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“Everyone pursuing their dreams”: Google's and Microsoft's discourse on educational technology “每个人都在追求自己的梦想”:谷歌和微软的教育技术话语
Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-05-01 DOI: 10.1016/j.caeo.2023.100138
Vittorio Marone, Bruna Damiana Heinsfeld

Large corporations active in the field of educational technology shape needs, perceptions, attitudes, expectations, and values related to technology use in education. In order to better understand how these corporations frame the role of technology in educational settings, it is crucial to critically analyze how they present and promote their products and services. Through a discourse analysis approach, this study examined the homepages of two of the major players in educational technology, namely Google for Education and Microsoft Education. Findings show that the discourse put forth by these companies positions technology as a transformative agent that can revitalize a stagnant educational system. In this picture, teachers and students are presented as incomplete and lost beings on the path towards an alarmingly indeterminate future, which can be only overcome by the technologies and services offered by these corporations. The potential of these technologies is presented as limitless, low-cost, for everyone, and available anywhere and anytime. In this deterministic “technology as a solution” framework, technology is depicted as an inevitable choice for the advancement of people and society. This study shows that, by critically approaching and analyzing corporate discourse, students, teachers, and other stakeholders can develop an outlook that cuts through marketing strategies and the hype surrounding learning technologies. In turn, this can promote reflective practices, support decision-making processes, and redefine expectations related to the role of technology in education and society.

活跃在教育技术领域的大公司塑造了与教育技术使用相关的需求、观念、态度、期望和价值观。为了更好地理解这些公司如何在教育环境中界定技术的作用,关键是要批判性地分析他们如何展示和推广他们的产品和服务。通过话语分析方法,本研究考察了教育技术领域的两个主要参与者,即谷歌教育和微软教育的主页。研究结果表明,这些公司提出的话语将技术定位为一种变革性的媒介,可以振兴停滞不前的教育系统。在这张照片中,教师和学生被描绘成一个不完整和迷失的人,他们正在走向一个令人担忧的不确定的未来,只有这些公司提供的技术和服务才能克服这个未来。这些技术的潜力是无限的、低成本的、面向所有人的、随时随地可用的。在这种确定性的“技术即解决方案”框架中,技术被描述为人类和社会进步的必然选择。这项研究表明,通过批判性地处理和分析企业话语,学生、教师和其他利益相关者可以形成一种观点,这种观点可以穿透营销策略和围绕学习技术的炒作。反过来,这可以促进反思实践,支持决策过程,并重新定义与技术在教育和社会中的作用相关的期望。
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引用次数: 2
Defining and exploring online engagement fatigue in a university context 定义和探索大学背景下的网络参与疲劳
Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-05-01 DOI: 10.1016/j.caeo.2023.100139
Suzanne Maloney , Megan Axelsen , Cathy Stone , Linda Galligan , Petrea Redmond , Alice Brown , Joanna Turner , Jill Lawrence

This paper seeks to define online engagement fatigue. The need for a definition is twofold. First, the increased reliance on the internet for the full delivery of higher education courses could result in online engagement fatigue. Second, a clear definition is required for the theoretical construct of online engagement fatigue to ensure meaningful research and to advance knowledge. Thus, the challenge is to understand what online engagement fatigue is and what are its consequences for students and educators. A social constructionist approach was used to develop an emergent definition of online engagement fatigue, which was then refined through a qualitative exploration of how it is perceived by students and educators. The perceptions that students and educators hold about online engagement fatigue were collected through interviews with 18 students and ten educators. There were differences in how the students and educators perceived online engagement fatigue, with students more likely to confirm its existence and more likely to render examples of its effect. A refined definition is offered which gives a basis upon which future research can investigate this phenomenon in divergent settings.

本文试图定义在线参与疲劳。定义的必要性是双重的。首先,越来越依赖互联网来全面提供高等教育课程可能会导致在线参与疲劳。其次,需要对在线参与疲劳的理论结构进行明确的定义,以确保进行有意义的研究并增进知识。因此,挑战在于了解什么是网络参与疲劳,以及它对学生和教育工作者的影响。社会建构主义方法被用于开发在线参与疲劳的新定义,然后通过对学生和教育工作者如何看待它的定性探索来完善该定义。通过对18名学生和10名教育工作者的采访,收集了学生和教育工作者对网络参与疲劳的看法。学生和教育工作者对网络参与疲劳的看法存在差异,学生更有可能确认其存在,也更有可能举例说明其影响。提供了一个精细的定义,为未来的研究提供了基础,可以在不同的环境中调查这一现象。
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引用次数: 0
No more technology? A TPACK-survey for pre-service teachers with social media in the digital world 没有更多的技术?TPACK对数字世界中使用社交媒体的职前教师的调查
Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-05-01 DOI: 10.1016/j.caeo.2023.100140
Isabelle Muschaweck

In the digital age, social media are integrated into everyday life. To include corresponding topics of the digital world in the classroom, future teachers require specific knowledge and abilities. The extent to which these prerequisites are connected to technology, however, needs to be reevaluated in light of social media's ubiquitous nature. Through adopting the TPACK model for an exemplary topic of the digital world, constructions of space in Geography education, a self-evaluation survey instrument for pre-service teachers is compiled and validated (n = 364); social media are conceptualized as an aspect of technological knowledge. Confirmatory factor analysis confirms that the TPACK model is appropriate for the data, as fit-indices show favorable results. A transformative view of the model is supported. Correlations among all constructs exist, endorsing previous studies’ findings on the difficulties in distinguishing the TPACK knowledge constructs. Technological knowledge, noticeably, displays comparatively low correlations with the other knowledge constructs. This result is contrary to previous studies on TPACK and social media, as well as the relation of TPACK to technological knowledge. Albeit these results are not generalizable for all digital world content in pre-service teacher education, this study, by way of example, contributes to a debate on the conceptualization of technological knowledge when introducing phenomena of the digital world that are related to social media through the TPACK model. Additionally, this study advances research in the area of embedding pre-service teacher education with social media in domain-specific pedagogies.

在数字时代,社交媒体融入了日常生活。为了将数字世界的相应主题纳入课堂,未来的教师需要特定的知识和能力。然而,鉴于社交媒体的普遍性,这些先决条件与技术的联系程度需要重新评估。通过对数字世界的一个典型主题——地理教育中的空间建构——采用TPACK模型,编制并验证了职前教师的自我评价调查工具(n=364);社交媒体被概念化为技术知识的一个方面。验证性因素分析证实TPACK模型适用于数据,因为拟合指数显示出良好的结果。该模型的变革观点得到了支持。所有构念之间都存在相关性,这支持了先前关于区分TPACK知识构念困难的研究结果。显而易见,技术知识和其他知识结构的相关性相对较低。这一结果与之前关于TPACK和社交媒体的研究以及TPACK与技术知识的关系相反。尽管这些结果不能推广到职前教师教育中的所有数字世界内容,但这项研究,例如,在通过TPACK模型引入与社交媒体相关的数字世界现象时,有助于就技术知识的概念化展开辩论。此外,本研究还推进了将职前教师教育与社交媒体嵌入特定领域教学法领域的研究。
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引用次数: 0
Teachers' personal network analysis reveals two types of pioneers in educational digitalization: Formal and informal intermediaries at schools 教师个人网络分析揭示了教育数字化的两种先驱:学校的正式和非正式中介
Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-04-20 DOI: 10.1016/j.caeo.2023.100137
Isidro Maya-Jariego, Daniel Holgado-Ramos, Fran Santolaya, Daniel Villar-Onrubia, Romina Cachia, César Herrero, Nikoleta Giannoutsou

SELFIE is a tool of the European Commission designed to support schools in developing their digital capacity. Schools across Europe have used SELFIE as a diagnostic tool. However, participating schools expressed a need for external guidance in the implementation of digital education transformation, including the exchange of expertise and inspiring practices with other educational centers. In this research we explore what are the key factors in the creation of collaborative networks between teachers. As a case study, we focus on the first steps of building a network of schools to promote digital education in Cantabria (northern Spain). With the participation of 11 schools, we conducted 22 interviews and 2 focus groups to analyze the learning environments of the teaching staff, the personal collaboration networks in the professional field, and the factors perceived as relevant in the design of the digital action plan of each school. The results showed the existence of teachers in each school who were pioneers in the digitization process and who acted as intermediaries both with the public educational administration and with teachers from other schools. During the interviews with these pioneers, we evaluated their personal networks as well as the factors they deem significant for an effective digital transformation. The results were contrasted in a public forum in which 120 teachers participated. Based on these results, we discuss how the creation of a network of key actors could contribute in developing the digital capacity of schools in the region.

SELFIE是欧盟委员会的一个工具,旨在支持学校发展其数字能力。欧洲各地的学校都将SELFIE作为一种诊断工具。然而,参与的学校表示,在实施数字教育转型方面需要外部指导,包括与其他教育中心交流专业知识和鼓舞人心的做法。在这项研究中,我们探讨了在教师之间建立协作网络的关键因素是什么。作为案例研究,我们重点关注在坎塔布里亚(西班牙北部)建立学校网络以促进数字教育的第一步。在11所学校的参与下,我们进行了22次访谈和2个焦点小组,以分析教职员工的学习环境、专业领域的个人协作网络,以及在设计每所学校的数字行动计划时被认为相关的因素。结果显示,每所学校都有教师,他们是数字化进程的先驱,是公共教育管理部门和其他学校教师的中间人。在对这些先驱的采访中,我们评估了他们的个人网络以及他们认为对有效的数字化转型具有重要意义的因素。在一个有120名教师参加的公共论坛上对结果进行了对比。基于这些结果,我们讨论了建立一个关键参与者网络如何有助于发展该地区学校的数字能力。
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引用次数: 0
“The influence of technological designs on teachers’ and students’ meaning-making: Semiotic chains configuring teaching and learning activities” “技术设计对教师和学生意义形成的影响:构成教学活动的符号链”
Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-03-24 DOI: 10.1016/j.caeo.2023.100136
Karoline Schnaider

The relationships between digital technologies and the realization of teaching and learning activities have received increased attention in interdisciplinary research. Knowledge of the connections between technological designs and users’ meaning making in semiotic chains is, however, still partial. Teachers’ and students’ remediation of technological designs through cognitive processing was studied in this paper to gain insights into semiotic chain configurations. Data consisting of video recordings, interviews, and observations were processed with quantitative content analysis and learning analytics strategies. The findings suggest that the technological design's visualized functions greatly affect the semiotic chain configuration when integrated with their users’ meaning making in lower-level actions. Technological designs seem to buttonize meaning making, and teaching and learning activities become technologized. Scaled cognitive processes can provide insights into differentiated meaning making according to the technologies, and perspectives on paralanguage are proposed.

数字技术与教学活动实现之间的关系在跨学科研究中越来越受到关注。然而,关于符号链中技术设计和用户意义创造之间联系的知识仍然是部分的。本文研究了教师和学生通过认知加工对技术设计的补救,以深入了解符号链配置。包括视频记录、访谈和观察在内的数据采用定量内容分析和学习分析策略进行处理。研究结果表明,当技术设计的可视化功能与用户在低级动作中的意义制造相结合时,其符号链结构会受到很大影响。技术设计似乎束缚了意义的创造,教学活动也变得技术化了。量表认知过程可以为根据技术进行的差异化意义生成提供见解,并提出了副语言的观点。
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引用次数: 1
The victory of a non-digital game over a digital one in vocabulary learning 词汇学习中非数字游戏战胜数字游戏
Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-03-22 DOI: 10.1016/j.caeo.2023.100135
Samaneh Naderi , Fatemeh Moafian

Among the most important things a child can do to learn is to play. Technology, however, has created a distinct type of play for children that differs from previous forms. This raises the question of whether digital or non-digital plays are more effective learning tools. To address the question, the current study examined the impact of digital and non-digital play-based instruction on children's vocabulary learning and retention. To this aim, 40 elementary EFL learners were assigned to two groups: digital and non-digital. In the first phase of the study, after twenty sessions of intervention, the post-test was administered and two weeks later, the delayed post-test was held. Twenty sessions of another type of play-based learning took place in the second phase when the learners switched groups. We ended up administering both the post-test and the delayed post-test after a two-week break. The data were analyzed using ANCOVA and Quade's ANCOVA tests. Additionally, the learners, parents, teachers, and two observers who attended all classes were interviewed. The quantitative results revealed that, across the stages, the non-digital group outperformed the digital one. The interviews and observations lend credence to the quantitative results. The study demonstrated that the advent of technology should not make us ignore the benefits of non-digital activities and plays in language education environments.

孩子能做的最重要的事情之一就是玩耍。然而,技术为儿童创造了一种不同于以往形式的独特游戏类型。这就提出了一个问题,即数字戏剧还是非数字戏剧是更有效的学习工具。为了解决这个问题,目前的研究考察了基于数字和非数字游戏的教学对儿童词汇学习和保留的影响。为此,40名小学英语学习者被分为两组:数字组和非数字组。在研究的第一阶段,在20次干预后,进行了后期测试,两周后,进行延迟的后期测试。在第二阶段,当学习者换组时,进行了20次另一种类型的基于游戏的学习。经过两周的休息,我们最终进行了后期测试和延迟的后期测试。使用ANCOVA和Quade的ANCOVA测试对数据进行分析。此外,还采访了参加所有课程的学习者、家长、教师和两名观察员。定量结果显示,在各个阶段,非数字群体的表现优于数字群体。访谈和观察为定量结果提供了依据。该研究表明,技术的出现不应使我们忽视语言教育环境中非数字活动和游戏的好处。
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引用次数: 0
Student and teacher co-agency when combining CT with arts and design in a cross-curricular project 在跨课程项目中将CT与艺术和设计相结合时,学生和教师的共同代理
Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-03-21 DOI: 10.1016/j.caeo.2023.100132
Linda Mannila , Teemu Leinonen , Merja Bauters , Marjaana Veermans

The technological development has raised awareness for the importance of digital competence and computational thinking (CT) to understand the digital world and has resulted in revised curricula in many countries. In Finland, a new curriculum for grades 1–9 came into force in 2016 introducing digital competence (including programming) to be integrated in other subjects. Most teachers lack prior experience in programming and there is a need for suitable instructional models. This article presents a cross-curricular teaching sequence and the results from a case study conducted in four Finnish schools. Students in grades 4–6 collaboratively worked on a project combining arts, design and CT with other subjects. The results show that students demonstrated several CT abilities while working on their projects, in particular creativity, tinkering and debugging. The findings also indicate that teachers and students learned together (co-agency) and suggest that models like the teaching sequence can help and encourage teachers to integrate programming and CT in a cross-curricular manner. Still, the teachers’ knowledge, ambition level and understanding of the task at hand, as well as the organizational support appear to play a notable role when planning and carrying out projects of this kind. While CT is commonly seen as developed through programming, the teaching sequence seems to have fostered CT abilities through the project as a whole, with programming playing the role of a tool or a glue depending on the time available, and the students’ skill and ambition level.

技术发展提高了人们对数字能力和计算思维(CT)对理解数字世界的重要性的认识,并导致许多国家修改了课程。在芬兰,1-9年级的新课程于2016年生效,将数字能力(包括编程)纳入其他科目。大多数教师缺乏编程经验,需要合适的教学模式。本文介绍了一个跨课程教学序列,以及在芬兰四所学校进行的案例研究的结果。4-6年级的学生合作完成了一个将艺术、设计和CT与其他科目相结合的项目。研究结果表明,学生在进行项目时表现出了多种CT能力,尤其是创造力、修补和调试能力。研究结果还表明,教师和学生是一起学习的(共同代理),并表明像教学顺序这样的模型可以帮助和鼓励教师以跨课程的方式将编程和CT结合起来。尽管如此,在规划和实施此类项目时,教师的知识、雄心水平、对手头任务的理解以及组织支持似乎发挥了显著作用。虽然CT通常被视为通过编程开发的,但教学序列似乎通过整个项目培养了CT能力,编程扮演着工具或粘合剂的角色,这取决于可用的时间以及学生的技能和抱负水平。
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引用次数: 2
Disciplinary differences and emotional presence in communities of inquiry: Teachers’ expressions of digital technology-enabled teaching 学科差异和探究社区中的情感存在:教师对数字技术教学的表达
Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-03-14 DOI: 10.1016/j.caeo.2023.100134
Marcus Sundgren , Jimmy Jaldemark , Martha Cleveland-Innes

This work was built on two strands of earlier research on the community of inquiry framework (CoI). The first strand was Biglan's seminal work on disciplinary epistemological structures and how these structures impact digital technology-enabled higher education teaching. In the other strand, some rare studies suggested that emotional issues are important to understanding higher education teaching. Nevertheless, research that links these two strands is even rarer. Therefore, this study aims to analyze the relationship between digital technology-enabled teaching in higher educational settings, the presences of the community of inquiry framework (CoI), and disciplinary epistemological structures. Survey responses from 143 teachers were analyzed through confirmatory factor analysis (SEM) and reflexive thematic analysis. Emotional presence was found to be a possible fourth element in the CoI. Disciplinary differences (coded as pure vs. applied sciences) were found to have an effect on the CoI, and that effect was particularly evident through the mediation of emotional presence. The differentiating factor was teachers’ views on the role of teaching. When guiding digital design, the recommendation is to consider such disciplinary differences specifically.

这项工作建立在早期对调查社区框架(CoI)的两条研究基础上。第一部分是比格兰在学科认识论结构以及这些结构如何影响数字技术支持的高等教育教学方面的开创性工作。另一方面,一些罕见的研究表明,情感问题对理解高等教育教学很重要。尽管如此,将这两条线索联系起来的研究甚至更为罕见。因此,本研究旨在分析高等教育环境中数字技术教学、探究社区框架(CoI)的存在和学科认识论结构之间的关系。通过验证性因素分析(SEM)和反射性主题分析对143名教师的调查结果进行了分析。情绪存在被发现是CoI中可能的第四个元素。学科差异(编码为纯粹科学与应用科学)被发现对CoI有影响,这种影响通过情绪存在的中介作用尤为明显。区别因素是教师对教学作用的看法。在指导数字化设计时,建议具体考虑这些学科差异。
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引用次数: 0
The effect of self-reflection on information usage and information literacy in a digital serious game 数字严肃游戏中自我反思对信息使用和信息素养的影响
Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-03-11 DOI: 10.1016/j.caeo.2023.100133
Johannes Steinrücke , Bernard P. Veldkamp , Ton de Jong

In crisis management decision-making, decision-makers have to combine (limited) situational information with their own experience. Whereas traditional, analog training of decision-making situations in crisis management costs considerable time and effort, digital serious games can be used as more accessible training environments to offer additional training moments. Another advantage is that digital games offer new didactic opportunities, such as inducing specific reflection from the trainees. This study examines the effect of self-reflection through social comparison on information usage and information literacy of players of a digital serious game for crisis management decision-making training. In an experiment, data was collected from 73 participants, 47 were eligible for further analysis, split over two conditions. Participants played two gameplay scenarios in fixed order. Participants in the experimental condition, between the two scenarios, saw a dashboard displaying their own as well as previous players’ in-game behavior up to that point. Participants in the control condition received no intervention between playing the two scenarios. Overall, participants in the experimental condition used significantly more information from more different sources, and compared to the control condition they kept taking significantly more time to decide in the second scenario. No significant between-condition differences regarding information literacy were found. Results indicate that in-game behavior can be (positively) influenced by letting players self-reflect on their own in-game behavior through social comparison. Results also suggest that the dashboard should display more specific information of players’ in-game behavior, providing guidance on what to improve, rather than simply offering a broad overview.

在危机管理决策中,决策者必须将(有限的)情境信息与自己的经验相结合。危机管理中决策情况的传统模拟训练需要花费大量的时间和精力,而数字严肃游戏可以用作更容易访问的训练环境,以提供额外的训练时间。另一个优势是,数字游戏提供了新的教学机会,例如诱导学员进行具体反思。本研究通过社会比较考察了自我反思对危机管理决策培训数字严肃游戏玩家信息使用和信息素养的影响。在一项实验中,从73名参与者身上收集了数据,其中47人有资格进行进一步分析,分为两种情况。参与者按固定顺序玩了两个游戏场景。在两种场景之间的实验条件下,参与者看到了一个仪表板,显示了他们自己以及之前玩家在游戏中的行为。处于控制状态的参与者在玩这两个场景之间没有接受干预。总体而言,实验条件下的参与者使用了更多来自不同来源的信息,与对照条件相比,他们在第二种情况下需要花费更多的时间来做出决定。在信息素养方面没有发现显著的条件间差异。结果表明,通过社会比较,让玩家自我反思自己的游戏行为,可以对游戏中的行为产生(积极)影响。结果还表明,仪表板应该显示玩家游戏中行为的更具体信息,为改进提供指导,而不是简单地提供一个大致的概述。
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引用次数: 2
From badges to boss challenges: Gamification through need-supporting scaffolded design to instruct and motivate elementary learners 从徽章到老板挑战:通过支持需求的脚手架设计来指导和激励初级学习者
Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-03-01 DOI: 10.1016/j.caeo.2023.100131
Melissa M. Grabner-Hagen , Tara Kingsley

Researchers and instructors are turning to gamification and self-determination theory for need-supporting, student motivation for learning. Using a mixed methods approach over two school years, we examined how an elementary science teacher successfully implemented gamification in a blended learning environment to meet students’ psychological needs. Through observations and interviews, we analyzed the mechanics and dynamics within the gamification design. Next, for a deeper understanding of applied motivation theory, we examined the teacher's use of motivational and cognitive scaffolds in the design. Students participating in the gamified classroom experienced both intrinsic and extrinsic motivations but reported higher levels of autonomous motivation. Additionally, students reported high levels of the psychological needs of autonomy, competence, and relatedness, stating that the classroom was need-supporting. As a case study of an authentic, teacher-designed, need-supporting elementary classroom, this study adds a unique perspective to the educational gamification literature. Importantly for gamification exploration, we describe the cognitive and social scaffolds that created the need-supporting context, which illustrate the holistic aspects of gamification where multiple mechanisms produce a gamified environment.

研究人员和教师正在转向游戏化和自决理论,以获得需求支持和学生学习动机。在两年的时间里,我们采用混合方法,研究了一位小学科学教师如何在混合学习环境中成功地实现游戏化,以满足学生的心理需求。通过观察和访谈,我们分析了游戏化设计中的机制和动力学。接下来,为了更深入地理解应用动机理论,我们考察了教师在设计中使用动机和认知支架的情况。参与游戏化课堂的学生经历了内在和外在动机,但报告了更高水平的自主动机。此外,学生们报告说,他们对自主性、能力和相关性的心理需求很高,并表示课堂需要支持。作为一个真实的、教师设计的、需要支持的小学课堂的案例研究,本研究为教育游戏化文献增添了一个独特的视角。对于游戏化探索来说,重要的是,我们描述了创造需求支持环境的认知和社会支架,这些支架说明了游戏化的整体方面,其中多种机制产生了游戏化环境。
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引用次数: 1
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