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Editorial: Pushing the boundaries of Participatory Design with children 社论:推动儿童参与设计的界限
Q1 Social Sciences Pub Date : 2023-03-01 DOI: 10.1016/j.ijcci.2022.100547
Jessica Korte , Gavin Sim , Aurora Constantin , Eva Eriksson , Jerry Alan Fails , Cristina Adriana Alexandru , Janet C. Read , Cara Wilson

Participatory Design (PD) with children allows children to contribute to, or have control over, the development of technologies for themselves and others like them. However, the children who are most likely to be involved in PD are often the most privileged. This special issue seeks to push the boundaries of PD with children. The papers published in this special issue examine designing with children from many countries; designing with minority groups; digital distributed PD; the right length for PD projects; and new approaches to PD.

儿童参与式设计(PD)允许儿童为自己和其他像他们一样的人贡献或控制技术的发展。然而,最有可能患PD的孩子往往是最有特权的。本期特刊旨在突破PD与儿童的界限。这期特刊上发表的论文研究了来自许多国家的儿童设计;少数群体设计;数字分布式PD;PD项目的合适长度;以及PD的新方法。
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引用次数: 1
Designing toward justice: Making space for Black and Latine parent involvement in youth OST computing and STEAM education 面向正义的设计:为黑人和拉丁裔家长参与青少年OST计算和STEAM教育创造空间
Q1 Social Sciences Pub Date : 2023-03-01 DOI: 10.1016/j.ijcci.2022.100548
Naomi Thompson , Sheena Erete , Denise Nacu , Nichole Pinkard

Given the renewed interest in understanding the role of parent involvement in youth education, out-of-school (OST) learning offers alternatives to allow families multiple ways to engage in their children’s learning, as well as to cultivate community with one another. Prior research suggests that parent engagement is especially important for Black and brown youth, who have been historically marginalized and who, at high rates, live in communities that have faced historical and current systemic inequity. We created Digital Youth Divas (DYD), an OST computing and STEAM educational program from a transformative justice perspective that seeks to serve as a broker of relationships and OST opportunities as well as a community for Black and Latina girls and their families to advocate for the opportunities they want to see and counter harms computing education has historically enacted. We ask the following research questions: How do parents and caring adults navigate systems and relationships in cultivating out-of-school STEAM and non-STEAM experiences for their children? What supports should program providers design to allow for parent and caring adult involvement in their children’s OST activities? Using a case study approach, we interviewed 10 families in our program to understand their experiences in the program, how they manage their youth’s OST activities and interests, and how they navigate the local OST ecosystem. Through an iterative qualitative analysis process, three trends emerged from the interview data: for parents and caring adults to engage with OST computing programs that aim to leverage a transformative justice approach, programs must design in ways that: (1) attend to historicity of parent relationships to both community and computing, (2) make space for multiple parenting styles and situations, and (3) are intentionally designed for parent ownership. While there is still much to be done to repair harms enacted by computing and STEAM educational programs and provide space for parents and educators together to seek justice for our youth, our findings provide implications regarding ways that future programs and interventions can effectively engage Black and Latine families.

鉴于人们对理解家长参与青少年教育的作用重新产生了兴趣,校外学习为家庭提供了多种参与孩子学习的方式,并为彼此之间建立社区提供了选择。先前的研究表明,父母的参与对黑人和棕色人种的年轻人尤其重要,他们在历史上一直被边缘化,而且生活在历史上和当前都面临系统性不平等的社区的比例很高。我们创建了数字青年天后(DYD),这是一个从变革正义的角度出发的OST计算和STEAM教育项目,旨在充当关系和OST机会的中间人,以及黑人和拉丁裔女孩及其家庭的社区,以倡导他们想要看到的机会,并对抗计算机教育历史上造成的危害。我们提出了以下研究问题:父母和关心孩子的成年人如何在为孩子培养校外STEAM和非STEAM体验的系统和关系中导航?项目提供者应该设计什么样的支持,以允许父母和照顾孩子的成人参与他们的OST活动?采用案例研究的方法,我们采访了项目中的10个家庭,了解他们在项目中的经历,他们如何管理孩子的OST活动和兴趣,以及他们如何驾驭当地的OST生态系统。通过反复的定性分析过程,从访谈数据中出现了三个趋势:对于父母和有爱心的成年人来说,参与旨在利用变革正义方法的OST计算程序,程序必须以以下方式设计:(1)关注父母关系对社区和计算的历史性;(2)为多种养育方式和情况留出空间;(3)有意为父母所有权设计。虽然要修复计算机和STEAM教育项目造成的伤害,并为父母和教育工作者共同为我们的年轻人寻求正义提供空间,还有很多工作要做,但我们的研究结果为未来的项目和干预措施如何有效地吸引黑人和拉丁裔家庭提供了启示。
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引用次数: 0
Teen as research-apprentice: A restorative justice approach for centering adolescents as the authority of their own online safety 青少年作为研究学徒:一种以青少年为中心的恢复性司法方法,作为他们自己网络安全的权威
Q1 Social Sciences Pub Date : 2023-03-01 DOI: 10.1016/j.ijcci.2022.100549
Neeraj Chatlani , Arianna Davis , Karla Badillo-Urquiola , Elizabeth Bonsignore , Pamela Wisniewski

We engaged with 21 teens to plan an intergenerational participatory design program called Teenovate for creating teen-centered online safety interventions. Socio-technical solutions for adolescent online safety mostly take on parent-centric approaches, overlooking teens’ developmental experiences and growing desires for social autonomy. Therefore, we focused on creating a program which prioritizes strategies and solutions that center teens as the authority of their own online safety. This program would utilize a restorative justice approach, working to combat the historic inequalities that teens have faced in trying to manage their own online safety. We found that teens were intrinsically motivated to participate in a design program that would provide potential career experience and opportunities to make an impact in the field of online safety. Teens also acknowledged the importance of including different perspectives beyond their own in the design process, where contextually appropriate. However, they were also skeptical of being able to meaningfully contribute to the design space, due their lack of technical expertise and fear that adults would ignore or misuse their ideas. Therefore, teens desired an inviting educational space that would guide them into becoming equal contributors by teaching them the needed skills in research and design. Thus, we propose a new design role for teens, research-apprenticeship, based in Youth Participatory Action Research (YPAR), as an approach for balancing the tensions between dependence and autonomy when co-designing. This new justice-centered approach would allow teens to have long-term impact on the outcomes and products of large-scale participatory research programs, as well as keep teens safe online through a new generation of online safety tools created for and by teens.

我们与21名青少年一起策划了一个名为Teenovate的代际参与式设计项目,旨在创建以青少年为中心的在线安全干预。青少年网络安全的社会技术解决方案大多采取以父母为中心的方法,忽视了青少年的发展经历和对社会自主的日益增长的渴望。因此,我们专注于创建一个项目,优先考虑以青少年为中心的策略和解决方案,使他们成为自己网络安全的权威。该项目将采用恢复性司法方法,努力消除青少年在管理自己的网络安全时面临的历史不平等。我们发现,青少年参与设计项目的内在动机是提供潜在的职业经验和机会,在网络安全领域产生影响。十几岁的孩子们也承认,在设计过程中,在适当的情况下,包括他们自己以外的不同观点是很重要的。然而,由于他们缺乏技术专长,并且担心成年人会忽视或滥用他们的想法,他们也怀疑自己是否能够为设计空间做出有意义的贡献。因此,青少年希望有一个诱人的教育空间,通过教授他们所需的研究和设计技能,引导他们成为平等的贡献者。因此,我们为青少年提出了一个新的设计角色,即基于青年参与行动研究(YPAR)的研究学徒制,作为在共同设计时平衡依赖和自主之间紧张关系的方法。这种以正义为中心的新方法将允许青少年对大规模参与性研究项目的结果和产品产生长期影响,并通过为青少年创建和由青少年创建的新一代在线安全工具来保护青少年的在线安全。
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引用次数: 4
Playful interventions for sustainability awareness in educational environments: A longitudinal, large-scale study in three countries 教育环境中可持续性意识的有趣干预:在三个国家进行的纵向大规模研究
Q1 Social Sciences Pub Date : 2023-03-01 DOI: 10.1016/j.ijcci.2022.100562
Georgios Mylonas , Joerg Hofstaetter , Michail Giannakos , Andreas Friedl , Pavlos Koulouris

With the United Nations (UN) Sustainable Development Goals and national commitments requiring effective implementation of evidence-based innovations, we are witnessing a growing number of related interventions in educational environments based on digitalization and gamification. In particular, serious games and playful activities are being used to empower children’s awareness and reflection on issues related to climate change and sustainability. In this work, we discuss such approaches through the lens of our own experience with an intervention targeting school environments. Our study is based on a playful web application that focuses on sustainability awareness and energy-related aspects, the GAIA Challenge, which was used in over 25 schools in 3 countries, resulting in 3762 registered users. We present a longitudinal study on the use of GAIA Challenge focusing on children’s engagement, rate of completion of the content on offer, and overall reaction by the school communities involved in large-scale trials, complemented with insights from surveys answered by 723 students and 32 educators. Our results showed that up to 20% of the children completed all content available in the Challenge, when gameplay sessions were combined with strong community competition activities. The children also reported increased awareness of related sustainability issues. Our findings demonstrate that a simple playful experience can yield good results within educational environments, by taking into consideration typical school constraints, integrating it to the daily activities of schools and placing it within their strategy.

随着联合国可持续发展目标和国家承诺要求有效实施基于证据的创新,我们看到越来越多的基于数字化和游戏化的教育环境相关干预措施。特别是,正在利用严肃游戏和好玩的活动来增强儿童对气候变化和可持续性相关问题的认识和思考。在这项工作中,我们通过我们自己的经验来讨论这些方法,并针对学校环境进行干预。我们的研究是基于一个有趣的网络应用程序,专注于可持续发展意识和能源相关方面,GAIA挑战,在3个国家的25所学校使用,有3762名注册用户。我们对GAIA挑战的使用进行了纵向研究,重点关注儿童的参与度、所提供内容的完成率以及参与大规模试验的学校社区的总体反应,并辅以723名学生和32名教育工作者回答的调查的见解。我们的结果显示,当游戏环节与强大的社区竞争活动相结合时,高达20%的儿童完成了挑战中的所有内容。孩子们还报告说,他们对有关可持续性问题的认识有所提高。我们的研究结果表明,一个简单的游戏体验可以在教育环境中产生良好的结果,通过考虑到典型的学校限制,将其整合到学校的日常活动中,并将其置于他们的策略中。
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引用次数: 3
Designing a Virtual Reality Empathy Game framework to create empathic experiences for children 设计一个虚拟现实共情游戏框架,为儿童创造共情体验
Q1 Social Sciences Pub Date : 2023-03-01 DOI: 10.1016/j.ijcci.2022.100561
Ekaterina Muravevskaia, Christina Gardner-McCune

Game Design and Virtual Reality (VR) researchers theorize that VR technologies have great potential to scaffold children’s empathy development. To explore the effectiveness of VR in promoting empathy for children ages 6–9, we developed a framework for a VR Empathy Game based on the results of a participatory design study including 11 children and the Early Childhood Development literature. To evaluate this framework, we developed a game based on it and conducted a qualitative study with 14 children. We explored how children understand the meaning of the game and their approach to playing the game. Using descriptive thematic analysis, we found: (1) VR identity of a player can be used as an indicator of engagement in the game, and (2) a connection between motivation, engagement in the game story, and the game performance. This paper contributes a novel VR Empathy Game framework and insight into its effectiveness in creating empathic experiences for children.

游戏设计和虚拟现实(VR)研究人员认为,VR技术在促进儿童共情发展方面具有巨大潜力。为了探讨VR在促进6-9岁儿童共情方面的有效性,我们基于一项包括11名儿童的参与式设计研究结果和儿童早期发展文献,开发了一个VR共情游戏框架。为了评估这个框架,我们在此基础上开发了一款游戏,并对14名儿童进行了定性研究。我们探索了孩子们如何理解游戏的意义以及他们玩游戏的方法。通过描述性主题分析,我们发现:(1)玩家的VR身份可以作为游戏沉浸度的指标,(2)动机、游戏故事沉浸度和游戏表现之间的联系。本文提出了一种新的虚拟现实共情游戏框架,并分析了其在创造儿童共情体验方面的有效性。
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引用次数: 0
Effects of a computational thinking intervention program on executive functions in children aged 10 to 11 计算思维干预方案对10 ~ 11岁儿童执行功能的影响
Q1 Social Sciences Pub Date : 2023-03-01 DOI: 10.1016/j.ijcci.2022.100563
Carolina Robledo-Castro , Luis Fernando Castillo-Ossa Ph.D. , Christian Hederich-Martínez Ph.D.

Computational thinking refers to a series of cognitive processes involved in solving problems through computational systems. A growing body of studies has managed to demonstrate the correlation between computational thinking and different cognitive domains. In recent decades, multiple studies have taken place that seek to evaluate the effect of computational thinking on higher-order cognitive processes. The current study aims to contribute to this discussion by analyzing the effect of an intervention program in computational thinking on the executive functions of school-age children. In this experimental study, 30 children aged 10 and 11 were randomly assigned to an experimental group and an active control group. The instruments to collect the data were 15 tests of the neuropsychological battery of executive functions and frontal lobes BANFE-2, which were applied to both groups before and after the intervention. The experimental group participated in an 8-week computational thinking intervention during which its participants enrolled in plugged and unplugged activities and carried out block programming language twice a week. The results showed that the intervention had significant effects on executive functions associated with the anterior prefrontal cortex and the dorsolateral cortex, but not those related to the orbitofrontal area.

计算思维是指通过计算系统解决问题所涉及的一系列认知过程。越来越多的研究已经成功地证明了计算思维和不同认知领域之间的相关性。近几十年来,已经进行了多项研究,试图评估计算思维对高阶认知过程的影响。本研究旨在通过分析计算思维干预项目对学龄儿童执行功能的影响,为这一讨论做出贡献。在本实验研究中,30名10岁和11岁的儿童随机分为实验组和积极对照组。收集数据的仪器为干预前后两组执行功能神经心理电池和额叶BANFE-2的15项测试。实验组参加为期8周的计算思维干预,在此期间,实验组参与者参加插电和不插电活动,每周进行两次块编程语言。结果表明,干预对与前前额叶皮层和背外侧皮层相关的执行功能有显著影响,但对眶额区相关的执行功能没有显著影响。
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引用次数: 0
“We were proud of our idea”: How teens and teachers gained value in an entrepreneurship and making project “我们为我们的想法感到自豪”:青少年和教师如何在创业和制作项目中获得价值
Q1 Social Sciences Pub Date : 2023-03-01 DOI: 10.1016/j.ijcci.2022.100552
Heidi Hartikainen, Leena Ventä-Olkkonen, Marianne Kinnula, Netta Iivari

While the potential of digital fabrication, making, and entrepreneurship education for empowering children and for increasing their abilities to shape the society and our digital future have been acknowledged in the literature, these educational trends have mostly been studied separately in Child–Computer Interaction (CCI) research. Additionally, while digital fabrication and making have been discussed quite extensively in relation to the role of Design Protagonist in the CCI literature, the relevance of entrepreneurship education on this role remains quite unexplored. We combined digital fabrication, making, and entrepreneurship education in a business innovation project with teenagers at school context. Through our qualitative, interpretive analysis, where we use value co-creation as our theoretical lens, we show what kind of value was expected and gained in this collaborative endeavor. Teachers valued learning new teaching methods and the possibilities of digital fabrication. Teens appreciated the change in scenery and routine and working on digital fabrication. They indicated learning useful things about the project topics during groupwork and experienced feelings of success related to their performance and the group project. We also identify challenges hindering value creation for teachers and students: differing expectations on the roles and responsibilities of adult participants, and difficulty balancing the fun, free making activities with the entrepreneurship aspects of the project. We discuss the implications of business innovation for the Design Protagonist role of children and identify balancing acts needed when supporting children to adopt the role for driving business innovation in the future digitalized society.

虽然数字制造、制造和创业教育在赋予儿童权力和提高他们塑造社会和数字未来的能力方面的潜力已在文献中得到承认,但这些教育趋势大多在儿童-计算机交互(CCI)研究中单独研究。此外,虽然在CCI文献中,数字制造和制造与设计主角角色的关系已经被广泛讨论,但创业教育与这一角色的相关性仍未得到充分探讨。我们将数字制造、制作和创业教育结合在一个商业创新项目中,与学校背景下的青少年一起进行。通过我们定性的、解释性的分析,我们使用价值共同创造作为我们的理论视角,我们展示了在这种合作努力中预期和获得的价值。老师们重视学习新的教学方法和数字制作的可能性。青少年们欣赏风景和日常生活的变化,以及从事数字制作的工作。他们表示在小组工作中学习到关于项目主题的有用知识,并体验到与他们的表现和小组项目相关的成功感觉。我们还发现了阻碍教师和学生价值创造的挑战:对成人参与者的角色和责任的不同期望,以及难以平衡项目的乐趣,自由制作活动和创业方面。我们讨论了商业创新对儿童设计主角角色的影响,并确定了在未来数字化社会中支持儿童扮演推动商业创新角色所需的平衡措施。
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引用次数: 3
Who creates our computational worlds? A review of Critically Conscious Computing: Methods for secondary education 谁创造了我们的计算世界?批判意识计算:中学教育方法综述
Q1 Social Sciences Pub Date : 2023-03-01 DOI: 10.1016/j.ijcci.2022.100546
Brendan Henrique, Collette Roberto, Michelle Hoda Wilkerson

Despite growing attention to the social and ethical dimensions of Computer Science (CS), few practical resources exist to teach and learn CS through the lens of social responsibility. In Critically Conscious Computing, Ko and colleagues provide a comprehensive overview of foundational computing concepts with a sharp and needed critical perspective. In this review, we attend not only to the content of the book, but also to its format as a free, online, “living” text. The book is commendable for its tight integration of technical and socio-critical aspects of computing, approachable conversational style, and collection of flexible and practical resources for teachers. It would benefit from refinement of the integration chapters and a more explicit model for how educators themselves can approach new or different CS concepts through a critical frame. Overall, we strongly recommend this book for CS Educators at all levels for its balance of depth and practicality.

尽管人们越来越关注计算机科学(CS)的社会和伦理维度,但很少有实用的资源可以通过社会责任的视角来教授和学习CS。在《批判性意识计算》一书中,Ko和他的同事们以敏锐和必要的批判性视角对基础计算概念进行了全面概述。在这篇评论中,我们不仅关注这本书的内容,还关注它作为一种免费的、在线的、“活的”文本的形式。这本书是值得赞扬的,它的技术和社会关键方面的计算,平易近人的谈话风格,并收集灵活和实用的资源,为教师的紧密整合。它将受益于整合章节的细化和一个更明确的模型,即教育工作者自己如何通过一个关键框架来接近新的或不同的CS概念。总的来说,我们强烈推荐这本书给各级CS教育工作者,因为它的深度和实用性的平衡。
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引用次数: 9
A comparison of the impact of digital games eliciting explicit and implicit learning processes in preschoolers 数字游戏对学龄前儿童外显和内隐学习过程的影响比较
Q1 Social Sciences Pub Date : 2022-12-01 DOI: 10.1016/j.ijcci.2022.100534
Annie Vinter , Patrick Bard , Helle Lukowski-Duplessy , Bénédicte Poulin-Charronnat

In order to design age-appropriate digital games, it is necessary to make better use of our existing knowledge about learning processes and adopt a true developmental perspective, as the impact of digital games can vary depending on the evolution of the child’s cognitive resources with age. The present study compared the impact of digital games that primarily elicit either explicit or implicit learning processes on the acquisition of uppercase letter names in preschoolers aged 3 to 5 years. During a 6-week play session, 144 children were invited to play with implicit or explicit learning-based games run on digital tablets at school individually during their free periods. Their knowledge of letter names, as well as that of the control group, was assessed before and after the play session. The results revealed that the implicit games were more effective than the explicit games and the control condition at ages 3 and 4. In contrast, the 5-year-olds’ knowledge of uppercase letter names improved the most with the explicit games when compared to the control group. Most importantly, this study illustrates the interest of studying the effectiveness of digital games by considering the cognitive processes they mobilize and the learner’s level of development.

为了设计适合年龄的数字游戏,有必要更好地利用我们现有的关于学习过程的知识,并采用真正的发展观点,因为数字游戏的影响可能取决于儿童认知资源随着年龄的发展而变化。本研究比较了数字游戏对3 - 5岁学龄前儿童大写字母名称习得的影响,这些游戏主要诱发显性或隐性学习过程。在为期6周的游戏期间,144名儿童被邀请在学校的空闲时间分别在数字平板电脑上玩隐性或显性学习游戏。在游戏之前和之后,对他们以及对照组的字母名称知识进行了评估。结果表明,在3岁和4岁时,内隐游戏比外显游戏和对照条件更有效。相比之下,与对照组相比,5岁儿童对大写字母名字的认识在显性游戏中得到了最大的提高。最重要的是,这项研究通过考虑数字游戏调动的认知过程和学习者的发展水平,说明了研究数字游戏有效性的兴趣。
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引用次数: 2
To Empower or Provoke? Exploring approaches for participatory design at schools for neurodiverse individuals in India 授权还是挑衅?探索参与设计在印度神经多样性个体学校的方法
Q1 Social Sciences Pub Date : 2022-12-01 DOI: 10.1016/j.ijcci.2022.100521
Sumita Sharma , Krishnaveni Achary , Marianne Kinnula , Behnaz Norouzi , Henrietta Kinnula , Netta Iivari , Leena Ventä-Olkkonen , Jenni Holappa

As we push the boundaries of participatory design (PD) to empower children across the world, barriers to participation for those currently underserved require further attention. This includes neurodiverse individuals at special schools in India, whose day-to-day experiences are heavily influenced by the larger socio-cultural context of the schools comprising diverse stakeholders with diverse agendas and motivations. In this paper, we consider how-to PD at special schools in India. Employing the lenses of genuine participation and cultural translation, we critically examine two design projects with neurodiverse individuals: a gesture-based application to promote joint attention and using a mobile app to promote composting and entrepreneurial skills. We identified several challenges for adapting PD to the context of special schools in India. Reflecting on our experiences and coupled with previous literature on PD with similar contexts, we suggest potential solutions for these challenges. This includes how-to negotiate roles and responsibilities among stakeholders, handle conflicts among stakeholders’ socio-technical aspirations, balance power differentials and censorships, and identify possibilities for long-term real-world impact. Our work paves the way to adapt PD, from a provocation or privilege to a possibility, to empower neurodiverse individuals in all corners of the world.

当我们推动参与式设计(PD)的界限以赋予世界各地的儿童权力时,目前服务不足的儿童参与的障碍需要进一步关注。这包括印度特殊学校的神经多样性个体,他们的日常经历受到学校更大的社会文化背景的严重影响,这些学校由具有不同议程和动机的不同利益相关者组成。本文以印度特殊学校为研究对象,探讨了如何在特殊学校开展PD教学。采用真正参与和文化翻译的视角,我们批判性地研究了两个神经多样性个体的设计项目:一个基于手势的应用程序,以促进共同关注,使用一个移动应用程序,以促进堆肥和创业技能。我们确定了使PD适应印度特殊学校环境的几个挑战。根据我们的经验,并结合以往关于PD的类似文献,我们提出了应对这些挑战的潜在解决方案。这包括如何在利益相关者之间协商角色和责任,处理利益相关者的社会技术愿望之间的冲突,平衡权力差异和审查,以及确定长期现实世界影响的可能性。我们的工作为PD从一种挑衅或特权转变为一种可能性铺平了道路,使世界各地的神经多样性个体都能获得能力。
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引用次数: 3
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International Journal of Child-Computer Interaction
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