And in the process there are others who don't understand the non-reality simulation aspect of the game. All the while the question is on who to blame - the player or the game maker? Though, as the article states, there is no evidence that violent games lead to violent behavior, there is a lawsuit filed against the game developer in this case. However, taking a brief look through online article databases reveals several studies examining the positive link in such behaviors.
Musings and findings about teaching with games. Created by the learning community of EDTEC 670 at San Diego State University.
Wednesday, October 22, 2003
Video games gone bad
And in the process there are others who don't understand the non-reality simulation aspect of the game. All the while the question is on who to blame - the player or the game maker? Though, as the article states, there is no evidence that violent games lead to violent behavior, there is a lawsuit filed against the game developer in this case. However, taking a brief look through online article databases reveals several studies examining the positive link in such behaviors.
Tuesday, October 21, 2003
Highly addictive and interactive Web application
I came across this site while cleaning up my Favorites folder but I can't remember where I found it. Anyway, after a short debate about how appropriate it was for the EdGames blog I decided that it was way too engaging not to share. Besides, anything that can keep my attention for as long as this site did HAS to be considered relevant to what we are learning.
Given the simple integration of color, shape, sound (music)-and real interactivity-there must be something we can learn from this type of experience in the development of simulation and games.
Hint: Once the program is loaded click anywhere on the screen to start the application. Moving the mouse around the screen enables the interactivity and left-clicking on the screen cycles to a new scenario.
(This site requires Shockwave)
Given the simple integration of color, shape, sound (music)-and real interactivity-there must be something we can learn from this type of experience in the development of simulation and games.
Hint: Once the program is loaded click anywhere on the screen to start the application. Moving the mouse around the screen enables the interactivity and left-clicking on the screen cycles to a new scenario.
(This site requires Shockwave)
Personas for Design Projects
Using "hypothetical archetypes" (aka personas) to help designers visualize what users want and need in information sites is a cool idea that I think would work great for game developers! A composite persona is created based on audience research, to identify real goals and needs of real potential users. Having these personas in mind throughout the design process helps guide decisions by the design team. Check it out in this article in ONLINE Magazine. I found this courtesy of elearningpost.com
Monday, October 20, 2003
Inner Active Game
I saw an article about this game in the Union-Tribune and then went to the website, The Wild Divine Project , for more information. The game uses bio-feedback monitors to teach you to self-regulate your body. The monitors fit over three fingers on your left hand and measure heartrate and perspiration. In order to progress through the game, you have to learn the meditative skills to calm yourself or boost your energy level as the situation dictates. The scenes you move through are very rich and have been compared to those in games like Myst. The game is supposed to become available in November. I found the whole idea very interesting and the learning situation one I would never have associated with computer games.
Saturday, October 18, 2003
Language card games
Here is a personal site by Marmo Soemarmo of Ohio University that appears to no longer be updated, but that still includes a number of interesting card games used for learning phonetics and vocabulary. Look around a bit for the meat and potatoes (my apologies if you're a vegetarian, Marmo.)
http://www.ohiou.edu/~linguist/soemarmo/games/menu.htm
http://www.ohiou.edu/~linguist/soemarmo/games/menu.htm
SET game of visual perception
http://www.setgame.com/set/index.html
Friday, October 17, 2003
Games for kids
funbrain.com/
This webpage offers a number of games for kids to play with and learn at the same time. The games are mostly for kids in kindergarden to 8th grade in multiple subjects. I played a few and found it to be quite entertaining. School teachers should check it out.
This webpage offers a number of games for kids to play with and learn at the same time. The games are mostly for kids in kindergarden to 8th grade in multiple subjects. I played a few and found it to be quite entertaining. School teachers should check it out.
Thursday, October 16, 2003
Emotional Design
This is an intriguing concept, since many of the elements that can make digital games powerful learning tools are related to emotions, such as fun, excitement and pleasure. A new book by Dr. Don Norman of the usability consultancy group, Nielson Norman Group, addesses the importance of feelings in technology design. The book "Emotional Design: Why we Love (or Hate) Everyday Things" will be coming out in early 2004. Norman says that beauty, pleasure and simplicity are just as important to technology design as function. To find out more see the BBC News Article: Technology to make you go "wow".
BBC Article
BBC Article
Wednesday, October 15, 2003
Create Your Own 3D World at Active Worlds
Active Worlds is a site where you can participate in a 3D virtual reality experience and also build your own 3D World for others to participate in. For educators there is the Active Worlds Educational Universe where you can develop classroom simulations and instructional virtual reality experiences. You need to download their broswer to participate in the virtual worlds but it was an easy and quick download and install. When I ventured into one of the worlds I encountered many participants actively engaged in the experience. I can see how you can get lost in these virtual worlds and also how you can use them to try on a new persona or experiment with new behaviors. But I hesitate to venture into them very deeply for fear of a "virtual addiction".
Tuesday, October 14, 2003
Career Voyages.gov Plays like a Game
FunSchool.com
A pretty neat site, with lots of interactive (Shockwave-based) games targeted at pre-school through 6th graders. It's a subset of a more commercial, "for fun" game network, but I won't hold that against it if you won't.
http://www.funschool.com/
http://www.funschool.com/
Sunday, October 12, 2003
LearningWithGames: A Wiki Page
Doug Holton, the brainy and eclectic Vanderbilt grad student who created the Ed Tech Wiki, has set up a page called LearningWithGames within the wiki. It might bear watching, given what we're all working on for the next few weeks!
Career Game- More work than play!
Kids' games
I've been interested in games kids play for some time. Specifically, I'm interested to what extent playground games I played as a kid have similar versions in other cultures. In discussing this with my students in Taiwan, I've found that some of the simpler games I played as a kid in the US, such as crack the whip do have similar versions here in Taiwan, while that similarity fades as the complexity of games increases, unless of course the game has been borrowed by one culture from another. In any case, I found a site with a good listing of kids' games: www.gameskidsplay.net/.
Saturday, October 11, 2003
Extensive, expensive, math game
The Math Game includes 16 decks of cards and 18 game boards, and 3 video tapes among the 14 needed game pieces. The math skills that this game teach range from whole numbers to basic equations. Players are guaranteed to reach a state of flow while learning at the same time. I wonder if this game could be part of the answer to the math crisis we now have in our public school system and also whether this game could be adapted to include higher lever math skills? Yet if the authors really want to help students, why does it cost so much? ($229.95) The poor keep getting....poorer.
Friday, October 10, 2003
A New Blog about MMRPGs
The newly hatched Terra Nova weblog provides commentary on the rapidly emerging synthetic worlds of cyberspace.
"We include in that definition massively multiplayer role-playing games such as Ultima Online, Lineage, and Everquest; toy worlds such as the Sims Online and Toon Town; social worlds such as Game Neverending, Second Life, and There; and occasionally other virtual reality spaces such as CounterStrike servers and text-based MUDs. Note that these places all have traversible terrain and some level of built-in resource scarcity; Terra Nova won't report frequently on social software that does not have these features, such as blogspace, smartmobs, and the like. We also won't say much about games in general, especially not single-player games. Rather, we are interested in exploring the growing interactions between the emerging many-user 3D worlds on the internet, and the old world from which they fantastically extend, especially in the areas of law, economics, and public policy."
This isn't just a blog by gamefans. It's run by academics, authors and a lawyer. If that doesn't spell F-U-N to you, then you might not like it.
"We include in that definition massively multiplayer role-playing games such as Ultima Online, Lineage, and Everquest; toy worlds such as the Sims Online and Toon Town; social worlds such as Game Neverending, Second Life, and There; and occasionally other virtual reality spaces such as CounterStrike servers and text-based MUDs. Note that these places all have traversible terrain and some level of built-in resource scarcity; Terra Nova won't report frequently on social software that does not have these features, such as blogspace, smartmobs, and the like. We also won't say much about games in general, especially not single-player games. Rather, we are interested in exploring the growing interactions between the emerging many-user 3D worlds on the internet, and the old world from which they fantastically extend, especially in the areas of law, economics, and public policy."
This isn't just a blog by gamefans. It's run by academics, authors and a lawyer. If that doesn't spell F-U-N to you, then you might not like it.
Thursday, October 09, 2003
Grand Theft Auto with the Simpsons
Tuesday, October 07, 2003
Are there free games on the Internet?
This is a very cool site called Free Games!
It’s, as the title suggests, a directory of free games available on the Internet. Actually, it’s more like a promo site for free game trials and downloads. But if you look hard enough you’ll find a truly free game here and there. There are game forums, reviews, game rankings and links to all types of games. A category listing gets you started—shareware games, action games, board games, casino games, computer games and on and on and on—and then you’re off to the races, so to speak. If you’re looking for a listing of games you can download, this is a good place to start.
It’s, as the title suggests, a directory of free games available on the Internet. Actually, it’s more like a promo site for free game trials and downloads. But if you look hard enough you’ll find a truly free game here and there. There are game forums, reviews, game rankings and links to all types of games. A category listing gets you started—shareware games, action games, board games, casino games, computer games and on and on and on—and then you’re off to the races, so to speak. If you’re looking for a listing of games you can download, this is a good place to start.
Can Grand Theft Auto Inspire Professors?
This is actually a journal article from the Chronicle of Higher Education. It deals with the argument of whether or not video games help learning and literacy of students. According to the article more and more scholars (who once snubbed the idea of using video games to enhance literacy) are now seeing the value of educational video games. What is so interesting to me is it is looking at an older audience and seeing how childhood video play is affecting learning aptitudes of adults. For the Full text version of this article see Can Grand Theft Auto Inspire Professors?
Monday, October 06, 2003
Language game
Sunday, October 05, 2003
Mind controlled video games
In a recent story on CNN and in Scientific American, there were articles about a man who had an artificial arm that was able to be controlled by his own brainwaves. Pretty advanced and amazing technology to re-wire brain waves!
That said, it was rather interesting when I came across webpage of a company that has a product that creates a brain/computer interface. One of their claims is that they have a way by which people can play video games with their minds! It sounds amazing and interesting! It also calls up the question as to what makes a video game fun. Would a video game be equally as fun if you played it with your mind rather than the manual manipulations to a controller? Based on our readings, it should still be fun assuming there are goals, outcomes and challenges, although the challenge may seem to be diminished having taken away the hand-eye-coordination component...
That said, it was rather interesting when I came across webpage of a company that has a product that creates a brain/computer interface. One of their claims is that they have a way by which people can play video games with their minds! It sounds amazing and interesting! It also calls up the question as to what makes a video game fun. Would a video game be equally as fun if you played it with your mind rather than the manual manipulations to a controller? Based on our readings, it should still be fun assuming there are goals, outcomes and challenges, although the challenge may seem to be diminished having taken away the hand-eye-coordination component...
Saturday, October 04, 2003
Serious Simulating
"Simulation meets political cartoons. We are a team of independent game developers who believe video games are not simply an amusement.
Games and simulations can also make us think about what is going on in this world. Periodically, we will use games and simulations to analyze, debate, comment and editorialize major international news."
So far, they only one they've got up is called "September 12", an admittedly biased simulation of the fight against terrorism. I wonder what they would come up with to simulate our upcoming recall election.
Wednesday, October 01, 2003
Video Games really are good for kids.
I came across a link to a good book titled What Video Games Have to Teach Us About Learning and Literacy. The author is a sociolinguist named James Paul Gee. He argues that principles of good teaching are found in good game design, and builds a strong case for all of us who are believers in not just the funn factor of games, but their strength as a teaching tool.
It has been a good read so far and I recommend it to anyone who is interested in linguistic elements of learning (there seem to be a lot of us in this class) or is interested in more ways to justify the power of games as a learning tool to non-believers. I'm enjoying it, at least.
It has been a good read so far and I recommend it to anyone who is interested in linguistic elements of learning (there seem to be a lot of us in this class) or is interested in more ways to justify the power of games as a learning tool to non-believers. I'm enjoying it, at least.
Monday, September 29, 2003
Your Tax Dollars at Play
The Washington Times: CIA pursues video game:
"The CIA is set to spend several million dollars to develop a video game aimed at helping its analysts think like terrorists, The Washington Times has learned.
The agency's Counter Terrorist Center, or CTC, is working with the Los Angeles-based Institute for Creative Technologies on a project designed to help its analysts, 'think outside the box,' a CIA spokesman said. The project is close to approval, but officials wouldn't comment on the exact cost of the program.
The institute, part of the University of Southern California, works with Hollywood movie and video game specialists."
Sunday, September 28, 2003
The Impact of Digital Games on Education
Here's a very interesting article on The Impact of Digital Games on Education. A very good review of the use and benefits of digital games, their general acceptance in educational settings and stimulating thoughts about future research. You'll find our elusive Prensky text referred to and quoted often. This article is from a peer-reviewed Internet journal titled First Monday . The content is all about the Internet!! Seems like a very informative site in general. I reached this site through another good site for games and simulations. It's called N A S A G A, the North American Simulation and Gaming Association. The home page has links to stimulating articles like the one above.
GameTheory.net
http://www.gametheory.net/
An interesting compendium of game design and information and samples. There are lecture notes from game design lectures, textbook reviews, interactive samples and strategy games, as well as a dictionary of gaming terms.
The site is the work of Mike Shor, an economics professor at Vanderbilt.
An interesting compendium of game design and information and samples. There are lecture notes from game design lectures, textbook reviews, interactive samples and strategy games, as well as a dictionary of gaming terms.
The site is the work of Mike Shor, an economics professor at Vanderbilt.
Saturday, September 27, 2003
Gross Out
In search of fun and exciting games, I found a web site featuring a bunch of medical-related games, including "Gross Anatomy". The one thing I like about this game is that it's actually six games in one, and it appears to be very interactive. You can build a skeleton, challenge other players with blood and guts trivia and even go it solo and test yourself with a quiz. Check it out! They also have one called the "Infection Game" that's kind of like operation-perfect for medical students or hypocondriacs alike.
Friday, September 26, 2003
Telecollaborative Lessons as Simulations
On this website called "virtual-architecture", Judi Harris talked about using telecollaborative lessons as interpersonal exchange, information collection and analysis, and problem solving.
Under the last category, over 10 websites are provided as examples of using telecollaborative lessons as simulations. The projects listed cover a variety of topics, such as news coverage of a trial, election, electronic UN, and Federation Role-Playing Game, etc.
Click here to find out more exciting telecollaborative projects as instructional simulations!
Under the last category, over 10 websites are provided as examples of using telecollaborative lessons as simulations. The projects listed cover a variety of topics, such as news coverage of a trial, election, electronic UN, and Federation Role-Playing Game, etc.
Click here to find out more exciting telecollaborative projects as instructional simulations!
Great article on games and simulation in education
This article, posted at PressI.com, highlights a technology and education workshop at a recent Higher Education Leaders Symposium held on the Microsoft campus. The workshop "examined the ways in which games and lifelike simulations can create virtual worlds that teach real-life lessons."
"Technology allows us to take approaches that have never before been feasible. As all of those things converge, perhaps it isn't surprising that many people are beginning to look at games and simulations as effective learning environments."
This topic must be hot if Microsoft is getting in on the action.
"Technology allows us to take approaches that have never before been feasible. As all of those things converge, perhaps it isn't surprising that many people are beginning to look at games and simulations as effective learning environments."
This topic must be hot if Microsoft is getting in on the action.
Thursday, September 25, 2003
Be Your Own Mint
Technology for Education
I found some eGames on the web, go to: http://www.twitchspeed.com/site/news.html.
Although some of the technology used to develop the games was interesting and I did get a chuckle out of a couple of the games, it was easy to get ahead in some of the games without reading the questions. I started to question the educational value.
I did, however, find the game, Move-it, interesting. I got to play the Ethics version. The game had (1) well written instructions, (2) feedback for right and wrong answers, (3) a reference link available, (4) a link to concepts/facts. Try it out, I actually played a couple of rounds - believe it or not.
http://www.games2train.com/games/moveit/moveit.html
Although some of the technology used to develop the games was interesting and I did get a chuckle out of a couple of the games, it was easy to get ahead in some of the games without reading the questions. I started to question the educational value.
I did, however, find the game, Move-it, interesting. I got to play the Ethics version. The game had (1) well written instructions, (2) feedback for right and wrong answers, (3) a reference link available, (4) a link to concepts/facts. Try it out, I actually played a couple of rounds - believe it or not.
http://www.games2train.com/games/moveit/moveit.html
Ancient games
There is something appealing about the simple, straightforward quality of not only the games depicted at these sites, but the materials used to play them.
Games of Petra
Ancient Board Games and the Nabataeans
The Online Guide to Traditional Board Games
A new game genre?
Interesting article from BBC News about a PC game released this year called, Republic: The Revolution, based in part on the book, Crowds and Power, by Nobel Laureate Elias Canetti.
The game combines elements of real-time strategy and simulation which adds another level of believability for the player and basically creates a new genre, according to the game designer.
"...the sociological model in the game is as realistic as has been achieved so far".
"The game producer (Elixir) is talking to academics about how the artificial intelligence behind the game could be used for research purposes."
The game's fictitious country of Novistrana even has a website that extends the reality of the game to the internet.
Wednesday, September 24, 2003
Game links from Prensky
While trying another option to get the Prensky book, I got caught up in Marc Prensky's website. He has an entire section devoted to URL's and resources for game-based education, training, and e-learning. The first section is URL's for game companies for those interested. The second section are links to projects and products. The remaining sections are resources, both online and in print. At the very bottom is a small section of resource sites. This could be a great resource as we start to build our own games for this class and later. Also, a good resource for Comps...
Tuesday, September 23, 2003
New Report on "All Things" Simulation
Brandon Hall has just released a comprehensive report (725 pages) on simulation products and services. You can download the 26 page executive summary free of charge. Who should read it? "This report is sure to be a must have for instructional designers, e-learning professionals, product purchasers, SMEs, and anyone else interested in how simulations are changing the face of e-learning." The report profiles 54 simulation vendors, compares simulation authoring tools, and has information on emerging trends, e.g., "Over time, we are finding simulation products to be more dynamic, easier-to-use by novice developers, and making more efficient use of limited bandwidth resources."
simcover2004.jpeg
simcover2004.jpeg
Sunday, September 21, 2003
Food Chain Simulation
Students can simulate food chains and understand how they work with this simulation
of a virtual lake. Food Chain was developed by High Performance Systems as a by product of their Systems Thinking software iThink and Stella. The company newsletter The Connector (published bi-monthly) has regular articles about introducing and teaching Systems Thinking in schools. Systems Thinking is a fascinating subject that seems to offer many opportunities to stimulate new ways of thinking and to develop insights into how decisions and behavior creates changes for an entire system--a company, nation, family, school, or ecosystem.
of a virtual lake. Food Chain was developed by High Performance Systems as a by product of their Systems Thinking software iThink and Stella. The company newsletter The Connector (published bi-monthly) has regular articles about introducing and teaching Systems Thinking in schools. Systems Thinking is a fascinating subject that seems to offer many opportunities to stimulate new ways of thinking and to develop insights into how decisions and behavior creates changes for an entire system--a company, nation, family, school, or ecosystem.
Friday, September 19, 2003
Simulations and the Learning Revolution
Here's an interesting interview with Clark Aldrich, author of the forthcoming book Simulations and the Future of Learning:
"JM: What advice do you have for teachers who want to construct simulations for their on-campus or online classes?
CA: To understand simulations, the first thing to do is get comfortable playing computer games. Try The Sims, the newest Midtown Madness game, and Roller Coaster Tycoon. Then find an online community that builds modifications for existing games. For starters, try SimsFiles.com, X-Plane.org, or JediKnightII.net. After you have explored various options, choose a computer game that you like, and try implementing modifications that can be downloaded from community sites. This may sound complicated, but the communities are full of newcomers who also need step-by-step help."
"JM: What advice do you have for teachers who want to construct simulations for their on-campus or online classes?
CA: To understand simulations, the first thing to do is get comfortable playing computer games. Try The Sims, the newest Midtown Madness game, and Roller Coaster Tycoon. Then find an online community that builds modifications for existing games. For starters, try SimsFiles.com, X-Plane.org, or JediKnightII.net. After you have explored various options, choose a computer game that you like, and try implementing modifications that can be downloaded from community sites. This may sound complicated, but the communities are full of newcomers who also need step-by-step help."
Thursday, September 18, 2003
Cool Industrial Waste Game Board for 8yr Olds
Other games that were interesting were Bean Trader and Settlers of Catan.
Check it out: https://gamesurplus.com//detail.asp?id=2081
Tuesday, September 16, 2003
The Yoga Garden Game
While googling for game ideas, I came across this atypical one: The Yoga Garden Game.
It is aimed at children learning yoga, but rather than have the players compete against each other, the focus is on mutual growth and enjoyment. It is typical race game, but it's definitely "outside the box" in its emphasis on physical movement and creativity (children imagine the animals the poses are named for, and have the opportunity to create their own).
Workshops by Thiagi
We are going to talk about Sivasailam Thiagarajan and his games later in our class. He's an amazing person.
Check this out: Workshops by Thiagi
There are many "freebies" on this website.
My friend has told me that you are gonna love this guy. Are you? ;-)
Monday, September 15, 2003
Elliott Avedon Museum and Archive of Games Index Page
Sunday, September 14, 2003
Curriculum Mismatch as the Source of Boredom
In this month's issue of Educational Leadership there's an interesting article titled Boredom and Its Opposite.
"If, as research indicates and many teachers suspect, student achievement is more highly correlated with student interests than with cognitive ability, then we should make curriculum design based on human interests a primary focus for professional development during the next decade. It's time to make students and their natural human interests as important as the standards and tests that our states now mandate."
The authors boil it down to four sources of interest: mastery, understanding, interpersonal and self-expression. They point to an instrument that let's you see how individual learner profiles differ along these four dimensions and give a rubric for measuring a particular lesson or unit.
Not a bad article, though after going through the readings in this course I think you'll see that there are more than four dimensions. But four is a good start.
"If, as research indicates and many teachers suspect, student achievement is more highly correlated with student interests than with cognitive ability, then we should make curriculum design based on human interests a primary focus for professional development during the next decade. It's time to make students and their natural human interests as important as the standards and tests that our states now mandate."
The authors boil it down to four sources of interest: mastery, understanding, interpersonal and self-expression. They point to an instrument that let's you see how individual learner profiles differ along these four dimensions and give a rubric for measuring a particular lesson or unit.
Not a bad article, though after going through the readings in this course I think you'll see that there are more than four dimensions. But four is a good start.
Tuesday, August 26, 2003
The Course Reawakens
What's the Same?
We'll still use the two texts from last year. There's a new text on simulation that I might add to the list as an interesting optional reading but I haven't had a look at it yet. As it did last year, the course will culminate in the egame project in which you'll document the design of some form of interactive game or simulation.
What's New?
For the first time, EDTEC 670 is being offered online in tandem with the campus-based section. I'm open to people who are physically here partnering with distant peers out there on the net. I think it will add an interesting dynamic to our conversations.
Our first project will be the design of an educational board game, a tradition that the course has had for more than a dozen years. This time, though, you won't need to find a board, decorate a box, or ransack your kid's toy box looking for just the right game piece. This time you'll create and deliver your board games as a PDF document. That makes the game completely self-contained, easily reproduced and instantly distributable.
Something else that's new: we'll be using Moodle to organize our asynchronous discussions and assignment feedback. I used Moodle for EDTEC 570 over the summer with great success and I think you'll find it to be a bit smoother than Blackboard.
Another first: we'll be using a wiki to organize one of the major assignments of the course. A wiki is a system for creating hyperlinked documents that are open to being revised by all the participants. It might sound chaotic, but it's really a powerful idea for knowledge management. To get an idea of what a wiki is, take a look at Wikipedia, a free online encyclopedia with tens of thousands of co-authors. We'll be doing something similar but narrowly focused on the domain of this course.
Well... that's enough of a teaser. Of all the courses I teach, this is my favorite. I look forward to throwing out the first ball when we meet on September 8. See you then.
Friday, May 16, 2003
Rock-Paper-Scissors-Spock-Lizard
This is an interesting variation on Rock-Paper-Scissors. I remember when my son Alex was young we made up several variations on our own and had a lot of fun both inventing them and playing them. I think I'll use this as an exercise in 670 next semester. [via Boing Boing]
Wednesday, April 16, 2003
Games, Not School, Are Teaching Kids to Think
Felicia Douglis alerted me to this piece from Wired echoing the Prensky reading we use in the course.
"The secret of a videogame as a teaching machine isn't its immersive 3-D graphics, but its underlying architecture. Each level dances around the outer limits of the player's abilities, seeking at every point to be hard enough to be just doable. In cognitive science, this is referred to as the regime of competence principle, which results in a feeling of simultaneous pleasure and frustration - a sensation as familiar to gamers as sore thumbs. Cognitive scientist Andy diSessa has argued that the best instruction hovers at the boundary of a student's competence. Most schools, however, seek to avoid invoking feelings of both pleasure and frustration, blind to the fact that these emotions can be extremely useful when it comes to teaching kids."
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