A Games Part II Case Studies - A-Games The A-Games Project

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EmpoweringEducatorsSupporting Student Progress in the Classroom with Digital GamesPART 2:Case Studies of Game Features Used to SupportFormative Assessment PracticesA REPORT OF THE A-GAMES PROJECT: ANALYZING GAMES FOR ASSESSMENT IN MATH, ELA/SOCIAL STUDIES, AND SCIENCE

A REPORT OF THE A-GAMES PROJECT: ANALYZING GAMES FOR ASSESSMENT IN MATH, ELA/SOCIAL STUDIES, AND SCIENCEINSIDEIntroduction2Summary of Key Case Study Findings4About the Case Studies5Summary Table7FeaturesPoints/Scores/StarsOther Forms of Player FeedbackDashboards of Player ProgressScreen Capture/AnnotationsEssential QuestionsReview QuestionsQuizzesLess Prominent Formative Assessment Features:ReplayabilityAbility to Unlock LevelsGraphic OrganizersGame Guides911131518192021222325The Value of an Aggregator or Portal26Conclusion28Appendix A – Methods and Demographics31Appendix B – Games Used By Case Study Teachers33Research ERRED CITATION:Fishman, B., Riconscente, M., Snider, R., Tsai, T., & Plass, J. (2015).Empowering Educators: Supporting Student Progress in theClassroom with Digital Games (Part 2). Ann Arbor: University ofMichigan. gamesandlearning.umich.edu/agamesEMPOWERING EDUCATORS: Supporting Student Progress in the Classroom with Digital Games PART 2: Case Studies1

A REPORT OF THE A-GAMES PROJECT: ANALYZING GAMES FOR ASSESSMENT IN MATH, ELA/SOCIAL STUDIES, AND SCIENCEINTRODUCTIONThere is growing interest in the use of digital games aspart of K-12 teachers’ classroom instruction. For example,in Washington State, legislation1 is being considered tocreate a pilot program for integrating games into theschool curriculum. And in the fall of 2014, the WhiteHouse and U.S. Department of Education hosted a gamejam2 to encourage and promote the development oflearning games. As with all educational technologies, themost frequently asked question is, “Do they work?” Theanswer — and the question itself — is complex. Workfor what purpose? To help students learn? Learn what?Core content knowledge or 21st century skills? Or is thepurpose to engage students? In comparison to what?As with all educational technologies, the real answer toany of these questions is, “It depends.” It depends on lotsof factors, including the features of the game and, mostimportantly, what teachers do with those features aspart of their instruction.The A-GAMES project (Analyzing Games forAssessment in Math, ELA/Social Studies, and Science), acollaboration between the University of Michigan andNew York University, studied how teachers actuallyuse digital games in their teaching to support formativeassessment. Formative assessment is a set of practicesto gauge student progress toward learning goals, andto adjust instruction on the basis of that information tomeet students where they are. Formative assessment isarguably one of the most important parts of a teacher’sinstructional tool kit. When used well, it has been found tobe among the most powerful ways to improve studentlearning outcomes, and it may be particularly importantto the success of low-ability students (Black & Wiliam,1998). But as with any “best practice,” in order to beeffective, formative assessment approaches mustbe both useful and used. And that’s where games —potentially — come into play.EMPOWERING EDUCATORS: Supporting Student Progress in the Classroom with Digital Games PART 2: Case Studies2

A REPORT OF THE A-GAMES PROJECT: ANALYZING GAMES FOR ASSESSMENT IN MATH, ELA/SOCIAL STUDIES, AND SCIENCEThis study was conducted in two parts: part one wasa nationwide survey of K-12 teachers to investigatecommon formative assessment practices, commongame use practices, and the intersection of the two (areport of the survey findings can be downloaded here).3Part two, which is detailed in this report, consists ofobservations and interviews with 30 middle grades (5-8)teachers in the New York City area who volunteered to useone of eleven games as part of their teaching in Spring2014. These games were designed by a variety of learninggames developers, and accessed by teachers in our studythrough BrainPOP’s GameUp portal.4 The survey offers a“mile high” picture of what teachers are doing with gamesrelated to formative assessment. The observations andinterviews focused on how teachers used (or did notuse) various features within each game that had thepotential to be used for formative assessment. Hence,the case studies are organized around these formativeassessment features, instead of individual teachers orThe A-GAMES project occupies a special niche amongthese efforts. Our objective in A-GAMES is to illuminatehow teachers understand and make use of game featuresthat support formative assessment. Though priorsurveys, including recent work from the Joan GanzCooney Center (Takeuchi & Vaala, 2014), have exploredhow teachers use games for assessment, the A-GAMESstudy is the first that we are aware of designed specifically to examine game use and formative assessmentpractices in relation to each other. The A-GAMES casestudies look across a variety of educational games thatare designed to be modest in scope, for use across oneor several class periods, related to topics in variouscontent areas. As noted in a 2013 review of the K-12 gamesmarket, “Short-form games provide tools for practiceand focused concepts. They fit easily into the classroomtime period and are especially attractive to schools aspart of collections from which individual games can beselected as curricular needs arise” (Richards, Stebbins,The field of games and learning is enjoying rapid growthin both research and development.games. The study is exploratory in nature, and is notintended to compare or gauge the effectiveness of games,game features, or approaches to formative assessment.The field of games and learning is enjoying rapid growthin both research and development. Organizations suchas the Joan Ganz Cooney Center5 and Common SenseMedia6 conduct surveys to explore how teachers useand think about digital video games and related media.The Games for Learning Institute7, the Learning GamesNetwork8, The Games Learning Society Center9 atthe University of Wisconsin, The New Mexico StateUniversity Learning Games Lab10, GameDesk11, and TheEducation Arcade12 at MIT conduct research on gamesand build games that embody their research. Researchersand developers at UCLA/CRESST13 and GlassLab14(in partnership with SRI15) are focused particularly ongames and assessment.& Mollering, 2013, p. 4), whereas longer-form games,such as GlassLab’s SimCityEDU, “have a strongerresearch base than short-form games and are focusedon higher order thinking skills that align more naturallywith new common core standards. These games do notfit as easily into the existing school day or classroomtime period, but are the source of new experimentationin the research community and a variety of schoolcontexts” (Richards, Stebbins, & Mollering, 2013, p. 4).We hope the information in this study is useful to gamedesigners as they refine and develop future educationalgames, to researchers as they frame further studies ofgames and learning, and also to educators and thosewho support educators as they think about the role ofgames in everyday classroom practice.EMPOWERING EDUCATORS: Supporting Student Progress in the Classroom with Digital Games PART 2: Case Studies3

A REPORT OF THE A-GAMES PROJECT: ANALYZING GAMES FOR ASSESSMENT IN MATH, ELA/SOCIAL STUDIES, AND SCIENCESUMMARY OF KEYCASE STUDY FINDINGSOur case studies documented that:1If digital games are to play a key role in classroominstruction, they must support core instructionalactivities. Formative assessment — a set of techniquesused by teachers to monitor, measure, and supportstudent progress and learning during instruction — is acore practice of successful classrooms. The A-GAMESproject (Analyzing Games for Assessment in Math,ELA/Social Studies, and Science) studied how teachersactually use digital games in their teaching to supportformative assessment.In Spring 2014, we conducted case studies with 30teachers in the New York City area. We visited eachteacher’s classroom to observe them using a digitalgame with students, and then followed each visit witha phone interview to discuss their experience using thegame and how it fit into their formative assessmentpractices.2Points/Scores/Stars»Other Forms of Player Feedback»Dashboards of Player Progress»Screen Capture/Annotations»Essential Questions»Review Questions»Quizzes»Less Prominent Formative AssessmentFeatures, including:– Replayability– Ability to Unlock Levels– Graphic Organizers– Game Guides»feedback systems, such as points, scores,or stars;»dashboards that provide an overview of progress for either individual students or groupsof students; and»screen captures that can be annotated andserve as a point of communication betweenstudents and teachers about learning orprogress.The formative assessment utility of thefeatures we examined can be furtherenhanced by technological and designrelated improvements.Prominent game-based feedback mechanisms —such as points or stars — are often not clearlylinked to desired learning outcomes, making itdifficult for teachers to interpret game progressin relation their learning goals for the classroom.Other tools — such as game-specific dashboards —can be difficult for teachers to configure properlyto display students’ information. While someareas for improvement are technological, othersare about how games are designed and howclearly key game play elements are linked tolearning goals.We focused on the following features of games thatsupport formative assessment:»A range of features related to digital gamesprovide support for monitoring studentprogress, including:3“Wrap around” materials provide valuableformative assessment support for teachersusing digital video games.Many useful formative assessment featurescome from outside the game itself: quizzes,guides to curriculum integration, graphic organizers, review questions, screen capture andEMPOWERING EDUCATORS: Supporting Student Progress in the Classroom with Digital Games PART 2: Case Studies4

A REPORT OF THE A-GAMES PROJECT: ANALYZING GAMES FOR ASSESSMENT IN MATH, ELA/SOCIAL STUDIES, AND SCIENCEannotation tools, and sometimes dashboards.Whether provided by game developers, oraccessed via portals or game aggregators, thesefeatures can be valuable for supporting teachers’use of games for formative assessment in atleast three ways:»providing support for teaching with games;»providing materials teachers can use forassessment around games; and»providing continuity in assessment experiencesacross games.ABOUT THESE CASESTUDIESIn order for any particular formative assessmentapproach to be valuable, it must be both useful andused. The goal of the A-GAMES study is to explore howteachers employ various features of games to supportformative assessment of student learning.The educational games observed in these case studiesall contain features that are intended to support teachersin monitoring and understanding student learning andprogress. Sometimes these features are simple, suchas an end-of-game score. Sometimes they are complex,such as a dashboard to track student progress towardsacademic standards across a range of in-game metrics.We examined how teachers interpretand use these features, and whatissues and challenges arise that limitA unique aspect of our casestudies is that they focuson the features within thegames—not on individualteachers or games.their use in hopes of providing valuable information forthe future development of games that support learning.A line of inquiry of special interest to this project isconcerned with the design of assessment mechanics(Plass et al., 2011; Plass et al., 2012), i.e., patterns ofspecialized activities that have assessment as the primaryobjective, to enhance the abilities of games to provideinsights on student progress toward learning goals.In early 2014, we conducted case studies with 30volunteer teachers in the New York City area. All taughtin grades 5-8, in public and private schools. We selectedteachers across the subject areas of English/languagearts (ELA), social studies/history, math, and science.The teachers were varied in terms of their experienceswith games, both personally and as educational tools(See Appendix A for more information about case studydemographics and methodology). Each teacher agreedto use one of 11 educational video games accessed viaBrainPOP’s GameUp portal.4 We selected GameUpbecause it provides a single point-of-access for gamesby a variety of leading game designers spanning a rangeof content areas, as well as additional curricular andassessment supports for using the games. Someof these supports provide teachers with formativeassessment tools that augment features already inthe games, and these are also described in this report.(See Appendix B for a list of the games included in thestudy). Case study teachers participated in a half-dayEMPOWERING EDUCATORS: Supporting Student Progress in the Classroom with Digital Games PART 2: Case Studies5

A REPORT OF THE A-GAMES PROJECT: ANALYZING GAMES FOR ASSESSMENT IN MATH, ELA/SOCIAL STUDIES, AND SCIENCEprofessional development session on how to use GameUpto access their chosen game prior to entering the study.This professional development included a general introduction to gameplay and features of their chosen game.We then arranged to visit each teacher’s classroomto observe them using the game with students, andfollowed each classroom visit with a phone interview todiscuss their experience using the game and how it fitinto their formative assessment practices.Our goal is to shed light onthe different ways that formativeassessment features areimplemented in games, andhow teachers recognize, interpret,and utilize those features.A unique aspect of our case studies is that they focuson the features within the games—not on individualteachers or games. This report should not be viewed asa critique of or commentary on any particular game orinstructional practice, or as a comparison of games orfeatures. Our goal is to shed light on the different waysthat formative assessment features are implementedin games, and how teachers recognize, interpret, andutilize those features.We observed the following features of games thatsupport formative assessment practice:»Points/Scores/Stars»Other Forms of Player Feedback»Dashboards of Player Progress»Screen Capture/Annotations»Essential Questions»Review Questions»Quizzes»Less Prominent Formative AssessmentFeatures– Replayability– Ability to Unlock Levels– Graphic Organizers– Game GuidesFor each feature, we briefly describe its role and use,give examples of how it “played out” in the classroomswe observed, and describe reasons why it might nothave realized its potential in the classroom learningenvironments we observed.In addition, we offer some general comments on thevalue of an aggregator or portal for the game-usingteacher.EMPOWERING EDUCATORS: Supporting Student Progress in the Classroom with Digital Games PART 2: Case Studies6

A REPORT OF THE A-GAMES PROJECT: ANALYZING GAMES FOR ASSESSMENT IN MATH, ELA/SOCIAL STUDIES, AND SCIENCEFORMATIVE ASSESSMENT FEATURES IN DIGITAL VIDEO GAMES AND HOW THEY ARE USEDFEATUREHOW FEATURE “PLAYED OUT”BARRIERSPOINTS/SCORES/STARS»students monitored own progress orperformance»“Quantified” outcome marking overallprogress or proficiency within a level»increased motivation or persistencelack of clarity about what theseindicators mean with respect tostudent learning»determined whether or not a levelshould be re-played for greaterproficiency»may not be related to contentlearning objectives»often displayed only at the end ofa level (not displayed persistently)OTHER FORMS OFPLAYER FEEDBACK»asked students to pay attention tothe in-game feedback they werereceiving»students might not perceive orunderstand the information theywere being givenGame responses to playeractions to encourage ordiscourage future action»allowed over-the-shoulderobservations»»focused each student’s attentionon areas of weakness before theyreplayed the gamedifficult for teachers to assessstudents’ learning and in-gameinteractions in larger classesDASHBOARDS»focused students in their further playand learning»technical complications involvingstudent logins»reviewed the report with the student»»helped guide post-game discussionwith the entire classmay be better with longer-formgames or when displaying progressacross games»created a snapshot at the end ofevery level»can interrupt the “flow ofexcitement”»got a sense of overall classperformance»used the comment function of featureto encourage student reflection andto gain insight into students’ thinkingduring game play»documented that students hadcompleted the assignment»sent feedback to students»used essential questions at varioustimes during a lesson»teachers often create theirown assessment questions»focused students on what theylearned from game playInformation display that allows oneto quickly scan a range of informationpertaining to a taskSCREEN CAPTURE/ANNOTATIONSCapture ‘snapshots’ of the screen at anymoment during a game play experience,add text annotation as explanation orreflectionESSENTIAL QUESTIONSHelp teachers focus students’gameplay on key concepts andideas; could be used at thebeginning or end of game playEMPOWERING EDUCATORS: Supporting Student Progress in the Classroom with Digital Games PART 2: Case Studies7

A REPORT OF THE A-GAMES PROJECT: ANALYZING GAMES FOR ASSESSMENT IN MATH, ELA/SOCIAL STUDIES, AND SCIENCEFORMATIVE ASSESSMENT FEATURES IN DIGITAL VIDEO GAMES AND HOW THEY ARE USEDFEATUREHOW FEATURE “PLAYED OUT”BARRIERSREVIEW QUESTIONS»students received feedbackabout their answer or were shownthe correct answer»no direct way for teachers tosee students’ progress (withoutdashboard)»students were asked to check offa list of objectives met by theirwriting before moving on to the nexttask in the game»students were sometimes notmotivated to spend enough timeon them»kept track of what students learned»provided informal checks on learning»»set ‘cut scores’ for whether studentsshould replay a level or move onnot aware of the available quizfeatures»»offered a “quick read” on howstudents were doingusefulness of a quiz depended onthe purpose of game use»»offered assessment data that couldbe used immediately to informinstructionthe extent to which quiz contentwas aligned to the important gamecontent»games where therewas no “right” answer hadhigher re-playability»games with one “right”or “best” answer have no orlimited replayability»the majority of a class played andwas assessed on content at an entrylevel, an advanced student could playand be assessed on more advancedcontent»generally associatedwith replayability»generated traces of student workthat the teacher could review»teachers sometimes preferredtheir own materials»elicited student reflection inadvance of the group discussion»concerns about printing»students work at different paces»reduced cognitive load for studentsas they played the game»provided overviews of game»»prompted small-groupdiscussion activities»provided support for peerfeedbackbecause game designers cannotalways anticipate context, theextent of guidance for how togather and interpret informationabout student learning is limitedReview questions or objectives at theend of a levelABCDQUIZZESQuiz features provided by the game designers,including videos with accompanying quizzesand/or a tool for generating quizzes providedby portalREPLAYABILITYGame can be played multiple times forpractice; new experience each timeABILITY TO UNLOCK LEVELSA code that unlocks all levels of the gameat once; allows teacher to tailor difficultyfor studentsGRAPHIC ORGANIZERSSupplemental worksheets anddocuments that accompanygame experiencesGAME GUIDESSupplements to lesson plans thathelp teachers integrate games into theircurricula; include guidance on how toassess student learning with the gameEMPOWERING EDUCATORS: Supporting Student Progress in the Classroom with Digital Games PART 2: Case Studies8

A REPORT OF THE A-GAMES PROJECT: ANALYZING GAMES FOR ASSESSMENT IN MATH, ELA/SOCIAL STUDIES, AND SCIENCEFEATURESPOINTS/SCORES/STARSSalen & Zimmerman (2003) define games as “a systemin which players engage in an artificial conflict, definedby rules, that results in a quantifiable outcome” (p. 80,italics added). In many digital video games, the outcome is “quantified” as a score, a report of points, or adisplay of stars. These displays take a number of forms,but in general they are a report to the player about accomplishment or proficiency. Because stars and pointsare common elements of video games, students mayfind such scoring mechanisms to be a natural and expected part of using an educational video game. Manyof the games in our study employ one or more of theseelements. Points, scores, and stars have the potential tobe a key to teachers’ formative assessment of studentperformance and/or learning from game play, servingas an objective indicator of progress and proficiency.When a game reports points or scores, such as thescore reporting in the game Quandary by LearningGames Network, the points may represent the player’soverall level of accomplishment during a round of play.Points are earned for correct moves, implying boththat there is a maximum possible or “most correct” setof responses or moves in a game, as well as a way toimprove one’s score in future play. Players can com-Scoring, like that in Battleship Numberline, has the potential to be a key toteachers’ formative assessment of student performance. Please note: not allgames can be used on tablets, please check BrainPop’s website to learn more.4Points, scores, and stars have thepotential to be a key to teachers’formative assessment of studentperformance and/or learning fromgame play, serving as an objectiveindicator of progress and proficiency.pete against other players for the best score or againstthemselves to improve their score. In other games, asin Battleship Numberline by Playpower, the points arereported as a more abstract average accuracy, in whichthe implied goal is to make progress toward 100%accuracy with each response.Stars function in a similar fashion to points, byindicating how completely a player has accomplishedthe goals of a particular level. For instance, in MonsterSchool Bus by New Mexico State University LearningGames Lab, players are encouraged to plot a schoolbus route to pick up combinations of students thatresult in both a “full bus” and “rock out buildings.” It ispossible to complete a level without having earned thefull “three stars” if both goals are not completely met.Students can continue on through the levels of game,but can also go back and improve their game performance (and demonstrate greater mastery) by earningall three stars. Like points, stars can represent achieve-Monster School Bus uses stars in a similar fashion to points, indicating howcompletely a player has accomplished the goals of a particular level.EMPOWERING EDUCATORS: Supporting Student Progress in the Classroom with Digital Games PART 2: Case Studies9

A REPORT OF THE A-GAMES PROJECT: ANALYZING GAMES FOR ASSESSMENT IN MATH, ELA/SOCIAL STUDIES, AND SCIENCEment of multiple types of goals. In the game PlanetMechanic by Filament Games, for example, one star isawarded for a correct solution to the overall problemin each level on the first attempt and another star isawarded for correctly answering a “challenge” questionabout the science content in the level.How did this feature “play out” as a formativeassessment tool?Points, scores, and stars can play a key role in formativeassessment, and in particular in student self-assessment. In our interviews, teachers indicated that theywould draw students’ attention to these displays inorder to:»monitor their own progress or performance;»increase their motivation or persistence tocomplete the task or level; and»determine whether or not a level should be replayed for greater proficiency.engaged with each other. There were kids that were notsharing a computer that were actually helping each otherout.” Another teacher used students’ scores to spurin-class competition between the boys and girls.What can prevent this feature from realizing itspotential?Points, scores, and stars are clearly important gamedesign features, especially for educational games whereprogress and mastery are important. However, weobserved a range of implementation-related issues thatinhibited the utility of this game feature. The greatestlimiting factor is the clarity with which game designerscommunicate with teachers what these indicators meanwith respect to student learning. This understanding iscritical for teachers to assess learning related to gameplay, and can affect students’ views of the game. According to one teacher, “I did notice [the points], and the kidsnoticed it. I thought that I didn’t understand the relationship between the points earned and the task that the kids“My only surprise is how engaged they were instead of having a tantrum[when they did not succeed], they went back to try and gain stars . [Studentswere] engaged with each other. There were kids that were not sharing acomputer that were actually helping each other out.” — case study teacherTeachers used points, scores, and stars as criteriafor determining when acceptable performance wasachieved by students. They also used them to checkthat students had complied with a game-relatedassignment, such as playing a game for homework, orreplaying a level for greater mastery. In some cases,teachers could use points or stars to make comparisonsof progress or mastery across students, to identifywhich students needed extra support, or to challengestudents. Points, scores, and stars provide motivationfor students, both for accomplishing the goal and as away of sharing their progress with others. As one teacherfound, “My only surprise is how engaged they were instead of having a tantrum [when they did not succeed],they went back to try and gain stars . [Students were]were performing to earn the points . It seemed like thepoints were kind of an afterthought . If there isn’t a [clear]rationale behind the points, it can give the impression thatthe whole enterprise is somehow fraudulent or fake .”Some teachers found “teachable moments” when agame’s point display was unclear. In one case, a teacherin our study had students engage in deductive reasoning alongside their game play to try to determine howpoints translated into bonuses or feature unlocks in thegame. In contrast, one teacher expressed a concernthat points could potentially distract students fromaspects of game play that directly promote learning,for instance, when points are needed to unlock gamefeatures that are not in direct line with the learningobjectives. Whereas the first issue calls out the challengeEMPOWERING EDUCATORS: Supporting Student Progress in the Classroom with Digital Games PART 2: Case Studies10

A REPORT OF THE A-GAMES PROJECT: ANALYZING GAMES FOR ASSESSMENT IN MATH, ELA/SOCIAL STUDIES, AND SCIENCEof interpreting points with respect to learning, thesecond highlights the importance of game mechanicsthat closely align with learning objectives. We note thisas a general drawback to points or scores in game-basedlearning, where the metaphors and mechanics of thegame are intended to serve the overall “cover story”or fantasy of the game, and as such may not align wellwith the core learning objectives. Later in this report wediscuss dashboards, which have the potential to helpteachers and students tease apart game feedbackassociated with specific learning goals from overall gameplay feedback.Scores may not provide all of theinformation teachers desire.A further challenge to understanding the meaning ofpoints and stars is that in some games, stars indicatemastery of different goals, some of which may not berelated to the content learning, or clearly related toparticular goals a teacher is focused on. In one mathgame in our study, students could earn three starsfor each level. Mastering the mathematics contentearned students two of the three stars, but the finalstar required students to master a component of gameplay unrelated to the math. Additionally, scores may notprovide all of the information teachers desire. In a gamedesigned to teach argumentative writing, for instance,the score only reported percent completion, withoutany indication of writing quality.Another limiting factor in how useful points or starsare in formative assessment practice relates to theirdisplay. In some games, points and stars are displayedonly at the end of a level, while in others they aredisplayed all the time, and are continuously updated onthe screen. These displays may be useful to the studentwho is continuously engaged with the game, but noteasily accessible by teachers. Teachers in this situationwould resort to informal assessment techniques toaccess students’ scores, including “over the shoulder”approaches, or having students “call out” points whenthey finish a level. This problem is reduced or eliminatedwhen the points or stars are also communicated viaa dashboard or similar feature, where teachers canaccess information about students’ progress over time.As a workaround, many teachers in our study directedstudents to use GameUp’s SnapThought feature,which is a way to capture and annotate screen shots, torecord points or stars when they are displayed only atthe end of a level. We describe SnapThought’s role as aformative assessment support on page 15.OTHER FORMS OF PLAYERFEEDBACKGames provide feedback to players through a varietyof means beyond points, scores, or stars. For our study,we defined feedback as actions or information that occurin response to the students’ actions and decisions inthe game. Feedback plays an important role in bothlearning and game play. In i

research base than short-form games and are focused on higher order thinking skills that align more naturally with new common core standards. These games do not fit as easily into the existing school day or classroom time period, but are the source of new experimentation in the research community and a variety of school

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