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Qualifications Framework of Essential Learning Outcomes for Computer Innovation and Digital Industry Professionals 计算机创新和数字行业专业人员基本学习成果资格框架
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.2.1804
Thamasan Suwanroj, Orawan Saeung, Punnee Leekitchwatana, Kanaporn Kaewkamjan
This research aimed to study and analyze the factors of the qualification framework of essential learning outcomes for computer innovation and digital industry professionals. The factors consisted of indicators of essential competencies for undergraduates under the professional qualifications of Computer Innovation and Digital Industry Major based on the context of Nakhon Si Thammarat Rajabhat University (NSTRU). The sample group consisted of all teachers and experts in Computer Science, Computer Engineering, Software Engineering, Information Technology, Business Computer, and Computer Education, covering all undergraduate programs from public institutions of higher education across Thailand. The research instrument was the questionnaire about factors of the qualifications framework of essential learning outcomes for undergraduates in Computer Innovation and Digital Industry Major. The questionnaire used five levels of a rating scale. Content validity and reliability for the scale were 0.96–1.00, and the content validity and reliability for the factor were 0.97–0.99. Second-order confirmatory factor analysis (CFA) was employed for data analysis. The research discovered new knowledge on the list of essential competencies for undergraduates under five factors of the qualifications framework of learning outcomes with 24 indicators. These 24 indicators were separated for each factor: six for Ethical and Moral Development and Knowledge, four for Cognitive Skills, Interpersonal, and Responsibility, Numerical Analysis, and Communication and Information Technology skills, respectively.
本研究旨在研究和分析影响计算机创新与数字产业专业人员基本学习成果资格框架的因素。这些因素由计算机创新与数字产业专业本科生基本能力指标组成,以那空大学(NSTRU)为背景。样本组由计算机科学、计算机工程、软件工程、信息技术、商业计算机和计算机教育领域的所有教师和专家组成,涵盖了泰国公立高等教育机构的所有本科专业。研究工具为计算机创新与数字产业专业本科生基本学习成果资格框架因素问卷。调查问卷采用了五个等级的评定量表。量表的内容效度和信度为0.96 ~ 1.00,因子的内容效度和信度为0.97 ~ 0.99。采用二阶验证性因子分析(CFA)进行数据分析。研究发现,在24个指标的学习成果资格框架的5个因素下,大学生基本能力清单上有新的知识。这24项指标分别针对每个因素:6项是伦理道德发展和知识,4项是认知技能,人际关系和责任,数字分析,以及沟通和信息技术技能。
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引用次数: 0
The Mobile Application via Experiential Learning for Public Relations in Thailand 泰国公共关系体验式学习移动应用
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.2.1807
Pinanta Chatwattana, Supannee Wangsorn, Ploypim Promchai
The mobile application via experiential learning to promote news awareness and proactive public relations is a kind of tool in the form of a mobile application, which is used to both publicize and receive news within Broadcast Major, College of Industrial Technology, King Mongkut’s University of Technology North Bangkok, Thailand so that all of the targeted users in Thailand, and especially in this major, have the same understanding. The application is compatible with a variety of display screens with different user interfaces (Responsive Web Design) in both iOS and Android operating systems. The 62 participants in this research, 41 males and 21 females, were derived by means of purposive sampling and divided into two groups: lecturers, current students, and staff at the College of Industrial Technology, King Mongkut’s University of Technology North Bangkok, and the general public. Data gathered from these participants were accumulated during the second semester. The research tools consisted of 1) the mobile application via experiential learning to promote news awareness and proactive public relations, and 2) an evaluation form on the satisfaction towards the mobile application via experiential learning to promote news awareness and proactive public relations. The results of this research show that 1) the mobile application via experiential learning to promote news awareness and proactive public relations can be used practically for news awareness and public relations, as it allows users of both iOS and Android operating systems to instantly access information, anywhere and at any time; and it is compatible with a variety of display screens with different user interfaces (Responsive Web Design), and 2) the satisfaction towards the mobile application via experiential learning to promote news awareness and proactive public relations is at a very high level.
通过体验式学习促进新闻意识和主动公关的移动应用程序是一种以移动应用程序形式的工具,用于泰国北曼谷蒙库特国王理工大学工业技术学院广播专业的新闻宣传和接收,使泰国所有目标用户,特别是该专业的目标用户都有相同的认识。该应用程序兼容各种显示屏幕与不同的用户界面(响应式网页设计)在iOS和Android操作系统。本研究的62名参与者,41名男性和21名女性,通过有目的抽样的方式获得,并分为两组:讲师、在校生和工业技术学院的工作人员、蒙库特国王北曼谷科技大学和普通公众。从这些参与者收集的数据是在第二学期积累起来的。研究工具包括:1)通过体验式学习促进新闻意识和主动公关的移动应用;2)通过体验式学习促进新闻意识和主动公关的移动应用满意度评估表。本研究结果表明:1)通过体验式学习促进新闻意识和主动公关的移动应用程序可以在实际中用于新闻意识和公关,因为它允许iOS和Android操作系统的用户随时随地即时获取信息;兼容多种不同用户界面的显示屏(Responsive Web Design)。2)通过体验式学习促进新闻意识和主动公关的移动应用满意度很高。
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引用次数: 2
Teaching during the Pandemic: An Exploratory Study in Portuguese and Brazilian Secondary Education Teachers 疫情期间的教学:对葡萄牙和巴西中学教育教师的探索性研究
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.2.1813
Sara Dias-Trindade, S. Henriques, Joana Duarte Correia
The present study takes as a starting point the COVID-19 lockdown to which Portuguese and Brazilian schools were confined during 2020, to trace the scenario regarding the training needs of secondary education teachers in terms of digital skills. The research questions seek, firstly, to understand how the transition from face-to-face environments to digital environments was carried out in those countries and, secondly, to assess how to improve digital skills in education when considering a post-pandemic future. The results, obtained from responses by 300 teachers to a questionnaire survey, are in line with the conclusions of the intense research that has been conducted in this area: the COVID-19 pandemic has made teachers’ digital training more urgent, and has highlighted the importance of integrating digital environments in education, both as a strategy for the continuity and sustainability of education itself, and as a fluid space that allows the development of practices that enhance quality learning. The analysis also allows us to perceive the differences and similarities in terms of education between two countries that share the same language and have historical proximity, but different socioeconomic indices.
本研究以葡萄牙和巴西的学校在2020年因COVID-19而被封锁为起点,追踪中学教育教师在数字技能方面的培训需求。这些研究问题首先寻求了解这些国家如何从面对面环境过渡到数字环境,其次评估如何在考虑大流行后的未来时提高教育中的数字技能。从300名教师对问卷调查的回答中得出的结果与在这一领域进行的深入研究的结论一致:2019冠状病毒病大流行使教师的数字培训变得更加紧迫,并突出了将数字环境纳入教育的重要性,这既是教育本身连续性和可持续性的战略,也是一个流动空间,可以开发提高质量学习的做法。该分析还使我们能够感知两个国家在教育方面的差异和相似之处,这两个国家使用相同的语言,历史接近,但社会经济指标不同。
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引用次数: 0
Educating Financial Accounting: A Need Analysis for Technology-Driven Problem-Solving Skills 教育财务会计:技术驱动的问题解决能力的需求分析
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.2.1817
Nuwan Lakmal Hettiarachchi, Tamil Selvan Raman Subramaniam, M. Nurtanto, S. T. Palpanadan, Zachariah John A. Belmonte, A. Selvaraj, N. Kholifah
The teaching and learning process of financial accounting (FA) has become a challenge in an ever-changing global perspective, and an important discussion is replacing classroom teaching with career-based requirements. Problem-solving skills (PSS) help determine the source of problems and find appropriate solutions in teaching FA topics. This study aimed to identify the need for problem-solving skills for FA students for job readiness and identify the appropriate technology-savvy platform to improve problem-solving skills. Undergraduate students at the College of Banking and Financial Studies (CBFS) in Muscat, Sultanate of Oman, were selected as the research domain for data collection and analysis. This study reports a part of a preliminary study conducted using a survey technique on FA students. The main finding was that they had placed problem-solving skills as one of the important job skills in the modern financial accounting era. Furthermore, the needs analysis reflected the importance of the quiz-based learning (QBL) method embedded in Microsoft Forms (MFS) as a technology-based platform for teaching and learning about FA. Therefore, this study collected findings from the needs analysis phase with the help of QBL-MFS to improve the problem-solving skills of FA students to prepare them with life skills to be applied in the world place.
在不断变化的全球视野下,财务会计的教学过程已经成为一个挑战,一个重要的讨论是用基于职业的要求取代课堂教学。问题解决能力(PSS)有助于确定问题的来源,并在教学中找到适当的解决方案。本研究旨在确定FA学生在就业准备方面对解决问题技能的需求,并确定适当的技术精通平台来提高解决问题技能。阿曼苏丹国马斯喀特银行与金融研究学院(CBFS)的本科生被选为数据收集和分析的研究领域。本研究报告了使用调查技术对FA学生进行的初步研究的一部分。主要发现是他们已经把解决问题的能力作为现代财务会计时代重要的工作技能之一。此外,需求分析反映了嵌入Microsoft Forms (MFS)中的基于测验的学习(QBL)方法作为基于技术的FA教与学平台的重要性。因此,本研究透过QBL-MFS收集需求分析阶段的研究结果,以提高FA学生解决问题的能力,为他们在世界上的应用做好准备。
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引用次数: 0
Using of Distant Education Approaches to Introduce Cutting Edge Science into the Secondary School Classroom 利用远程教育方法将前沿科学引入中学课堂
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.4.1848
Leonidas Xiros, A. Tsirigotis, A. Leisos
The μΝet (microNet) project aims to deploy and operate an extensive school network of educational cosmic ray telescopes in Greece. As part of the μNet project, an extended educational program will be conducted, focusing on the construction, testing, and operation of a Cosmic Ray Telescope, as well as the remote operation of cosmic ray detection stations and Astroparticle physics detectors deployed at the Hellenic Open University (HOU) campus. During the 2021–2022 school year, a preparatory phase of the program took place engaging 150 students and 21 science teachers from all over Greece. The high school teachers and students were trained to the experimental procedures of cosmic ray physics using distance learning methods. In this report, we briefly present the methodology we followed, the tools we developed to support the educational program, as well as the findings and results of this preparatory phase.
μΝet (microNet)项目旨在在希腊部署和运行一个广泛的教育宇宙射线望远镜学校网络。作为μNet项目的一部分,将开展一项扩展教育计划,重点是宇宙射线望远镜的建造、测试和操作,以及部署在希腊开放大学(HOU)校园的宇宙射线检测站和天体粒子物理探测器的远程操作。在2021-2022学年,该计划的准备阶段进行了,来自希腊各地的150名学生和21名科学教师参加了该计划。采用远程教学方法对高中师生进行宇宙射线物理实验程序的培训。在本报告中,我们简要介绍了我们遵循的方法,我们为支持教育计划而开发的工具,以及这一准备阶段的发现和结果。
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引用次数: 0
Infusing Communication Skills into Financial Accounting Curriculum: A Perspective from the Digital Era 在财务会计课程中注入沟通技巧:从数字时代的视角
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.4.1851
Nuwan Lakmal Hettiarachchi, Tamil Selvan Raman Subramaniam, S. T. Palpanadan, Anas Al-Fattal
This study investigates financial accounting students’ attitudes about several aspects related to modern pedagogies focusing on communication skills development. The paper focuses on areas of students’ need to develop communication skills irrespective of cultural diversity and gender inequality, quiz-based learning, requirements, and assessment. The study employed an online survey of students at one of the largest business colleges in the Sultanate of Oman. The study surveyed 96 currently registered students to cover the research objectives and questions. The findings showed that the students enjoyed a high level of awareness of the importance and relevance of communication skills in relation to future employability. Students believed developing communication importance was not limited to careers in financial accounting as it was also extended to other careers requiring a post-secondary degree. Quiz-based learning strategies were found to be relevant in improving communication skills. The results also highlighted adaptability as a main assessment criterion of communication skills. The study provided bases for higher education institutions in the Sultanate of Oman or other countries to empower the generalizability of the findings. Another possible research could replicate the investigation in other fields of study. This paper brings several implications for instructional practice and pedagogies, as well as for policies of instructional training and development. The study is original in its particular context and specific time during the COVID-19 pandemic as attitudes toward online technologies have been shifting paradigms.
本研究旨在调查财务会计专业学生对以沟通技巧发展为重点的现代教育学的几个方面的态度。本文的重点是学生需要发展沟通技巧的领域,而不考虑文化多样性和性别不平等,基于测验的学习,要求和评估。这项研究对阿曼苏丹国最大的商学院之一的学生进行了在线调查。该研究调查了96名目前注册的学生,以涵盖研究目标和问题。调查结果显示,学生们对沟通技巧对未来就业能力的重要性和相关性有很高的认识。学生们认为,培养沟通能力的重要性不仅限于财务会计行业,还延伸到其他需要大专学位的行业。基于测验的学习策略被发现与提高沟通技巧有关。结果还强调了适应性是沟通技巧的主要评估标准。这项研究为阿曼苏丹国或其他国家的高等教育机构提供了基础,使研究结果具有普遍性。另一项可能的研究可以在其他研究领域复制调查。本文对教学实践和教学方法,以及教学培训和发展政策提出了几点启示。在COVID-19大流行的特定背景和特定时间,这项研究具有独创性,因为人们对在线技术的态度正在发生转变。
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引用次数: 3
The Media Space of a Modern Library in the Context of Its Organizing by Virtual and Augmented Reality Technologies 虚拟与增强现实技术组织下的现代图书馆媒介空间
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.4.1858
Y. Horban, Nataliya Gaisynuik, Tetiana Dolbenko, O. Karakoz, Nataliia Kobyzhcha, Yuliia Kulish
Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library’s media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries’ labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using “virtual reality headsets” for viewing and workstations with “authoring software and loanable 360 cameras” for creating. The library lab is a space to support students’ digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.
虚拟和增强现实技术提供了学习材料的访问,并改善了现代图书馆媒体空间的组织。本文旨在明确虚拟现实和增强现实技术在现代图书馆媒介空间组织中的意义和作用。本研究采用大学图书馆案例研究方法对虚拟现实和增强现实技术进行实证研究。虚拟和增强现实技术通过吸引对这些技术有浓厚兴趣的学生和学习者来提供研究和改善学习成果。图书馆为用户提供了通过可用软件创建虚拟现实内容的机会。学生们可以在图书馆的实验室里测试他们的VR内容。图书馆支持访问各种虚拟和增强现实内容。使用“虚拟现实头戴式耳机”观看内容,使用带有“创作软件和可借出的360摄像机”的工作站进行创作。图书馆实验室是一个通过虚拟和增强现实支持学生数字创意和研究的空间。图书馆内有3D设计实验室,作为一个使用虚拟现实技术的大中型群体设计学习空间。图书馆形成了一个媒体空间,用户可以在其中创建视频、播客、作品集、编辑媒体和图书参观,学生和研究人员可以探索不同的科学知识。通过这种方式,与实践研讨会和课堂相比,技术确保了学习中的风险最小化。
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引用次数: 0
Ethnomathematics Augmented Reality: Android-Based Learning Multimedia to Improve Creative Thinking Skills on Geometry 民族数学增强现实:基于android的多媒体学习提高几何的创造性思维技能
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.4.1860
R. Richardo, A. Wijaya, Tri Rochmadi, A. A. Abdullah, Nurkhamid, Astri Widi Astuti, Khasanah Nur Hidayah
Based on previous research, an Android-based AR learning media with an ethnomathematical context has been developed. The media was specially developed for vocational students and prospective mathematics teachers in teaching and learning geometry. However, there has been no research on the development of android-based AR learning media using the ethnomathematical context of Yogyakarta, Indonesia, especially for junior high school students. This research is expected to make a new contribution in the field of AR-based learning technology with ethnomathematics for junior high school students. This is development research carried out using the ADDIE model which consists of five categories: analysis, design, development, implementation, and evaluation. The research was conducted in one of the Islamic junior high schools in Yogyakarta. There were 4 expert validators, 4 mathematics teachers, and 18 students involved in this study. The results of the validity test showed that the multimedia developed was regarded as very valid with a material expert score of 0.83 and a media expert score of 0.80. The results of the practicality test revealed that the multimedia was in the practical category with a practicality percentage of 89% based on teacher assessment and 84% based on student assessment. The data analysis which was carried out using one sample t-test obtained a value of t = 9.92 which was higher than the value of t-table = 1.74. Thus, it can be concluded that the multimedia developed in this current research is effective in improving students’ creative thinking skills.
在前人研究的基础上,开发了一种基于android的AR学习媒体,具有民族数学背景。该媒体是专门为中职学生和准数学教师在几何教学中开发的。然而,目前还没有基于印度尼西亚日惹民族数学背景的基于android的AR学习媒体开发研究,特别是针对初中生的研究。本研究有望在基于ar的初中民族数学学习技术领域做出新的贡献。这是使用ADDIE模型进行的开发研究,该模型包括五个类别:分析,设计,开发,实施和评估。这项研究是在日惹的一所伊斯兰初中进行的。本研究共涉及4名专家验证者、4名数学教师和18名学生。效度检验结果表明,多媒体开发的材料专家得分为0.83,媒体专家得分为0.80,被认为是非常有效的。实用性测试结果显示,多媒体属于实用性范畴,教师评价的实用性百分比为89%,学生评价的实用性百分比为84%。采用单样本t检验进行数据分析,得到t = 9.92高于t-table = 1.74的值。因此,可以得出结论,本研究开发的多媒体对提高学生的创造性思维能力是有效的。
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引用次数: 1
Effect of Collaborative Programming on Students Achievement Learning Object-Oriented Programming Course 协同编程对学生学习面向对象程序设计课程成绩的影响
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.5.1869
Krismadinata, Efan, C. Boudia, J. Jama, Arie Yandi Saputra
Employers need qualified human resources with high competitiveness and employability skills to compete in the age of technological disruption especially collaborative work. IT Students could fill the profile. Nevertheless, teachers still face challenges in teaching object-oriented programming (OOP) to students who struggle with complexity that involves a level of abstraction necessary to understand the concepts. The objective of this paper is to discern and study the overall effects non-real-time collaborative programming using Media Wiki in OOP courses. According to the quasi-experimental method conducted among 56 students majoring in Informatics, and utilizing Media Wiki, a collaborative programming learning model has been applied. The study was divided into an experimental class of 30 students and a control class of 26 students. The survey results show that students get better programming achievement. There is a decrease in the level of OOP abstraction by students. Students’ collaborative experience increases and indirectly improves their collaboration skills. After the experiment, students were asked to complete an online questionnaire mainly occurred to assess the effectiveness of the teaching and learning method using of Media Wiki for collaborative programming. As results, the students report that they are able to assimilate complex concepts and code more easily in collaborative learning using Media Wiki.
雇主需要具有高竞争力和就业技能的合格人力资源,以在技术中断的时代竞争,特别是协作工作。IT专业的学生可以填写资料。然而,教师们在向学生教授面向对象编程(OOP)时仍然面临着挑战,因为学生们很难理解这些概念所必需的抽象层次的复杂性。本文的目的是识别和研究在面向对象课程中使用Media Wiki进行非实时协同编程的总体效果。以56名信息学专业学生为研究对象,采用准实验方法,利用Media Wiki,应用协同编程学习模型。研究分为30名学生的实验班和26名学生的对照班。调查结果表明,学生在编程方面取得了较好的成绩。学生对OOP抽象的理解水平下降了。学生的协作经验增加,间接提高了他们的协作技能。实验结束后,学生被要求完成一份在线问卷,主要用于评估使用Media Wiki进行协同编程的教学方法的有效性。结果,学生们报告说,在使用Media Wiki的协作学习中,他们能够更容易地吸收复杂的概念和代码。
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引用次数: 0
Analysis of the Feedback Digitization Needs in Higher Education: Experiences from Lockdown Education in the Netherlands and Germany 高等教育反馈数字化需求分析:荷兰和德国封锁教育的经验
Q2 Social Sciences Pub Date : 2023-01-01 DOI: 10.18178/ijiet.2023.13.5.1867
Gayane Sedrakyan, Stéphanie M. van den Berg, B. Veldkamp, J. Hillegersberg
After some time of lockdown experiences, limited attention for feedback and the absence of feedback digitalization frameworks suggests rethinking traditional feedback practices toward post-pandemics digital/hybrid education. This research surveyed feedback digitalization needs in the context of online education in high education institutions in the Netherlands and Germany during the COVID-19 pandemic. The dimensions surveyed included preferences for feedback such as typology of feedback (e.g., cognitive, behavioral, etc.), formats (e.g., written, audio, video), online instruments, and features for communicating feedback. The results suggest that online instruments supporting features for effortless interactivity are among the highly preferred digital options for giving/receiving feedback. When given online, inclusive formats of feedback that inform learners not only about their own but also peer performance were also found to be among highly rated options. The increased need for inclusive feedback with peers, however, may also negatively affect students’ mastery orientations. Thus, balancing online with offline approaches should also be recommended when considering feedback digitalization approaches.
在经历了一段时间的封锁之后,对反馈的关注有限,并且缺乏反馈数字化框架,这表明需要重新考虑传统的反馈做法,以适应大流行后的数字/混合教育。本研究调查了2019冠状病毒病大流行期间荷兰和德国高等教育机构在线教育的反馈数字化需求。调查的维度包括对反馈的偏好,如反馈的类型(例如,认知、行为等)、格式(例如,书面、音频、视频)、在线工具和交流反馈的功能。结果表明,支持轻松互动功能的在线工具是给予/接收反馈的高度首选数字选项之一。当在线提供反馈时,包容性的反馈格式不仅告知学习者自己的表现,而且还告知同龄人的表现,这也是高评价的选择之一。然而,对同伴的包容性反馈需求的增加也可能对学生的掌握取向产生负面影响。因此,在考虑反馈数字化方法时,也应建议平衡在线和离线方法。
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引用次数: 1
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International Journal of Information and Education Technology
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