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Sean McHugh

Technology And Video Games Make Kids Think Differently About Old Questions - Forbes - 0 views

  • I never limit my kids’ screen time. I do, however, require reading time, outdoor play time, and physical toy time. The difference between limiting screen time and requiring non-screen time is subtle, but substantial. It emphasizes the positive benefit of other activities rather than scolding the screen.
  • I spend a lot of time making sure my children don’t get too heavily absorbed in any one way of perceiving. I do this by paying enough attention to what games my kids are playing that I can ask them to switch games. That’s right, not all games are the same. Each one has unique narrative properties. Each one has particular mechanics that inadvertently teach a specific way of making meaning of the world. Gaming is not a singular way of being. Parenting gamer-kids is not just about monitoring the on/off switch.
  • Consider Minecraft. Like most kids these days, mine play it all the time. I’ve written about the good things my kids learn by playing. I love the free sandbox creativity. I think it strengthens a sense of systems thinking. But I’m also worried that so many kids develop an almost obsessive relationship to the game.
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    "I never limit my kids' screen time. I do, however, require reading time, outdoor play time, and physical toy time. The difference between limiting screen time and requiring non-screen time is subtle, but substantial. It emphasizes the positive benefit of other activities rather than scolding the screen."
Sean McHugh

Screen Time? How about Creativity Time? - Mitchel Resnick - Medium - 0 views

  • Too often, designers of educational materials and activities simply add a thin layer of technology and gaming over antiquated curriculum and pedagogy
    • Sean McHugh
       
      I think because the designers of these apps are not educators and are therefore assuming that they often traditional education they experienced is the norm or at the very least is still a desirable outcome for the kids that they are designing their Apps for.
  • But I’m also sure that some students found it very discouraging and disempowering. And the activity put an emphasis on questions that can be answered quickly with right and wrong answers — certainly not the type of questions that I would prioritize in a classroom.
  • In many cases, the skeptics apply very different standards to new technologies than to “old” technologies. They worry about the antisocial impact of a child spending hours working on a computer, while they don’t have any concerns about a child spending the same time reading a book. They worry that children interacting with computers don’t spend enough time outside, but they don’t voice similar concerns about children playing musical instruments. I’m not suggesting that there are no reasons for concern. I’m just asking for more consistency.
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  • For kids growing up today, laptops and mobile phones aren’t high-tech tools — they’re everyday tools, just like crayons and watercolors.
  • Of course there’s a problem if children spend all their time interacting with screens — just as there would be a problem if they spent all their time playing the violin or reading books or playing sports. Spending all your time on any one thing is problematic. But the most important issue with screen time is not quantity but quality. There are many ways of interacting with screens; it doesn’t make sense to treat them all the same
  • Rather than trying to minimize screen time, I think parents and teachers should try to maximize creative time. The focus shouldn’t be on which technologies children are using, but rather what children are doing with them
Sean McHugh

Give Kids Unlimited Screen Time-But Only After They've Completed Their Daily Activities - 0 views

  • while it’s admirable to expect your kid to exercise for a full hour, the reality is that, unless you have an Olympic sized pool in your backyard where your kid can do the butterfly stroke for an hour, it’s tough for a 10 year old to stay moving for a full hour
  • There’s a difference between a teen that is using screen time intentionally versus mindlessly,
  • every parent has their own rules when it comes to screen time use and you know your kid best. But by starting with conversations about goals, boundaries and intentional use, parents and teenagers can lay down their swords in the battle over screen time and social media use
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    Parenting "screen time"
Sean McHugh

What's leisure and what's game addiction in the 21st century? - 0 views

  • At what point does a leisure activity turn into an addiction?
    • Sean McHugh
       
      You can be sure the hours spent by many during this World Cup will easily reach the kind off of hours that could be accused of being problematic; especially if you include: watching it, talking about it, watching/listening to people talking about it, playing it, and mood changes as a result of it...
  • In the modern developed world, the dominant leisure activity is watching television, followed by other leisure activities like sports and entertaining friends. There’s no evidence that game playing is more dangerous than these other leisure activities
  • People watch television for far more time than they play video games. In the U.S., people watch an average of 4.5 hours of TV every day. That’s more time than they spend reading, relaxing, socializing, participating in sports, playing digital games and using computers – combined.
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  • Consider a person who skips household and professional Sunday responsibilities to sit on the couch for hours watching pre-game shows; screaming at referees, coaches and players; and following post-game analysis – or who calls in sick to catch a game or breaks friendships over team rivalries. By the WHO’s criteria, this could qualify as “gaming disorder” – except that it’s about sports on TV, rather than video games.
  • Though the WHO warns against spending too much time gaming, that is not the way to measure addiction. Some studies demonstrate that some people who spend more time gaming actually exhibit fewer addictive behaviors than people who play less.
  • What people are looking for in their leisure time is a break, and just because they enjoy that break – and spend a fair amount of time doing it – doesn’t mean it’s an addiction.
Sean McHugh

The trouble knowing how much screen time is 'too much' - BBC News - 0 views

  • For now, anyone thinking about how much time using screens and social media is "OK" will ultimately have to make a personal judgement.
  • Rather than stating that social media was harmful, it suggested a more complex effect.
  • increasing the time spent using technology was linked to improved wellbeing
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  • the positive effect of regularly eating breakfast, or getting a proper night's sleep, was three times stronger.
  • the effects were small, with the positive effects of exercise being more significant.
  • A broader look at evidence provided by some other high quality studies again suggests the story is not clear-cut.
  • Playing electronic games, however, was not seen as leading to a greater risk of hyperactivity, or friendship or emotional problems
  • So how much time should we, or our children, spend looking at screens? It is difficult to be precise as different people spend time online in such different ways.
  • sugar
Sean McHugh

Interview with Adrian Graham and Carl Sjogreen - Learning Stuff - 0 views

  • The consistent thing I’ve learned is that it’s very hard to make things simple. No matter how much you try, the first time you put it in front of someone, it’s too complex. You’re like, “Oh my God, how could they get this wrong?” But that’s your fault. It wasn’t simple enough. I came away from Google trying to build very simple experiences that lots of people can use.
  • The real enthusiasm at Google is around technology: “Let’s build a cool, new technology. We’ll find a lot of ways to apply it. Our technology will be better than our competitors.” The Facebook approach was, “Well, technology is a tool to achieve these things we’re trying to do. Let’s figure out how to make it work. Sometimes that means building our own technology and other times that means using something that someone else has built.”
  • But the people who kept using it over and over were all in schools. It wasn’t teachers using it to explain things, it was kids using it to document their thinking. They would take a picture of their art, and they would explain what they were thinking when they made it. Some kids would use it as a lightweight presentation tool. They would string together some photos of a science lab and make a lab report.
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  • Most of the tools we’ve used to document and communicate ideas haven’t changed much since the introduction of Microsoft Office. We have documents, spreadsheets, and slides. Those are sort of the universal formats for communicating information. That seemed kind of dumb given that those were invented in a world of keyboards, mice, and DOS prompts.We now had these things that had cameras and microphones and touch interfaces and decided that there should be some new way of communicating ideas.
  • The child now has an audience for his work beyond the teacher. We hear time and time again from teachers that their kids want to do their best work with Seesaw because their parents are going to ask them about it when they come home. They also know their classmates are going to watch it.
  • it was clear that touch devices unlocked something for computing
  • On the parents’ side, I was incredibly frustrated watching all the work that all my kids’ teachers were doing to communicate what was happening at school. There were weekly newsletters that were long and involved; photo albums with 300 pictures, only three of which were my child. All of this was behind a password I could never remember. Teachers were doing all this work that was taking away from actual teaching or their personal lives. The experience felt pretty broken to me.It also seemed that kids might be able to document their own learning and reflect on what they were making more independently.As a parent, I’d ask my kids, “What did you do at school today?” and they say, “Nothing,” and I had no idea what next question to ask because I just didn’t have a thread to pull on.
  • the magic of Seesaw is all about changing the conversation from “What did you do in school today?” to “Tell me about more about this thing you made.” It’s a starting point for a conversation
  • Seesaw is a learning journal. It’s a place where kids can document their learning over time
  • We also heard from teachers about the practical problems
  • I cannot imagine a future where I will be okay sending my kids to school for eight hours a day and having no clue what they’re working on. This is the most important person in my life. I get immediate updates about everything else, and yet somehow I accept that I have no information on what my kids are doing for eight hours a day. It’s not possible that’s the future.
  • This became obvious around log-in. We knew this was a real hassle in classrooms, and we thought we could solve it using a simple text code. But a tech coordinator at one school suggested using a QR code instead. “What would really make this easy is if kids could just scan a QR code to log in.” Carl and I both thought this was weird — no one uses QR codes. They’re a technology from 10 years ago that no one adopted. But we decided to build it to see if it got used.It turned out to be one of Seesaw’s most important features, especially in the younger grades.
  • we really invested in those relationships. I would call them on the phone every week. We listened, we showed them stuff ahead of time. They would give us an idea, and we would actually build what they asked for. We developed a close connection with those teachers and they started talking to other teachers in their building and other schools and so on.Honestly, we took this word-of-mouth and advocacy approach because we were a little nervous to tell teachers how to use our product. We felt like we didn’t really understand the classroom enough to tell them what to do. So we went down this path of finding some teachers who are excited about using Seesaw and helped them tell other teachers about it. Our hope is that most teachers discover Seesaw from another teacher, not from us.
  • Get it in the hands of teachers, and if it’s good, it will probably spread. Teachers are asked to use a lot of crappy software. When they find something good, they tend to recognize it
  • I just wanted to tell you how life changing this app has been for me and my teaching, and for my students
  • but we get an email like that two or three times a week
  • I have had millions of people who are slightly more organized because I worked on Google Calendar. Good, but that’s not really what I want that on my tombstone
  • Parents don’t know what’s going on in their kids’ classrooms. It’s not because someone wants to keep it secret, but the information is not easily shared
  • I had to learn what issues teachers are struggling with, and then work through those problems
  • On the parents’ side, I was incredibly frustrated watching all the work that all my kids’ teachers were doing to communicate what was happening at school. There were weekly newsletters that were long and involved; photo albums with 300 pictures, only three of which were my child. All of this was behind a password I could never remember. Teachers were doing all this work that was taking away from actual teaching or their personal lives. The experience felt pretty broken to me.It also seemed that kids might be able to document their own learning and reflect on what they were making more independently.As a parent, I’d ask my kids, “What did you do at school today?” and they say, “Nothing,” and I had no idea what next question to ask because I just didn’t have a thread to pull on. When you ask a kid to describe something abstractly, particularly younger kids, it’s quite difficult for them to do it. If you show them a picture of something and say, “What’s going on in this picture,” they’ll say, “Oh, let me tell you all about this,” it totally gives them a thing to start with.
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    I cannot imagine a future where I will be okay sending my kids to school for eight hours a day and having no clue what they're working on. This is the most important person in my life. I get immediate updates about everything else, and yet somehow I accept that I have no information on what my kids are doing for eight hours a day. It's not possible that's the future.
Sean McHugh

The Surprising, Research-Backed Benefits of Active Screen Time - 0 views

  • How about nine
    • Sean McHugh
       
      Outside of work? How is that possible? Get home from school at 4, bed at 9, even at that impractical extreme it's 5 hours, not allowing for meal time?
  • teens today are spending an average of nine hours a day online,
    • Sean McHugh
       
      Just like their parents; why is this key point so often overlooked?
  • sedentary screen time
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  • there is a very fine line between passive screen time, defined as when a child passively consumes digital content with no thought, creativity or interaction required to progress, and active screen time, which involves cognitive thought and/or physical engagement.
  • so vital for us to change how kids are using their computers and phones
    • Sean McHugh
       
      Again, only focused on kids, but if parents don't do likewise, how do they think they will have an effect?
  • As long as we ensure that our kids are actively using their screens, we can most likely avoid the problems that come with passive screen use
  • watching TV or videos
    • Sean McHugh
       
      What about the learning this offers? Specifically knowledge acquisition? Especially if that knowledge leads to hands on activity, like when kids use 'how to' videos?
  • learning a new skill like coding games or websites, creating music, writing and publishing stories or poetry
    • Sean McHugh
       
      Can you imagine many/and parents doing this? If they won't, how will they encourage their kids to do so?
Sean McHugh

expert reaction to study on screen use and white brain matter in children | Science Med... - 0 views

  • the study has a number of features that reduce confidence in the robustness of the findings.
  • The review of prior literature is unbalanced to emphasise adverse effects of screen time and ignore conflicting studies
  • too small to give reliable estimates of effects of screen time
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  • the scale does not distinguish between TV and other types of screen use
  • no child had a vocabulary score in the impaired range
  • misleading
  • The study was not pre-registered, making it hard to know how many analyses were conducted but not reported
  • nothing is said about predicted associations between the brain measures and the language measures
    • Sean McHugh
       
      This highlights the difference between neuroscience and cognitive science, specifically indicators about changes in brain tissue mean nothing unless they are accompanied by behavioural indicators that support these observations. In the case of this study the children were found to have language development that was more advanced than would be expected for their age regardless of the brain scans.
  • The study does not provide credible evidence of an adverse effect of screen time on child development, but could serve to stoke anxiety in parents who may worry that they have damaged their child’s brain by allowing access to TV, phones or tablets
  • an association between screen time and brain wiring says nothing about causation: you can speculate that an apparent delay in brain development might be caused by high screen time but it is equally possible that lower brain developmental status increases screen time
Sean McHugh

Screen-time does not disrupt children's sleep, new study finds | University of Oxford - 0 views

  • new research findings from the Oxford Internet Institute at the University of Oxford, has shown that screen time has very little practical effect on children’s sleep.
  • while the correlation between screen time and sleep in children exists, it might be too small to make a significant difference to a child’s sleep
  • Focusing on bedtime routines and regular patterns of sleep, such as consistent wake-up times, are much more effective strategies for helping young people sleep than thinking screens themselves play a significant role
Sean McHugh

Three problems with the debate around screen time - 0 views

  • it increasingly feels as though scientific evidence has become a casualty in the process.
  • the factors which underlie why the public discourse around technology is so dysfunctional
  • Google does not sort search output by quality; it ranks search input by popularity.
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  • Academics, public servants and other stakeholders alike need to recognise that plugging in a few terms of interest into a search engine will give an inherently skewed view of the actual state of the field
  • Academics, public servants and other stakeholders alike need to recognise that plugging in a few terms of interest into a search engine will give an inherently skewed view of the actual state of the field
  • these factors aren’t just focused on debates around the effects of technology – they speak to wider debates around science and evidence-based policy
  • Very recent evidence, that might use much better quality data or methods but that has not received much coverage, will not be featured. Yet one piece of high quality evidence might be worth 500 pieces of low quality evidence that populate the search output.
  • In 21st century life, finding evidence is not the most important skill anymore. Instead, it is recognising which evidence should be considered and which should be ignored, based on objective markers of quality.
  • Until this is addressed, moral entrepreneurs and doomsayers will dominate discourse with dire yet never fully substantiated claims
  • we need to be wary of any question which frames screen time as a simple number – questions like ‘how much screen time we should be engaging in?’, or ‘should we impose limits or bans on screen use?’ oversimplify a very complex concept to the point of becoming meaningless.
Sean McHugh

Why I don't limit screen-time for my kids - The Washington Post - 0 views

  • My husband and I never made a conscious decision to not limit screen time for our kids; we simply didn’t worry about it.
  • Our screens don’t isolate us from one another – they are another medium through which we interact.
  • technology is not mysterious. It doesn’t freak them out. It doesn’t control or oppress them. It’s a tool. They do homework on their iPads. They read books on e-readers for school and pleasure. They play games, watch videos, and chat with friends. It’s not a big deal. Screen time, for us, is still time spent together
Sean McHugh

The Touch-Screen Generation - The Atlantic - 0 views

  • he hands are the instruments of man’s intelligence
  • In 2011, the American Academy of Pediatrics updated its policy on very young children and media. In 1999, the group had discouraged television viewing for children younger than 2, citing research on brain development that showed this age group’s critical need for “direct interactions with parents and other significant care givers.” The updated report began by acknowledging that things had changed significantly since then.
  • To date, no body of research has definitively proved that the iPad will make your preschooler smarter or teach her to speak Chinese, or alternatively that it will rust her neural circuitry—the device has been out for only three years, not much more than the time it takes some academics to find funding and gather research subjects. So what’s a parent to do?
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  • Previously, young children had to be shown by their parents how to use a mouse or a remote, and the connection between what they were doing with their hand and what was happening on the screen took some time to grasp. But with the iPad, the connection is obvious, even to toddlers. Touch technology follows the same logic as shaking a rattle or knocking down a pile of blocks: the child swipes, and something immediately happens.
  • A more accurate point of comparison for a TV viewer’s physiological state would be that of someone deep in a book, says Kirkorian, because during both activities we are still, undistracted, and mentally active.
  • even very young children can be discriminating viewers—that they are not in fact brain-dead, but rather work hard to make sense of what they see and turn it into a coherent narrative that reflects what they already know of the world.
  • Children’s lives are filled with media at younger and younger ages, and we need to take advantage of what these technologies have to offer
  • More important, she made the video demonstration explicitly interactive.
  • That exchange was enough to nearly erase the video deficit.
  • That kind of contingent interaction (I do something, you respond) is what captivates a toddler and can be a significant source of learning for even very young children—learning that researchers hope the children can carry into the real world. It’s not exactly the ideal social partner the American Academy of Pediatrics craves. It’s certainly not a parent or caregiver. But it’s as good an approximation as we’ve ever come up with on a screen, and it’s why children’s-media researchers are so excited about the iPad’s potential.
  • something about tapping the screen, about getting feedback and being corrected in real time, is itself instructive, and enables the toddlers to absorb information accurately, regardless of its source
  • A TV is static and lacks one of the most important things to toddlers, which is a “two-way exchange of information
  • The statement from the American Academy of Pediatrics assumes a zero-sum game: an hour spent watching TV is an hour not spent with a parent. But parents know this is not how life works. There are enough hours in a day to go to school, play a game, and spend time with a parent, and generally these are different hours. Some people can get so drawn into screens that they want to do nothing else but play games. Experts say excessive video gaming is a real problem, but they debate whether it can be called an addiction and, if so, whether the term can be used for anything but a small portion of the population.
  • We live in a screen age, and to say to a kid, ‘I’d love for you to look at a book but I hate it when you look at the screen’ is just bizarre. It reflects our own prejudices and comfort zone. It’s nothing but fear of change, of being left out.”
  • a useful framework—what she calls the three C’s—for thinking about media consumption: content, context, and your child. She poses a series of questions—Do you think the content is appropriate? Is screen time a “relatively small part of your child’s interaction with you and the real world?”—and suggests tailoring your rules to the answers, child by child.
Sean McHugh

Old people in the US are watching a lot more TV - 0 views

  • Americans worry about limiting the screen time of their children. They might be worried about the wrong generation.
  • It’s also more than twice as much daily TV time as 15-34 year olds, who spend less time watching TV now than they did in the early 2000s
  • The data on TV watching include streaming and shows watched on any device, not just a traditional television.
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  • Young people’s waning TV watching appears to be mostly the result of substituting TV time for playing video games and using social media
Sean McHugh

Most Adults Spend More Time on Their Digital Devices Than They Think - Scientific American - 0 views

  • parents spend an average of nine hours and 22 minutes every day in front of various screens—including smartphones, tablets, computers and televisions. Of those, nearly eight hours are for personal use, not work
  • we do not even realize how much time we spend when we heed the siren call of our devices
  • if parents use screen time for shared activities with a child—watching a movie or playing an educational game together, for example—it can enhance the child's learning
Sean McHugh

The health impacts of screen time - a guide for clinicians and parents | RCPCH - 0 views

  • The evidence base for a direct ‘toxic’ effect of screen time is contested, and the evidence of harm is often overstated
Sean McHugh

It's Time For a Serious Talk About the Science of Tech "Addiction" - 0 views

  • Anxieties over technology's impact on society are as old as society itself; video games, television, radio, the telegraph, even the written word—they were all, at one time, scapegoats or harbingers of humanity's cognitive, creative, emotional, and cultural dissolution. But the apprehension over smartphones, apps, and seductive algorithms is different. So different, in fact, that our treatment of past technologies fails to be instructive
  • To combat addiction, you have to discard the addicting substance," Turkle wrote in her 2011 book Alone Together: Why We Expect More from Technology and Less from Each Other. "But we are not going to 'get rid' of the Internet. We will not go ‘cold turkey’ or forbid cell phones to our children. We are not going to stop the music or go back to the television as the family hearth.
  • it's really hard to do purely observational research into the effects of something like screen time, or social media use," says MIT social scientist Dean Eckles, who studies how interactive technologies impact society's thoughts and behaviors. You can't just divide participants into, say, those with phones and those without.
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  • that 0.36 percent means that 99.64 percent of the group’s depressive symptoms had nothing to do with social media use.
  • In datasets as large as these, it's easy for weak correlational signals to emerge from the noise. And a correlation tells us nothing about whether new-media screen time actually causes sadness or depression
  • research on the link between technology and wellbeing, attention, and addiction finds itself in need of similar initiatives. They need randomized controlled trials, to establish stronger correlations between the architecture of our interfaces and their impacts; and funding for long-term, rigorously performed research
Sean McHugh

Moderate use of screen time can be good for your health, new study finds - Oxford Inter... - 0 views

  •  
    "Screen time"
Sean McHugh

We Were Wrong About Limiting Children's Screen Time - 0 views

  •  
    Screen time
Sean McHugh

Teens, Technology and Friendships | Pew Research Center - 1 views

  • Social media and online gameplay are the most common digital venues for meeting friends
  • Along with texting, teens are incorporating a number of other devices, communication platforms and online venues into their interactions with friends
    • Sean McHugh
       
      The overlap between socialising within a gaming context and within the context of platforms like Facebook is an interesting one... Teen use of social media has many parallels with MMORPGs, I wonder how the time spent on these platforms compares... I'd bet the girls spend as much, if not more time on social media than the boys do, even combined with their gaming time.
  • Video games play a critical role in the development and maintenance of boys’ friendships
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  • Playing video games is not necessarily a solitary activity; teens frequently play video games with others.
  • video gameplay, particularly over online networks, is an important activity through which boys form and maintain friendships with others:
  • 38% of all teen boys share their gaming handle as one of the first three pieces of information exchanged when they meet someone they would like to be friends with
  • 78% of teen online gamers say when they play games online it makes them feel more connected to friends they already know
  • Some 76% of teens ages 13 to 17 use social media
  • Social media helps teens feel more connected to their friends’ feelings and daily lives, and also offers teens a place to receive support from others during challenging times.
  • But even as social media connects teens to friends’ feelings and experiences, the sharing that occurs on these platforms can have negative consequences. Sharing can veer into oversharing. Teens can learn about events and activities to which they weren’t invited, and the highly curated lives of teens’ social media connections can lead them to make negative comparisons with their own lives
  • 88% of teen social media users believe people share too much information about themselves on social media
  • Teens face challenges trying to construct an appropriate and authentic online persona for multiple audiences, including adults and peers. Consequently, many teens feel obligated to project an attractive and popular image through their social media postings.
    • Sean McHugh
       
      Again, classic gamification of social media, where the online persona becomes more like a 'role' than the true character of the person, the equivalent of social media becoming a 'massive, multiplayer online, role playing game', but with the critical difference that this is IRL, which is a little scary, Black Mirror crazy...!
  • Girls are more likely to use text messaging – while boys are more likely to use video games – as conduits for conversations with friends
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