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  • 8/15/2019 Rubrict for Research Dr Sabariah

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    No Writer’s

    name/year

    Theory Obj/hypothesis Instrument Location Sample Result Finding Notes

    01 Arik King (2011)

    “using interactive

    games to improvemath achieement

    among middle

    school students in

    need of

    remediation

    Situated

    cognition

    Theory

     H 0

     μ1 !

      μ2 !

     μ3

     H a   μ

    1≠ μ

    2≠μ

    3

    • The hypo "as tested #y

    comparing the mean of

    the control group(

    ma ) "ith the mean

    of the e$perimental

    group (

      mb) and the

    mean of the comparison

    group(  mc )% &'ual

    means no difference%

    • A higher mean score for

    the control group

    compared to the t"o

    remedial groups

    indicates that traditional

    instruction is more

    effective

    • A higher means score

    for the e$perimental

    groups indicates that

    adding intervention tool

    of interactive games is

    uantitative

    study

    • uasi

    e$periment

    Su#

    ur#an

    mid

    Atlantic pu#lic

    school

    12 students

    • *th grade

    regular

    mathclasses

    • +ivides

    into ,

    group

    (control-

    compari

    son-

    e$perim

    ental)

    • There "ere

    differences #et"een

    the , groups on post.

    test scores "hencontrolling for pre.

    test scores- "ith

    students in the

    e$perimental groups

    having larger gains

    than those in the

    control groups "hen

    using /onferroni  

    adusted alpha level%

    • /ased on the result-

    the null hypothesis

    reected

    hen pro#lem #ased

    gaming instruction "as

    added to the standard

    remedial math program-students performed #etter

    than "hen they received

    only the standard remedial

     program and #etter than

    students "ho received

    neither the pro#lem.#ased

    gaming instruction nor the

    standard remedial math

     program%

    13405

    1

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    the more effective

    instructional strategy

    02 Tammy

    6eed(2010)

    “the relationship

     #et"eencomputer games

    and reading

    achieement7

    8onstructi

    vism

    theory

     H 0 the use of computer

    soft"are games "hich

     present reading skills in agaming format does not

    increase reading achievement

    in 2nd grade students as

    indicated #y the oral reading

    fluency

     H 1 !the use of computer

    soft"are games "hich

     present reading skills in a

    gaming increases reading

    achievement in 2nd grade

    students as indicated #y the

    oral reading fluency%

    uantitative

    methods

    &lementa

    ry school

    in the

    southeastern

    'uadrant

    of the

    9nited

    States

    10,- 2nd 

    grade

    students

    The null hypothesis (

     H 0 ) stated the used

    of computer games"hich present reading

    skills in a gaming format

    does not increase reading

    achievement in 2nd grade

    students as indicated #y

    the oral reading fluency-

    is not reected%

    The use of computer

    soft"are games "hich

     present reading skills in a

    gaming format does notincrease reading

    achievement in 2nd grade

    students as indicated #y

    the oral reading fluency

    .

    0, Aikaterini

    katmada-Apostolo

    s :avridis-

    ;ThrasyvoulosTsi

    atsos(201s

    flo"

    theory

    1) To investigate the

    student>s opinion

    regarding the usa#ility

    of the “volcanic riddle7

    game%2) To investigate "hether

    the gender of students

    affect their opinion

    a#out the usa#ility of the“volcanic riddles7 game

    uantitative

    method

    School in

    ?reece

    ,* students

    (2, #oys - 1<

    girls) aged

    12 1<

    years%

    1) The students opinion

    a#out the game>s

    usa#ility "as

    e$amine using

    @ikert type 'uestion%

    The statistical result

    are as #elo"

    - 9nderstand ho" the

    games is played(: !

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    (:!

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    “ the impact of

    video games in

    children>s learning

    of mathematics7

    mean test score of children

    "ho ere not aided #y time=.

    attack andu2   is the

    mean test score of children

    "ho "ere aided #y the game

     H 1 The average test

    score for children "ho "ere

    aided #y Timez-Attack  id

    greater than or e'ual to the

    average score for children

    "ho "ere aided #y Timez-

     Attack, "hereu1  is the

    mean test score of children"ho ere not aided #y time=.

    attack andu2   is the

    mean test score of children

    "ho "ere aided #y the game

    reect H 

    0  and

    accept H 

    1  if p.

    value   ¿  %0C

    • H 

    0 reected%

    game% Dence it conclude

    that Timez-attack game

    gave a positive impact of

    children achievement in

    multiplication%

    0C Terri @ynn Kurley

    Gerguson (201

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    digital.#ased games versus

    students "ho "ere taught

    using traditional math

    methods only

     H a there "ill #e a

    statistically significant

    difference in student alge#ra

    achievement- as measured #y

    the 2012 Horth 8arolina

    &I8 Test for Alge#ra 1-

     #et"een students "ho "ere

    taught "ith traditional math

    methods and the use of

    digital.#ased games versus

    students "ho "ere taught

    using traditional math

    methods only

    instruction)

    %&periment

    al group"b#'

    112 students

    (receivedtraditional

    math

    instructional

    in 1stsem and

    +igital

    games #ased

    learning for

    the 2nd 

    semester)

    The mean difference

    found comparing these

    t"o groups "as ,%051

     points% This result

    indicates that the

    e$perimental group hadsignificantly higher &I8

    test scores as compared

    "ith the control group%

    Therefore- H 

    0  is

    reected%

    digital.#ased games versus

    students "ho "ere taught

    using traditional math

    methods only%

    03 Iskar Ku- Sherry

    J%8hen- +enise

    D%u- Andre"

    8%8 ;Takai

    8han(201,)

    “ The effects of

    game.#ased

    learning on

    mathematical

    confidence and

     performance Digh

    A#ility vs @o"

    A#ility “

    :astery

    &$perience

    Theory

    (/andura)

    • To investigate "hether

    ?/@ enhances students

    confidence and learning

     performances to"ard

    mathematics

    • To investigate "hether

    students "ith different

    levels of academic

    a#ility react similarly to

    ?/@

    uantitative

    (uasi e$p)

    Schools

    in

    Tai"an

    C1 students

    • 10 11

    years

    • 23 &$p

    ?roup

    • 2C

    control

    ?roups

    8omparison #et"een &?

    and 8? means score%

    • 8onfidence (using

    'uestionnaire)(retest

     M  EG  ! ,%,3*

     M CG ! ,%,3C

    (osttest

     M  EG ,%335

    • The results indicate

    that #oth high a#ility

    and lo" a#ility

    students "ith the

    ?/@ approach gained

    significance

    improvement on their

    confidence and

    learning performances

    to"ard mathematics

    • n contrast- student

    "ith the paper #ased

    setting did not sho" a

    significant

    B

    5

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     M CG ! ,%2

    • 8omputational

     performances(assess

    ment)(retest

     M  EG  ! 21%C

     M CG ! 21%*3

    (osttest

     M  EG  35%

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     M CG ! ,%3

    (ost'test lo) ability

     M  EG  ! ,%1<

     M CG ! ,%s

    motivation

    theory

    • To study the

    effectiveness of a

    comple$ computer game

    on student>s alge#ra

    achievement scores%

    • To study the effect of a

    comple$ computer game

    on students> motivationsin learning mathematics%

    uantitative

    method

    ('uasi e$p)

    Eu#lic

    school

    district in

    the

    southeast

    of the

    9nited

    States

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    0 :ido 8hang;:ichael A%

    &vans ;Sunha

    Kim ;

    Anderson Horton

    ;Kir#y +eater.

    +eckard ;

    Javu=Samur

    (201C)

    “The effects of

    an educational

    video gameIn mathematical

    engagement7

    8ognitivetheory

    1% To investigate "hether theLAEEM improve student>s

    mathematical engagement

    measured #y an

    overall engagement score as

    "ell as scores for the su#.

    domains #ehavioural-

    emotional- and cognitive%

    2% To investigate are there

    any differential effects of the

    LAEEM for male and femalestudents-

    controlling for prior

    mathematics achievement

    uantitativemethod

    ruralschool

    district in

    Nirginia

    10* fifthgrade

    students

    .2

    students "as

    assigned as a

    control

    group in

    "hich

    students

    learned

    fractionsusing

     paper.and.

     pencil drills%

    .*5 students-

    "ere

    +escriptive statistics of pre.and post.math engagement

    scores

    1% Iverall

    Ere.

    test

    Eost.

    test

    AEE :ale.53%23Gemale

    . 52%03

    :ale.5*%*0Gemale

    . 5,%*1

    Eap

    er ;

    Een

    cil

    :ale.%3*

    Gemale. 51%00

    :ale.*C%2C

    Gemale. 5%00

    .The LAEEM group hadsmall increases "hile the

     paper.and.pencil drill

    group displayed #ig

    decreases in all

    engagement levels% ts

    sho" that the AEE games

    help students in their

    mathematical engagement

    . The main effect of

    LAEEM- gender- andmathematics achievement

    did not reveal significant

    effects on cognitive

    engagement%

    B

    8

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    assigned to

    learn

    fractions #y

     playing the

    LAEEM on

    iEodTouches as a

    treatment

    group

    2% #ehavioural

    Ere.

    test

    Eost.

    test

    AEE :ale.,C%*<Gemale

    . ,

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    +"eri2 (201

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    ;?"o en D"ang

    (201 self.

    efficacy-

    motivation-

    an$iety ;

    Achievements

    theory learning approach

    improve the students>

    self.efficacy in

    comparison "ith the

    conventional

    technology.enhancedlearning approach and

    traditional instruction

    • To study "hether the

    game.#ased

    mathematics learning

    approach promotes the

    students> learning

    motivation in

    comparison "ith the

    conventional

    technology.enhanced

    learning approach and

    traditional instruction

    • To investigate "hether

    the game #ased

    mathematics learning

    approach decrease the

    students> mathematical

    an$iety in comparison

    "ith the conventional

    technology.enhanced

    learning approach and

    traditional instruction

    • to investigate "hether

    the game.#ased

    mathematics learning

    approach improve the

    students>> learning

    l method in

    /eiing

    • &$p

    group

    • 2,

    student

    • 9sing

    +igitalgame.

     #ased

    learning

    .?roup /

    • &$p

    ?roup

    • 2,

    students

    • using e.

    learning

    .?roup 8• 8ontrol

    group

    • 2,

    students

    • using

    tradition

    al

    instructi

    on

    result

    1% self.efficacy

    ('uestionnaire)

    Ere Eost

    A ,%C, ,%*<

    / ,%15 ,%C3

    8 ,%,0 ,%2<

    2% @earning :otivation

    ('uestionnaire)

    Ere Eost

    A ,%00 ,%*

    / ,%00 ,%C3

    8 ,%00 ,%2,

    ,% :athematical

    an$iety

    ('uestionnaire)

    Ere Eost

    A ,%

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    achievement in

    comparison "ith the

    conventional

    technology.enhanced

    learning approach and

    traditional instruction11 ennie :% 8arr

    (2012)

    +oes :ath

    Achievement

    h>AEE>en "hen

    iEads and ?ame.

    /ased @earning

    are ncorporated

    into Gifth.?rade

    :athematics

    nstruction

    student.

    centered

    e$perientia

    l theoreti.

    cal

     H 0 There "iil #e no

    statistically significant

    difference e$ists in

    mathematics achievement

    among fifth. grade students

    in a small- rural Nirginia

    school district as measured

     #y the fifth.grade

    mathematics SGA Nirginia

    SI@ aligned assessment for

    students in the group in

    "hich ipads "ere used in a

    11 setting for mathematical

    instruction as compared to

    students in the group in

    "hich iEads "ere not used

    uantitative

    .'uasi

    e$periment

    2

    elementa

    ry

    schools

    in

    Nirginia .

    ?race

    Dannah

    elementa

    ry school

    .@ucas

    6o#ert

    elementa

    ry school

    Cth grader

    mathematics

    students.

    '!ontrol

    groups

    C3 Cth grade

    students

    from ?race

    Dannah

    elementary

    schools

    .%&perimtal

    *roups

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    3%*

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    computer games

    on speed- attention

    ; consistency of

    learning

    mathematics

    among students7

    increasing the attention of

    math students

     H 2 Nideo ?ames

    have positive effect on

    increasing the speed ofmath students

     H 3 Nideo ?ames

    have positive effect on

    increasing the learning

    a#ility of math students

     H 4 Nideo ?ames

    have positive effect on

    increasing the learning

    consistency of math

    students

    8ity multistage

    cluster

    sampling

    one class

    "as selected

    randomly to

    form the

    control

    group ;

    other class

    as the e$p

    group

    control

    group

    'traditional

    maths class

    %&p group

    .using ocean

    e$press

    game

     

    - The mean scores of

    e$p group in attention

    "ere more than that of

    control group% G.test

    results sho"s that the

    difference is

    significant(G!210%,-p!0%001)

    - The average of the e$p

    group in speed "as

    more than that of the

    control group% G.test

    results

    (G!1C%23-p!0%001)%

    - the e$perimental

    intervention had no

    significant effect on

    math learning

    (G!1%1*-p!0%2) ;

    learning sta#ility

    (G!2%1C-p!0%1C)%

    accelerated math

    calculations in learning

    mathematics% ho"ever

    computer games have no

    significant effect on

    increasing math learning

    ; learning sta#ility

    1, +i$ie K%

    S"earingen(2011)

    &ffect of digital

    game #ased

    learning on ninth

    8onstructi

    vismtheory

    1% To study the effect of

    digital.game play onstudent mathematics

    achievement as

    measured #y a district

    created standards.#ased

    e$am

    uantitative

    method

    Transitio

    n class inrural

    high

    school

    in 9S-

    mid"este

    20

    1

    st

     year 5

    th

     grade

    students

    Treatment

    group.game

    The descriptive

    data results from #oth

    control and treatment

    groups

    +st objectie

    • :ean post.test scores

    for all students that did

    not play the ::I?

    The results of this study

    indicate that a relationshipmay e$ist #et"een

    ninth grade students>

    mathematics achievement

    scores on a district created

    standardi=ed test and

    14

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    grade students>

    mathematics

    achievement

    2% to study "hether are

    there statistically

    significant differences in

    mathematics

    achievement #et"een

    students "ho play an

    interdisciplinary ::I?

    and students "ho do not

     play an interdisciplinary

    ::I?,% To investigate to "hat

    e$tent do students>

    gender - S&S and the

    relationship of playing

    or not playing an

    interdisciplinary game

    have on 5th grade

    students> mathematics

    achievement

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    district developed

    standardi=ed test%

    -rd objectie

    • 6egression results

    indicate that neither

    group nor gender have

    a significant effect onstudents> posttest score

    "ith YG(1-1

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     pretest scores and ten

     percent of the variance

    may also #e

    contri#uted to the

    amount of time

    students played the

    ::I?% Thecorrelation coefficients

    "ere 0%,2and 0%,3 for

     pretest and time

     playing the ::I?

    respectively

    1< 8hristine :

    (201,)

    “&valuation of the

    &ffect of a +igital

    :athematics

    ?ame onAcademic

    Achievement7

    Situated

    learning

    theory

    6esearch 'uestion

    1 hat is the effectiveness

    of Ko>s ourney on students>

    mathematics

    achievement as measured #y

    the researcher.constructed

    assessment of theseventh grade 8ommon 8ore

    :athematics Standards

    relative to students

    "ho do not play Ko>s

    ourney

    2 +o the items of the

    assessment function

    differently for students using

    Ko>s ourney as a

    supplement to normal

    instruction than for students"ho do

    not play the game

    uantitative Schools

    in

    8olorado

    ,*1 *th grade

    students

    • ?rand mean of the

     posttest measure for

    the full model "as

    *%,, (%,5) "ith a

    high relia#ility

    estimate of %*% The

    regression

    coefficients of

    treatment- .0%12

    (%C3)- t ()! .0%203- p

    ! %

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    Thus- even "hen

    differences in

    average classroom

    achievement on the

     pretest "ere

    controlled (i%e%- held

    constant)- treatment

    effects "ere not

    evident%

    • Eretest and posttest

    item difficulties

    "ere calculated for

    the e$perimental and

    control groups and

    decreased in itemdifficulty for the

    e$perimental group

    relative to the

    changes for the

    control group% As

    recommended #y

    @inacre (2012)-

    items "ith

    differences of %C

    logits "ere

    considered nota#le

    and possi#le

    evidence of content

    that the Ko>sourneyintervention "as

    successful in

    targeting% Gour of

    the si$ items (C-

    3- 12- and 1C)

    18

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    had clear

    connections to Ko>s

    ourney content%

    Do"ever- it is

    unkno"n "hy the

    e$perimental

    students found the

    t"o statistics and

     pro#a#ility items

    (1 and 20) less

    difficult given the

    lack of compara#le

    content in Ko>s

    ourney%

    1C @u 8hung 8hin-

    &ffandiFakaria

    (201C)

    “9nderstanding of 

     Hum#er 8oncepts

    and

     Hum#er

    Iperations

    through ?ames in

    &arly

    :athematics

    &ducation7

    8onstructi

    vism

    theory

    D01 There "ere no

    significant differences in

    mathematics achievement

    scores of pupils across three

    testing

    time (pre- post 1- post 2)%

    D02 There "ere no

    significant differences in

    mathematics achievement

    scores #et"een the

    e$perimental

    group and the control group%

    'uasi.

    e$perimenta

    l design

    Ere.

    school in

    /anggi

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    for #oth

    e$perimental and

    control groups did

    not differ

    significantlyLG (1-

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    G(2-5

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    teachers ; students

    had a consistent

    vie" on the impact

    of students>

    mathematics prior

    kno"ledge- #ut

    inconsistent

     perspectives on the

    impacts of computer 

    skills and &nglish

    language skills on

    students>

    mathematics

    achievement and

    motivation "hen

    they played the

    games

    1* Eilar @isa (201,)

    The &ffects of

    +igital ?ames on

    :iddle School

    Students>

    :athematical

    Achievement

     

    8onstructi

    vist

    @earning

    Theory

    Research uestions

    1%hat effects did playing a

    digital game ( Lure of the

     Labyrinth) have on middle

    school students>

    mathematical achievement-

    as measured #y internal

    assessments linked to the

     Hational 8ouncil of Teachers

    of :athematics (H8T:)

    standards and #enchmarks

    2% +id the effects of playing

    a digital game ( Lure of the

     Labyrinth) on middle school

    students> mathematical

    uantitative

    method

    nternati

    onal

    School of 

    Kenya

    13 (grades

    3-*-; )

    students

    0uestion +

    < control group students

    e$hi#ited an average

    math score

    decline of .%, point

    from 0%55 points (SD !

    10%*3) at pretest to 0%31

     points (SD ! 11%10) at

     posttest% n contrast- the

    < students in the

    treatment groupimproved their

    mathematical

    30 achievement scores B

    1%

    mathematical

    achievement

    •  playing Labyrinth had

    a positive #ut small

    effect on math

    achievement for #othgirls and #oys (b !

    .1%*- p %000C- &S !

    %1,) "ith no

    significant difference

    of treatment due to

    22

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    achievement- as measured #y

    internal assessments linked

    to H8T: standards and

     #enchmarks- differ for #oys

    versus girls

    ,% hat effects did playing a

    digital game ( Lure of the

     Labyrinth) have on middle

    school students> motivation

    to learn mathematics- as

    measured #y a modified

    version of the 8ourse nterest

    Survey (8S) (Keller- 15*)

    at pretest (SD ! 11%2s

    change in attention score

    as the reference- the

    overall change #et"een

    the t"o groups is .1%1* (.

    0%, . 1%1< ! .1%1*)% Thus-

    the students in the

    control group at posttest

    gained an average of

    1%1* fe"er points ontheir self.reporting of

    Attention than the

    students in the treatment

    group%

    se$ (b ! .1%C

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    "oo (201,)

    +igital game.

     #ased @earning

    Supports student

    motivation-

    cognitive success-

    and performance

    outcomes

    - volition

    ;

     performan

    ce (:NE)

    theory

    1% hat +?/@ design

    method can #e employed

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    24

  • 8/15/2019 Rubrict for Research Dr Sabariah

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    sho"s that learners

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  • 8/15/2019 Rubrict for Research Dr Sabariah

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    diselaraskan dalam

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  • 8/15/2019 Rubrict for Research Dr Sabariah

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  • 8/15/2019 Rubrict for Research Dr Sabariah

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    &ffects of

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    28

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    gaet s:!i"

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    29

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  • 8/15/2019 Rubrict for Research Dr Sabariah

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    31

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    .He$t- the students>

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    32

  • 8/15/2019 Rubrict for Research Dr Sabariah

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  • 8/15/2019 Rubrict for Research Dr Sabariah

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  • 8/15/2019 Rubrict for Research Dr Sabariah

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  • 8/15/2019 Rubrict for Research Dr Sabariah

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    36

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    ,0  Q*a" 2010

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