=Paper= {{Paper |id=Vol-3696/ELEARNING_paper_3 |storemode=property |title=Fostering STEAM for Inclusive Learning |pdfUrl=https://ceur-ws.org/Vol-3696/article_3.pdf |volume=Vol-3696 |authors=Miguel Á. Conde,Francisco J. Rodríguez-Sedano,José Gonçalves,Francisco José García-Peñalvo |dblpUrl=https://dblp.org/rec/conf/elearning/CondeR0G23 }} ==Fostering STEAM for Inclusive Learning== https://ceur-ws.org/Vol-3696/article_3.pdf
                         Fostering STEAM for Inclusive Learning
                         Miguel Á. Conde 1,2, Francisco J. Rodríguez-Sedano1, José Gonçalves3 and Francisco José
                         García-Peñalvo4

                         1
                           University of León, Escuela de Ingenierías – Campus de Vegazana S/N, León, 24071, Spain
                         2
                           Universidad de Salamanca, Escuela Politécnica Superior de Zamora – Av. de Requejo, 34, 49029 Zamora,
                         Spain.
                         3
                           Politechnic Institute of Bragança, CeDRI - Research Center for Digitalization and Intelligent Robotics
                         SusTEC - Associate Laboratory for Sustainability and Technology in Mountains Regions, Bragança, Portugal
                         4
                           Universidad de Salamanca, Facultad de Ciencias – Plaza de los Caídos S/N, 37008, Salamanca, Spain.

                                                              Abstract
                                                              In contemporary society, there is a growing demand for professionals with the essential skills
                                                              required in the 21st century. The STEAM (Science, Technology, Engineering, Arts, and
                                                              Mathematics) disciplines have emerged as pivotal in facilitating the acquisition of these skills.
                                                              Indeed, these disciplines have exhibited their capacity to enhance workforce performance and
                                                              fortify a nation's innovation potential, emphasizing the critical need to promote STEAM
                                                              education among students and integrate it into existing educational curricula. Nonetheless, the
                                                              inclusion of students with intellectual or developmental disabilities (IDD) in these disciplines
                                                              presents formidable challenges. These challenges can be attributed to prevailing low
                                                              expectations regarding the potential of disabled individuals to excel in STEAM fields, the
                                                              inaccessibility of STEAM education curricula, and the limitations that educators face in fully
                                                              supporting the integration of students with disabilities. In response to these challenges, we
                                                              introduce the RoboSTEAMSEN project. The principal objective of the RoboSTEAMSEN
                                                              project is to bolster educational processes by equipping teachers working with students with
                                                              IDD with methodologies and tools that employ Robotics and Active Learning Methodologies
                                                              to promote STEAM education. The project's overarching goals encompass comprehending the
                                                              specific needs of disabled students and adapting robotics and active learning techniques to
                                                              accommodate various disabilities, designing comprehensive training programs for teachers to
                                                              enable them to individualize the learning experiences of students with IDD, establishing a
                                                              community of practice supported by a technological ecosystem that serves as a central hub for
                                                              educators and decision-makers to engage in discourse on how to achieve success in STEAM
                                                              education for IDD students.
                                                              The primary outcome of this project will be the enhancement of STEAM education for students
                                                              with IDD. To achieve this objective, we will develop a taxonomy for the categorization of
                                                              resources tailored to this demographic, institute a user model for personalized learning,
                                                              generate guides, resources, and courses for teachers, formulate workshop models for the wider
                                                              dissemination of project findings, and establish a technological ecosystem to facilitate a
                                                              thriving community of practice dedicated to this important educational domain.

                                                              Keywords 1
                                                              STEAM Education, Inclusive Education, Disabled Students, IDD, Robotics, Active Learning
                                                              Methodologies.

                         1. Introduction

                         We live in a technological society that is constantly changing, institutions and companies need to be
                         prepared for the change, to obtain immediate feedback about what they are doing, publish their results,


                         Proceedings for the 14th International Conference on e-Learning 2023, September 28-19, 2023, Belgrade, Serbia
                         EMAIL: mcong@unileon.es (A. 1); fjrods@unileon.es (A. 2); goncalves@ipb.pt (A. 3); fgarcia@usal.es (A.4)
                         ORCID: 0000-0001-5881-7775 (A. 1); 0000-0001-5909-1566 (A. 2); 0000-0002-5499-1730 (A. 3); 0000-0001-9987-5584 (A. 4)
                                                           © 2023 Copyright for this paper by its authors.
                                                           Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
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to interact with their stakeholders. This means that professionals, to succeed, should be ready to use
new information sources, and new devices and to deal with new problems derived from such a
technological landscape and the emergence of artificial intelligence [1]. This means that they must
develop XXI century skills from an early age. Competences such as computational and critical thinking,
problem-solving, collaboration, communication, and creativity [2].
    The acquisition of such competencies used to be associated with STEAM (Science, Arts,
Technology, Engineering, and Mathematics) education [3]. These disciplines have shown that they can
lead to improved workers' performance and enhance countries' innovation capacities [4, 5], which
makes it essential to foster young STEAM among students and also to facilitate integrating STEAM in
current educational curricula. Several projects have dealt with this topic, such as TACCLE3 [6] or
ROBOSTEAM [7]; and others have addressed STEAM as an inclusion chance of specific collectives,
such as W-STEM [8] or CreaSTEAM [9].
    However, a collective that must not be forgotten is disabled people. For them, access to STEAM
disciplines is not easy [10] for several reasons, such as: the low expectations from others regarding
disabled people's ability to succeed in STEAM; inaccessible STEAM education curriculum; and
teachers’ inability to fully support the inclusion of students with disabilities [11, 12]. To overcome this
situation, it is necessary to look for the best approaches. In this sense, robotics could be an interesting
option for promoting STEAM [13] it has been used successfully in SEN teaching especially to promote
social skills and to improve executive functions [14]. However, the key factor is not only to apply
robotics but also to adapt robotics for disabled people and the different kinds of disabilities [15]. This
means supporting experts and teachers with specific/adapted robotic resources, methodologies, and
tools for different types of disabilities.
    Regarding this topic, a project with special relevance was RoboSTEAM 2018, which had as final
results methodologies, assessment tools, and other resources to facilitate integrating STEAM and
developing computational thinking using robotics and physical devices. The RoboSTEAM project also
detected a gap regarding the use of robotics and active learning methodologies with this aim for disabled
people [16]. With this problem in mind, part of the project team decided to help bridge such a gap by
using robotics and active learning methodologies to facilitate access to STEAM education for people
with IDD. ROBOSTEAMSEN will support SEN teachers for people with with intellectual or
developmental disabilities (IDD) in STEAM education by providing adapted tools and techniques for
different IDD. This requires understanding the most common IDD, their features, and personalizing
learning with robotics and active learning methodologies to a great variety of SEN teaching activities.
In this paper we are presenting and describing the project.
    The rest of the paper is structured as follows; the next section includes a general description of the
project, including the context, objectives, and partnership. Section 2 presents the project's work-
packages and activities, and section 3 describes the expected outcomes and impact. Finally, some
conclusions are posed.


2. Project description
2.1. Project context

A complete inclusion of people with IDD in our society is essential, and this can be addressed through
the educational field. Just in the European Union (EU) there are 99 million people with disabilities, of
whom 3% have intellectual disabilities [17]. Scholar education dropout for this collective depends on
each country but could reach 60% [18]. It is necessary to improve these rates by engaging disabled
students in education and personalizing their learning, which can be addressed using technology [19].
In addition, STEAM Education can also increase this collective employability, which used to be low
52% [20]. This requires training teachers in the use of ICT, as stated by the “Technology for Inclusion”
UNESCO’s study [21], and also in STEAM [11].
   But what technology to choose? In this sense, the use of robotics and active learning methodologies
has been quite successful in the field of STEAM education [16], so it is interesting to look for the same
results with students with IDD.




                                                    25
    However, a successful use of technology for fostering STEAM for people with IDD requires of an
adaption of any resource or intervention because the heterogeneity of this collective in disabilities,
severity levels, how the students are included in schools considering each country, their age, the time
to spent in the learning activities, etc. For instance, it is not the same adaptation required by a child with
autism mental disorder in level 1, who could be integrated into a regular school, could use technology
but could have communication problems, that one person that has level 3 and would need a special
school and has very different behavior. This means that the type of robotics, the methodologies, the
contents, the interaction, and the characteristics of each learning activity can vary depending on
students’ features and context. So, adaptations are required, which means teaching the teachers to do
this. Given this situation, we can assert that there are four primary necessities to address:
     • The need for teachers to adapt STEAM education depends on the necessities of students with
         IDD, the severity levels, and the context where the learning activity is carried out. This means
         identifying an important number of settings to take into account in STEAM-related activities
         and clarifying to lecturers what type of adaptation can be required at each moment.
     • The need of teachers for tools and knowledge to use them in the previously defined situation.
         Including both technical and methodological tools. From the technological point of view, it is
         possible to include different kinds of robots or physical devices that can be adapted to very
         heterogeneous situations and student features. Regarding the methodological point of view, it
         is possible to facilitate tools for conducting the learning activities, assessing the people with
         IDD, facilitating the acquisition of STEAM-related competencies for this collective, integrating
         the activities with regular curricula, etc.
     • Teachers’ needs to know how to personalize the learning activities for fostering and integrating
         STEAM for children with IDD by using the guides and tools previously mentioned.
     • The need for a collaborative space for supporting teachers and caretakers of persons with IDD
         in using the resources provided in RoboSTEAMSEN beyond the project and even in applying
         them in other possible collectives or contexts.
    RoboSTEAMSEN will define a knowledge base for training SEN teachers for people with IDD to
foster STEAM and facilitate the development of computational thinking by using robots and active
learning methodologies. It addresses the necessities above described in the following ways:
     • Guiding teachers in the type of adaptations required for STEAM education. The project will
         define first a description and categorization of the different profiles of students with IDD in the
         field of STEAM Education attending to issues such as IDD, severity, student level, or age. With
         that, a study of the different types of resources to use is carried out, and a user model so it is
         possible to see what fits better with each situation and suggest how to proceed in the STEAM
         education activities.
     • Providing teachers with tools that they can use in the previously defined situation. Compilation
         of possible tools to use includes technological solutions such as open hardware or software and
         pedagogical and methodological tools and instruments. These resources will be classified
         according to previously defined categorization, so it was possible to facilitate learning
         personalization.
     • Teaching the teachers how to personalize the learning activities. Define training programs for
         supporting the teachers in the adaptation required for STEAM disciplines when dealing with
         students with IDD using robotics. RoboSTEAMSEN will provide one training program for each
         STEAM Disciplines and at least one considering an IDD. In addition, a general training
         program will be also provided.
     • Developing a collaborative space for supporting the practice of STEAM Education for students
         with IDD. The project will develop and maintain an open virtual space in which all the target
         groups can exchange experiences, resources, doubts, etc. The environment will be disseminated
         throughout the partnership and associated partners and to other institutions related with the
         education of students with IDD.

2.2.    Project objectives




                                                     26
Given the above-described context ROBOSTEAMSEN main objective is to support educational
processes by providing teachers of students with IDD with methodologies and tools for fostering
STEAM by using Robotics and Active Learning Methodologies.
    This is aligned with several EU priorities. The aim of the EU through the Erasmus+ Programme is
to “support, through lifelong learning, the educational, professional and personal development of people
in education, training, youth, and sport”. One of its key priorities is “INCLUSION AND DIVERSITY,”
looking to “promote equal opportunities and access, inclusion, diversity, and fairness across all its
actions” and with several collectives to be considered, among them disabled people [22].
RoboSTEAMSEN project is completely aligned with this priority and collective, as it aims to define a
knowledge base for training SEN teachers for people with IDD to foster STEAM and computational
thinking using robots and active learning methodologies. This goal it is also aligned with some
horizontal priorities:
    • “Promoting interest and excellence in science, technology, engineering, and mathematics
         (STEM) and the STEAM.” RoboSTEAMSEN will promote STEAM for children with IDD by
         providing personalized tools and techniques and building a community for teachers on this
         topic.
    • “Supporting teachers, school leaders and other teaching professions.” In this sense,
         RoboSTEAMSEN will support teachers by providing them with tools to carry out innovative
         teaching and develop adaptations for students with IDD and assessment tools and methods for
         them.
    • The project's main objective can be articulated as several sub-objectives:
    • Analyze and identify the different problems related to STEAM education and people with IDD.
    • Analyze and identify possible methodological and tool adaptations required by students with
         IDD depending on the type and level of IDD in the context of robotics and active learning
         methodologies.
    • Define application guides for personalizing robotics and active learning methodologies in
         STEAM Education for students with IDD, considering different possible disabilities and levels.
    • Collect and publicly share good practices, contents, and tools to employ robotics in SEN
         teaching for STEAM Education.
    • Conduct SEN teacher training and school workshops to spread the resources, methodologies,
         and adaptation knowledge to guarantee integrating STEAM for people with IDD.
    • Establish ways of collaboration between robotics labs at universities, robotic companies, and
         Educational Institutions for people with IDD.

2.3.    Partnership

The partnership consists of eight organizations, including four Higher education Institutions, two
regular schools, one school for SEN students, and a technical partner. The universities are Universidad
de León (ULE), Instituto Politécnico de Bragança (IPB), University of Eastern Finland University
(UEF); and Universidad de Salamanca (USAL). The schools are: Colégio Internato dos Carvalhos
(CIC) and EuroEd (EED). The special needs school is CEE Nuestra Señora del Sagrado Corazón (SCO).
It should be pointed out that the UEF will participate in the project also as a school because this
institution, represented by the same PIC, includes both the university and primary and secondary
schools. This means it will participate in these two ways.
    The composition of the consortium is mainly based on the partners’ main fields of expertise,
educational robotics and school education, and on the synergies created during previous collaborations,
especially for many of them during the RoboSTEAM project. ULE is the coordinator of the project.
    Regarding the expertise, on the one hand, ULE and IPB have broad experience researching robotics
and how they are applied in educational contexts. On the other hand, USAL and UEF are specialized in
teacher education, eLearning, and STEAM integration. UEF school and EuroEd have been involved in
several Erasmus projects, and both, together with CIC, develop learning programs related to
technological issues. SCO specializes in SEN education and, more specifically students with IDD. Pixel
has been involved in technical tasks of more than 150 projects. Moreover, several partners have worked
together on different projects. USAL has collaborated with UEF in the TACCLE 3 project; USAL and



                                                  27
ULE have published different papers related to Robotics, Education, and Software Engineering; ULE,
IPB, and USAL have worked together in the Intensive Program Entrepreneurship Education for
European Students (E3S); ULE, USAL, IPB, UEF and CIC have worked in the RoboSTEAM project;
IPB has worked with CIC in several local projects as ULE with SCO; Pixel and EuroEd have worked
together in several Erasmus projects.
    Each university partner leads a network of schools (usually involved in their activities, particularly,
in-service, and future teachers training), and the schools involved also have a contact network that
includes several educational institutions. In addition, the partnership includes as associated partners
several associations for people with IDD. This means that the consortium can reach out to the school's
context at the national and regional levels. At least 45 associated partners will be involved from the
beginning of the project. It should also be noted that with this partnership, we are involving countries
with different socio-economic situations, something necessary to test how the outputs of the project are
applicable in different contexts and if the adaptations proposed work properly in these different
situations.

3. Project work packages and activities
The goals of the project will be achieved through 5 work-packages. These are:
   • WP1. Project Management. This work package is essential in every project. It includes
       operational and financial management of the project, the risk management approach, the quality
       management, and the communication strategy. During the Kick-off Meeting, a Steering Project
       Management Committee (formed by the contact person of each institution) will be defined and
       will lead a participatory process to ensure that all previous processes are completed properly.
   • WP2. Adapting Resources, Methodologies, and Tools by IDD. This WP is defined to provide
       the knowledge to facilitate adapting robotics and active learning methodologies for different
       IDD. To achieve so, it is articulated in the following activities:
       o WP2.T1. Analysis and extraction of the main features to be considered to classify students
            with IDD. ThisThis task aims to understand the main issues to take into account to define
            a taxonomy in the next activity.
       o WP2.T2. Definition of a taxonomy for classifying disabled students based on WP2.T1
            features. This means identifying the different taxon and validating how they can be used in
            the classification of students.
       o WP2.T3. Definition of a user model for personalizing learning in STEAM. It will consider
            the different disciplines and the features of the students. ULE will lead this package with
            equal collaboration with the rest of the partners.
       o WP2.T4. Compilation of robotics and methodological resources and instruments. They will
            be employed to adapt interventions depending on the users’ needs expressed by the user
            model.
       o WP2.T5. Definition of case scenarios for the adaptation of interventions.
       o WP3.T6. Validation of the case scenarios, taxonomy, and user model. It requires expert
            collaboration.
       o WP3.T7. Definition of guides and samples for personalizing STEAM education for
            students with IDD, based on the previous results.
       o WP3.T8. Transnational Project Meeting.
   • WP3. Teacher Training Package. In WP2, several tools and resources were defined to support
       the teachers' interventions in STEAM Education for students with IDD. However, it is
       necessary to train teachers into using these new guides and tools. To do so, this work package
       includes the following tasks:
       o WP3.T1. Design of training programs and materials. ThisThis task is to define training
            programs, one per STEAM discipline of at least two levels. In addition, one training
            program will be specifically designed for a specific IDD. To define these programs, it is
            necessary to consider the best materials for each situation.




                                                    28
        o    WP3.T2. Implementation of training programs as courses and deployment in an LMS. The
             training will be conducted online, so the training programs should be implemented as online
             courses and deployed in one or several LMS.
        o WP3.T3. Teacher training. Teachers from the schools will be trained in the programs
             defined by the consortium. This training will be online and follow a project-based learning
             approach where the students will collaborate using online tools.
        o WP3.T4. Definition of workshops for future training. Production of templates and contents
             for online and face-to-face workshops to take place in the associated patterns institutions
             and other related with the consortium contact networks.
        o WP3.T5. Transnational Project Meeting. This task aims to coordinate the WP activities and
             content production.
    •   WP4. Technical ecosystem & Community of practice. One of the main problems of projects
        such as RoboSTEAMSEN is to spread the result and be able to maintain it after the project is
        finished. To address it, WP4 aims to create a community of practice supported by a technical
        ecosystem. This is developed through the following tasks:
        o WP4.T1. Design and implementation of the technological ecosystem. It is necessary to
             define a virtual environment that provides functionalities such as a web portal, user
             management, news system, social networks, collaboration tools, repository, and access to
             the LMS.
        o WP4.T2. Validation of the technical ecosystem by experts and end users. It is required to
             guarantee a good performance of the different tools.
        o WP4.T3. Collection of resources to be included in the ecosystem repository. Compilation,
             classification, and curation of resources about STEAM Education for students with IDD.
        o WP4.T4. Definition of User manual and tutorials. Creation of multimedia content about the
             use of the ecosystem and two documents for guiding both the administrators and the end
             users.
        o WP4.T5. Engagement of end users. Elaboration of communication and engagement plans
             to spread the use of the community.
        o WP4.T6. Transnational project meeting. Meeting to check the progress of these and other
             work packages.
    •   WP5. Dissemination and exploitation. For any project, it is necessary to have widespread
        results. This work package aims to make sure that the project partnership is committed to
        ensuring appropriate dissemination and exploitation measures aiming at guaranteeing the
        project the maximum visibility, creating the condition for its sustainability in time and
        multiplying the impact of its deliverables and outcomes in the educational sector at large.

4. Project expected results

The expected project results aim to address the objectives defined in section 2. They can be summarized
as:
    • Guidelines for SEN teachers on addressing STEAM Education from a pedagogical perspective
       considering different types of IDD.
    • Database of teaching contents organized by IDD. Collection of Tools, Training Contents, and
       Possible Learning Actions to use for fostering STEAM by using active methodologies and
       robotics.
    • Developing training programs for SEN teachers for fostering STEAM by using active
       methodologies and robotics.
    • PR4.Community of practice – Experts and teachers’ virtual ecosystem to meet up and share
       their expertise.
They are developed during the different work packages. With more detail, the expected results of each
work package are:
    • WP1. Management:
       o Project Management Handbook.
       o Project Grant Agreement with the Spanish Agency.



                                                  29
    o Project Bilateral Agreements between the coordinator and the partners.
    o Quality plan that includes the internal quality assurance processes.
    o Quality reports in months 12 and 24.
    o Risk Management Approach.
•   WP2. Adapting Resources, Methodologies, and Tools by IDD. This result to defines a
    knowledge-basedbase about IDD. More specifically, the expected results are:
    o A Taxonomy to describe the features of students with IDD. With this taxonomy, it would
         be possible to classify educational resources by disability, severity level, etc.
    o A user model based on the previously defined taxonomy, so it was possible to represent the
         concrete needs of the students attending to their disabilities.
    o A set of resources and tools for STEAM Education. Compilation of robotics solutions and
         methodological tools will be classified using the taxonomy for later producing intervention
         adaptations in STEAM disciplines personalized for each student's disability.
    o Guides for using the user model and the repository of resources in real intervention
         adaptation. The teacher should be able to characterize a student using the user model and
         later look into the repository for resources that fit students’ needs.
    o Samples of interventions adapted to the most common scenarios regarding IDD and
         students’ needs for specific STEAM disciplines.
•   WP3. Teacher Training Package. This WP will produce several results. Some of them are
    related to the teachers training in the use of guides, tools, and resources produced during WP2
    to facilitate learning adaptations to accomplish the needs of students with IDD in the field of
    STEAM. In addition, this WP will produce content for workshops to be carried out in other
    institutions beyond the partnership that can be useful for training teachers from the associated
    partners. More specifically, the expected results are:
    o One training program for each specific STEAM discipline.
    o One training program for a specific disability.
    o Several online courses to implement the training programs.
    o Templates to generate content for future training programs.
    o Workshop content to train teachers in the project results.
•   WP4. Technical ecosystem & Community of practice. The results related to these WP are based
    on the technical solution and how it can be used and maintained. The idea of having a
    community of practice requires several tools, and in this case, the WP will provide a
    technological ecosystem to facilitate the collaboration of interested stakeholders. To do so,
    several outcomes will be produced:
    o The design and implementation reports for the definition of the technological ecosystem.
    o Technological Ecosystem that includes tools for managing different types of profiles, tools
         for collaboration and interaction, and a repository for publishing resources related to the
         project (produced during the project but also from other sources).
    o User Manual and tutorials for using the ecosystem, including a collection of multimedia
         and a complete user manual.
    o Initial resources compilation to be included in the repository.
    o Engaged Users. To guarantee building a community of practice that will extend the project's
         sustainability, it is necessary to involve stakeholders interested in the topic.
•   WP5. Dissemination and exploitation. The full implementation of the work package activities
    ensures the achievement of the following results:
    o The organization of specific events, one in each country, dedicated to multiplying the
         impact of the project.
    o Project target groups and beneficiaries are fully informed about the project achievements
         and deliverables.
    o Creation of the conditions for the project outputs being used and sustainable in time.
    o The project will be presented at national and international conferences to its achievements.
    o Involvement of other institutions in charge of education in further promoting the
         information about the project to their end users.




                                              30
        o   Key policy and decision-makers in education and training are aware of the project’s
            activities, deliverables, and results to enhance their mainstreaming at a systemic level.
        o   Availability of web links from websites specialized in education and training towards the
            project web portal.
        o   Media promoting the publication of information about the project.

5. Conclusions

Integrating individuals with Intellectual and Developmental Disabilities (IDD) into the labor force
represents a formidable challenge that demands focused attention. Previous research has anticipated
that STEAM education and robotics will offer valuable support for this endeavor. ROBOSTEAMSEN
project has been designed to catalyze such training initiatives.
    The core objective of ROBOSTEAMSEN is to establish a robust knowledge-based framework,
tailored training programs, and a community of practice devoted to the pedagogy of STEAM for
students with IDD. The project approach considers the unique characteristics of these students, the
available resources, effective implementation strategies, and robust methods for outcome assessment.
By bringing together a diverse array of researchers and educators with a shared interest in this domain,
we aim to unearth the most effective solutions for students with IDD.
    Acknowledging the inherent complexity in addressing the diverse spectrum of IDD conditions and
their corresponding interventions is important. As an initial step, we are laying the foundation for a
knowledge database prioritizing the most prevalent conditions. We envision this resource as a stepping
stone, with future plans to expand its scope to embrace a broader range of conditions, further advancing
the cause of inclusive learning.

6. Acknowledgments

This work is partially supported by the Erasmus+ Project “ROBOSTEAMSEN – Training SEN teachers
to use robotics for fostering STEAM and develop computational thinking” with ref: 2023-1-ES01-
KA220-SCH-000155379 granted by the call Cooperation partnerships in school education KA220-
SCH.


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