is developing an interactive online game called CO2peration, for children aged 12 to 14 to learn about climate science.
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Gamification in the Classroom: Beyond Badges

Gamification in the Classroom: Beyond Badges | Games, gaming and gamification in Higher Education | Scoop.it
Kathy Sierra recommends that educators “Try to find what is inherently interesting in a subject and exploit that.”

So what’s my take on it?

Concept: It has to begin with a strong narrative and experiential structure, bringing the player on an amazing and downright addictive journey.

More than one life and level up: There’s a reason why most video games give you more than one life. Progressing through the game is intrinsically a learning process in itself. Many of the best games also create a reason to keep coming back to the game by making your character level up (often changing appearance) as you progress through the game.

Multiplayer rocks: Ever since the first Daytona arcade machines actually allowed you to race side by side with your friends, the multiplayer experience has been an integral part of many (especially online) games. Sharing a multiplayer experience with your friends provides something to talk/laugh about and solidifies a shared, collective bond. Some of the most popular (particularly mobile device based) games allow players to trade, buy or sell items relevant to progressing in the game.
Kim Flintoff's insight:
Kathy Sierra recommends that educators “Try to find what is inherently interesting in a subject and exploit that.” 

So what’s my take on it? 

Concept: It has to begin with a strong narrative and experiential structure, bringing the player on an amazing and downright addictive journey.

[Maybe teachers need to develop the capabilities of a narrative designer?  Drama teachers are quite familiar with this through working with Process Drama]
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PODCAST: Why Video Games Should Be Assigned In Classrooms

PODCAST: Why Video Games Should Be Assigned In Classrooms | Games, gaming and gamification in Higher Education | Scoop.it
What if instead of watching a film to start a new course in high school, you played a video game? And not just edutainment games like Mario is Missing!

Satchell Drakes and I talk about "tangential learning" -- the idea of being inspired to self-educate about a subject through a familiar medium you already enjoy. To help explore the concept, the two talk to Jared Bauer, the co-creator of the YouTube channel, Wisecrack. His videos function as tongue-in-cheek SparkNotes; the themes of shows like Rick and Morty and South Park are dissected as if they were the assigned reading in a semester of high school English, while literary classics like The Great Gatsby are made digestible through the comedic alter ego Sparky Sweets, PhD in the series Thug Notes.
Kim Flintoff's insight:

What if instead of watching a film to start a new course in high school, you played a video game? And not just edutainment games like Mario is Missing!

 

Satchell Drakes and I talk about "tangential learning" -- the idea of being inspired to self-educate about a subject through a familiar medium you already enjoy. To help explore the concept, the two talk to Jared Bauer, the co-creator of the YouTube channel, Wisecrack. His videos function as tongue-in-cheek SparkNotes; the themes of shows like Rick and Morty and South Park are dissected as if they were the assigned reading in a semester of high school English, while literary classics like The Great Gatsby are made digestible through the comedic alter ego Sparky Sweets, PhD in the series Thug Notes.

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Designing a Learning Game? Play these 3 Games First

Designing a Learning Game? Play these 3 Games First | Games, gaming and gamification in Higher Education | Scoop.it
At Bottom-Line Performance, we have a “learning game design peer group” that meets a few times per year. I started the group three years ago to help build game design skills and to foster deeper knowledge of the power of games as learning tools. People who design games need to play games to gain perspective and understanding of core dynamics, game mechanics, and game elements and how these all weave together to create a good or poor game experience.

Here are three great games we have played within our peer group. All three are commercially available; one is marketed explicitly as a learning game. I’ve made a few comments about each one to help people understand the value of playing and evaluating the game design of each one

Kim Flintoff's insight:
Here are three great games we have played within our peer group. All three are commercially available; one is marketed explicitly as a learning game. I’ve made a few comments about each one to help people understand the value of playing and evaluating the game design of each one
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Competition Explores Creative Potential of AI with Minecraft

People who pursue the "Settlement Generation Challenge" are being asked to write adaptive code that will on its own create a settlement for a given, unknown Minecraft map. Then, during the evaluation process, submitted algorithms will be run on three other previously unseen maps. The results will be judged not by a computer but by humans: a panel of experts that includes game designers, urbanists and architects. The judging criteria: adaptation to the environment (for example, does the settlement take advantage of the terrain?), functionality (does it keep mobs out?), narrative integration (could somebody looking at the settlement describe how it's different from other settlements?) and visual aesthetics (does it look believable?).
Kim Flintoff's insight:
People who pursue the "Settlement Generation Challenge" are being asked to write adaptive code that will on its own create a settlement for a given, unknown Minecraft map. Then, during the evaluation process, submitted algorithms will be run on three other previously unseen maps. The results will be judged not by a computer but by humans: a panel of experts that includes game designers, urbanists and architects. The judging criteria: adaptation to the environment (for example, does the settlement take advantage of the terrain?), functionality (does it keep mobs out?), narrative integration (could somebody looking at the settlement describe how it's different from other settlements?) and visual aesthetics (does it look believable?).
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David W. Deeds's curator insight, June 6, 1:23 AM

AI and Minecraft! Thanks to Kim Flintoff. 

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Article Video Game Narratives Foster Civic Engagement, Not Violence

Article Video Game Narratives Foster Civic Engagement, Not Violence | Games, gaming and gamification in Higher Education | Scoop.it
The researcher demonstrates Rushdie’s own experience with videogames as a way to stay occupied during his exile and as a way to stay connected with his sons (Rushdie dedicated Luka to his youngest son, Milan). Through quotations from Rushdie, the researcher shows his explicit interest in experimenting with the structure of videogames for storytelling. The author points out that videogames are especially relevant for storytelling, because users create their own characters and narratives within the game. The reader might recognize tropes such as characters creating their own fictions, multi-level challenges, temporality of death, and allusions to a variety of world mythologies, cultures, and religions, not only from video games, but also from other novels in the literary gaming genre, such as works by Orson Scott Card and Suzanne Collins.
Kim Flintoff's insight:
The researcher demonstrates Rushdie’s own experience with videogames as a way to stay occupied during his exile and as a way to stay connected with his sons (Rushdie dedicated Luka to his youngest son, Milan). Through quotations from Rushdie, the researcher shows his explicit interest in experimenting with the structure of videogames for storytelling. The author points out that videogames are especially relevant for storytelling, because users create their own characters and narratives within the game. The reader might recognize tropes such as characters creating their own fictions, multi-level challenges, temporality of death, and allusions to a variety of world mythologies, cultures, and religions, not only from video games, but also from other novels in the literary gaming genre, such as works by Orson Scott Card and Suzanne Collins.
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Classroom Management Tips from Minecraft Mentors

Classroom Management Tips from Minecraft Mentors | Games, gaming and gamification in Higher Education | Scoop.it
Educators around the world are using Minecraft: Education Edition to teach concepts like coding, reimagining fairy tales, building habitable colonies on Mars and modeling renewable sources of energy. As educators begin to explore ways to use Minecraft to create richer and deeper learning experiences, we turned to some of Global Minecraft Mentors to garner tips …
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Oskar Almazan's curator insight, March 8, 8:23 AM
@PlayCraftLearn Educators around the world are using Minecraft: Education Edition to teach concepts like coding, reimagining fairy tales, building habitable colonies on Mars and modeling renewable sources of energy. As educators begin to explore ways to use Minecraft to create richer and deeper learning experiences, we turned to some of Global Minecraft Mentors to garner tips on classroom management and creating a positive classroom culture when using game-based learning modalities in the classroom. Here are some of their tips. Join the conversation and let us know what works best for you.
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Move over Shakespeare – what students can learn from studying videogames

Move over Shakespeare – what students can learn from studying videogames | Games, gaming and gamification in Higher Education | Scoop.it
Videogames offer a range of educational benefits in English classrooms, University of Melbourne research has discovered.
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Peter Mellow's curator insight, February 8, 8:51 PM
Dare to do something different in your classes.
David W. Deeds's curator insight, February 9, 5:05 AM

Thanks to Peter Mellow.

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Meaningfully and Realistically Using Games in the Classroom

Meaningfully and Realistically Using Games in the Classroom | Games, gaming and gamification in Higher Education | Scoop.it
Practical barriers can keep the most enthusiastic teacher from using games in the classroom. Let’s get real — and realistic — about ways to approach game-based learning for the classroom. Teachers are busy, and usually spend much of a given school day completing work from that day while simultaneously preparing work for the next day.

So how, then, do teachers find the games to use in class, play the entire game to understand what and how it teaches, and review best practices? Often, they don’t. Here’s a more realistic approach to using the power of game-based learning in the classroom.
Kim Flintoff's insight:

Practical barriers can keep the most enthusiastic teacher from using games in the classroom. Let’s get real — and realistic — about ways to approach game-based learning for the classroom. Teachers are busy, and usually spend much of a given school day completing work from that day while simultaneously preparing work for the next day.

So how, then, do teachers find the games to use in class, play the entire game to understand what and how it teaches, and review best practices? Often, they don’t. Here’s a more realistic approach to using the power of game-based learning in the classroom.

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Three Geography Games Based on Google Maps and Google Earth

Three Geography Games Based on Google Maps and Google Earth | Games, gaming and gamification in Higher Education | Scoop.it
One of the things that I emphasize to students before they embark on any kind of research or problem-solving task is to take a good long look at the information that they already have before them. To that end, I'll often request that they construct a list of what they know about a topic or problem before they begin to search. Playing one of the following three Google Maps-based games is a fun way to reinforce the concept of using prior knowledge and observations.
Kim Flintoff's insight:
One of the things that I emphasize to students before they embark on any kind of research or problem-solving task is to take a good long look at the information that they already have before them. To that end, I'll often request that they construct a list of what they know about a topic or problem before they begin to search. Playing one of the following three Google Maps-based games is a fun way to reinforce the concept of using prior knowledge and observations.
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Why video games could be the new IQ tests

Why video games could be the new IQ tests | Games, gaming and gamification in Higher Education | Scoop.it
New research shows your ability to play certain computer games is linked to your intelligence.
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This Game Developer Wants to Create Space for Indigenous Stories

This Game Developer Wants to Create Space for Indigenous Stories | Games, gaming and gamification in Higher Education | Scoop.it
Elizabeth LaPensée created Thunderbird Strike to protest pipeline construction on Indigenous land.

Kim Flintoff's insight:
A lot of the modern participation in the games industry on the part of Indigenous creators is through consulting on game projects, LaPensée said, where they share their input, stories, or even design ideas, but don’t get credited like the rest of the game team. She’s hoping that her work will inspire other Indigenous creators to be able to tell their stories in their own way, and have some sovereignty over their material. “More often than not, Indigenous creatives who have made a space for themselves," she said, "have had to fight to do it. There's this need for them to constantly create in order for them to break through.”
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5 ways educational games improve learning, according to teachers

5 ways educational games improve learning, according to teachers | Games, gaming and gamification in Higher Education | Scoop.it

When teachers used digital educational games in the classroom, students raised test scores by more than half a letter grade in only three weeks, according to a study from researchers at Vanderbilt University and partners at Legends of Learning, a research-driven educational game platform.

The new research, published by the Journal of the Learning Sciences, demonstrates the benefits of game-based learning for students when compared to students who had no access to such games.

“Substantial Integration of Typical Educational Games into Extended Curricula” involved more than 1,000 students of 13 teachers in 10 diverse urban, suburban and rural schools in seven states.

The educators integrated a standards-aligned set of 55 typical educational games into their curricula. Each teacher taught at least one class with the games and one class without.

The research found students in the classes with the games outperformed their peers on essay and multiple choice questions.

Kim Flintoff's insight:
When teachers used digital educational games in the classroom, students raised test scores by more than half a letter grade in only three weeks, according to a study from researchers at Vanderbilt University and partners at Legends of Learning, a research-driven educational game platform.
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David W. Deeds's curator insight, November 21, 2017 12:06 AM

Thanks to Kim Flintoff. 

Presenters's curator insight, November 21, 2017 4:52 AM
Cada vez más, los juegos se están convirtiendo en un recurso importante para el aprendizaje. Por ello, es importante que los educadores conozcan las formas en las que los juegos educativos pueden ayudar a mejorar el aprendizaje de los niños.
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Video: Balancing trust, creativity, and business in game UX

Video: Balancing trust, creativity, and business in game UX | Games, gaming and gamification in Higher Education | Scoop.it
It's not easy to ensure the user experience (or UX) that players have when booting up your game is enticing, effective, and streamlined -- especially when you're working on big games aimed at a broad audience.

At GDC 2017's UX Summit, a panel of prominent user experience researchers, creatives, and producers (from big game companies like EA, 2K Games, Ubisoft, WB Games Montreal, and Bungie) acknowledged the challenge and spoke frankly about the tricky business of making good UX in games.
Kim Flintoff's insight:
It's not easy to ensure the user experience (or UX) that players have when booting up your game is enticing, effective, and streamlined -- especially when you're working on big games aimed at a broad audience. At GDC 2017's UX Summit, a panel of prominent user experience researchers, creatives, and producers (from big game companies like EA, 2K Games, Ubisoft, WB Games Montreal, and Bungie) acknowledged the challenge and spoke frankly about the tricky business of making good UX in games.
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Gaming to Learn: Research Meets Classroom Practice

Gaming to Learn: Research Meets Classroom Practice | Games, gaming and gamification in Higher Education | Scoop.it
A blog about 21st Century Learning. Dr. Z shares ideas, strategies, and tech for engaging learners. He writes for educators who make a difference.
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A blog about 21st Century Learning. Dr. Z shares ideas, strategies, and tech for engaging learners. He writes for educators who make a difference.
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Game design fosters real learning

Game design fosters real learning | Games, gaming and gamification in Higher Education | Scoop.it
The 2017 Australian STEM Video Game Challenge, which encourages students as young as 10 years old to design and build a video game, turns classroom learning into a reality.

Six winning teams in the 2017 Australian STEM Video Game Challenge were recognised at an awards ceremony at PAX Australia in Melbourne in late October. Presenting the awards, Stephanie 'Hex' Bendixsen (presenter of Seven’s screenPLAY and former presenter of ABC’s Good Game) commended not only the winners, but all students who created a playable game.
Kim Flintoff's insight:
And the winners are…

Years 5-8 Scratch – Marcus Carr, Bert Lee, Jayden Shi and Eric Shin, Chatswood Public School, NSW, for Asteroid Smash!

Years 5-8 Gamemaker – Jaxson Brown, Australind Senior High School, WA, for Cube Runner

Years 5-8 Open – Michael Ostapenko, home school, QLD, for Reaction

Years 9-12 Gamemaker – Jett-Lee Wetherald, Mason Brennan and John Saxon, Maroochydore State High School, QLD, for Shards of Azothornia: The First Shard

Years 9-12 Unity3D/Unreal Engine – Kye Ziebarth, Fabian Scheffler and Kenji McAuliffe, Churchlands Senior High School, WA for Goldberg

Years 9-12 Open – Jacob Thomas, Dylan Kalms-Taylor, Caleb Jeanes and Chloe Godfrey, Kalianna School, Bendigo, VIC, for Gizma’s Adventure

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