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Progressive inquiry learning object templates (PILOT).


In most cases digital learning objects are used for individual learning (reading, looking, playing, quizzes) or by teachers in their class-room or online teaching (presentations). In PILOT project we argue that learning objects should be designed and presented in a special way in order to promote truly social constructivist con·struc·tiv·ism  
n.
A movement in modern art originating in Moscow in 1920 and characterized by the use of industrial materials such as glass, sheet metal, and plastic to create nonrepresentational, often geometric objects.
 learning. The project is based on the concept of progressive inquiry learning object templates (PILOTs). These learning objects support progressive inquiry knowledge building process in computer and database supported Knowledge Building environments; found for instance in Fle3 and IVA virtual learning environments. Design research methods such as participatory design This article or section relies largely or entirely upon a .
Please help [ improve this article] by introducing appropriate of additional sources.
 and scenario-based design are used in the project to generate distributable and reusable re·use  
tr.v. re·used, re·us·ing, re·us·es
To use again, especially after salvaging or special treatment or processing.



re·us
 PILOTs. The developed learning objects will be tested and evaluated by schools, teachers, and their pupils.

PEDAGOGICAL ped·a·gog·ic   also ped·a·gog·i·cal
adj.
1. Of, relating to, or characteristic of pedagogy.

2. Characterized by pedantic formality: a haughty, pedagogic manner.
 FOUNDATIONS

In most cases learning objects are used for individual learning (reading, looking, playing, quizzes) or by teachers in their teaching (presentations). For example in ARIADNE knowledge pool system, the majority of learning objects are narrative texts, excercises, hypertexts, and slides (Najjar, Ternier, & Duval, 2003). At the time of writing only 1.4% of more than 4,400 existing learning objects in ARIADNE were described as project statements, which means that they are most likely based on constructivist pedagogy.

In UIAH UIAH University of Art and Design Helsinki  Media Lab our views are based on the social constructivist theory that sees learning as the participation in social processes of knowledge construction. We have developed the Fle3 learning environment (see http://fle3.uiah.fi), which is designed for social constructivist learning. The environment contains three learning tools: WebTop, Knowledge Building, and Jamming. WebTops can be used for storing different items (files, links, notes). With the Knowledge Building tool groups can carry out knowledge building discussions to debate on the given context and build their own theories. Jamming tool is used for collaborative design and construction of digital artefacts (images, sound, etc.) (Leinonen, Kligyte, Toikkanen, Pietarila, & Dean, 2003). The tools originally created in Fle3 are present also in IVA learning management system (see http://www.htk.tlu.ee/iva/), which was developed based on Fle3 source code in Tallinn University Tallinn University (TLU) (Estonian: Tallinna Ülikool (TLÜ) is one of the largest institutions of higher education in Estonia. It is located in the capital city of Estonia, Tallinn.  (Laanpere, Poldoja, & Kikkas, 2004).

The main tool of Fle3 is Knowledge Building, where discussions can be carried out with different thinking type sets. These are sets of labels with associated instructions for structuring the discussion process towards a process that the thinking type set tries to support. The most commonly used thinking type set in Fle3 is progressive inquiry. In progressive inquiry students can choose the the proper knowledge type for their note from five knowledge types (Figure 1).

The progressive inquiry pedagogical model was developed in the department of psychology, at the University of Helsinki The University of Helsinki is not to be confused with the Helsinki University of Technology.

The University of Helsinki (Finnish: Helsingin yliopisto, Swedish: Helsingfors universitet 
. It is a model of learning where students are encouraged to engage in the process of question and explanation driven inquiry (Muukkonen, Hakkarainen, & Lakkala, 1999). As a method of teaching and learning this means that the pupils are encouraged to make their conceptions of the topics studied explicit, and then the study group works together to improve the presented ideas and explanation.

[FIGURE 1 OMITTED]

The conceptual framework For the concept in aesthetics and art criticism, see .

A conceptual framework is used in research to outline possible courses of action or to present a preferred approach to a system analysis project.
 of progressive inquiry is often presented (Muukkonen et al., 1999; Hakkarainen, Lonka, & Lipponen, 1999) as six steps that loosely follow each other. The steps are:

1. creating context,

2. engaging in question-driven inquiry,

3. generating one's own working theories,

4. critical evaluation of knowledge advancement,

5. searching new scientific information, and

6. engagement in deepening deep·en  
tr. & intr.v. deep·ened, deep·en·ing, deep·ens
To make or become deep or deeper.

Noun 1. deepening - a process of becoming deeper and more profound
 inquiry.

All six aspects of inquiry are shared with fellow inquirers. The aim of the process is accumulation and deepening of knowledge of all the pupils. As the students are encouraged to start the process with some open-ended research questions that are driving the inquiry, pupils may present with the help of their teacher questions that are suitable, challenging, and motivating for them.

THE DESIGN RESEARCH PROBLEMS

The use of Fle3 and IVA in classroom learning has shown that the environment would be easier for teachers to exploit if there are ready-made content packages that frame the context and give a starting point Noun 1. starting point - earliest limiting point
terminus a quo

commencement, get-go, offset, outset, showtime, starting time, beginning, start, kickoff, first - the time at which something is supposed to begin; "they got an early start"; "she knew from the
 for the progressive inquiry process. The idea of the ready-made content is not to provide material that students should study in a traditional manner, but to open problems and questions that the students want to solve during the inquiry study process. The content should generate desire to present their own hypothesis on the topics and find out scientific information on them. This way the ready-made content may help teacher and pupils carry-out the first two steps of the progressive inquiry and give some hints to the third one.

The design problems of the research are:

* How is progressive inquiry supported with ready-made rich media content packages (LO's)?

* How should the ready-made rich media content package be?

* How is easy localization Customizing software and documentation for a particular country. It includes the translation of menus and messages into the native spoken language as well as changes in the user interface to accommodate different alphabets and culture. See internationalization and l10n.  and reusability The ability to use all or the greater part of the same programming code or system design in another application.

reusability - reuse
 provided while retaining authentic context?

* What are the general features of the package?

* Would the package help teachers and pupils, who do not yet know the progressive inquiry model very well to use it in their teaching and learning practice?

The design research is looking for Looking for

In the context of general equities, this describing a buy interest in which a dealer is asked to offer stock, often involving a capital commitment. Antithesis of in touch with.
 answers to the questions by building up concepts and developing prototypes of a package. In the following section we will present the concept and the prototype developed.

DESIGN AND DEVELOPMENT OF PILOTS

Our concept is called progressive inquiry learning object templates (PILOTs). PILOTs are the ready-made content packages made to facilitate progressive inquiry learning inside virtual learning environment. The word template (1) A pre-designed document or data file formatted for common purposes such as a fax, invoice or business letter. If the document contains an automated process, such as a word processing macro or spreadsheet formula, then the programming is already written and embedded in the  emphasizes the reusability (using, editing, modifying, and sharing) of learning objects. The teacher is able to change the learning object before starting the context. PILOTs can be seen as a metaphor for guiding the knowledge building process.

The aim of the PILOT project is to develop several content packages for use in secondary school level. The learning objects are developed in cooperation between UIAH Media Lab Learning Environments research group and the Uusimaa Regional Environment Centre on the topic of wetlands. The school subject where PILOTs is primarily planned to be studied is biology or geography, but can also be used in environmental education study projects that are integrating several school subjects. There is a plan to translate the example PILOTs from Finnish to Estonian and create an English masterfile for future localizations.

The design process was carried out by the principles of participatory design by thinking and discussing among the design team about the scenarios of the possible use of the PILOTs in a primary school education. Our context scenario is a concrete story of use. The strength of scenario-based design lies in it's ease and accessibility. It does not require any special knowledge to understand a scenario. Scenarios are easy to change, they evoke e·voke  
tr.v. e·voked, e·vok·ing, e·vokes
1. To summon or call forth: actions that evoked our mistrust.

2.
 discussion, and raise various questions (Carroll Car·roll , James 1854-1907.

British-born American physician noted for his research on yellow fever. In 1900 he deliberately infected himself with the disease for experimental purposes.
, 2000). The scenario was shared among the design team members to reflect and clarify the concept (Figure 2).

The project is done in close cooperation with the existing learning technology standard development, which is important in the context of PILOTs: IEEE (Institute of Electrical and Electronics Engineers, New York, www.ieee.org) A membership organization that includes engineers, scientists and students in electronics and allied fields.  Learning Object Metadata Learning Object Metadata is a data model, usually encoded in XML, used to describe a learning object and similar digital resources used to support learning. The purpose of learning object metadata is to support the reusability of learning objects, to aid discoverability, and to  standard, IMS (1) See IP Multimedia Subsystem.

(2) (Information Management System) An early IBM hierarchical DBMS for IBM mainframes. IMS was widely implemented throughout the 1970s under MVS and continues to be used under z/OS.
 Content Packaging, and IMS Learning Design IMS Learning Design (IMS LD) is a specification for a metalanguage which enables the modelling of learning processes. The specification is maintained by IMS Global Learning Consortium.  specifications. The aim of the IMS Learning Design Specification is to prescribe pre·scribe
v.
To give directions, either orally or in writing, for the preparation and administration of a remedy to be used in the treatment of a disease.
 various activities for learner and staff in a certain order. It can be seen as the lesson planning for e-learning. The description for the wetlands learning event was developed on IMS Learning Design Level A (IMS, 2003). It describes a six week learning event, in which the PILOTs are used (see Figure 3). IMS Learning Design is designed to work together with IMS Content Packaging, because Learning Design itself does not specify information about the content. The use of PILOTs as content packages has not been implemented yet in Fle3.

Based on the scenarios and learning design description we started to design the first prototype of PILOTs. The main content of PILOTs, the knowledge building context, were written in cooperation with environmental experts and pedagogy experts. The texts were refined in several iterations. Context has a title, short description, and a long description. When the contexts were ready, short scenarios were written to describe the multimedia part of PILOTs. It was expected that a teacher will shortly describe the topic before launching the PILOTs, therefore long description of the context was used as a voiceover text in the scenarios. The voiceover texts were divided into three or four parts. Important keywords from the voiceover text were highlighted and relevant photos selected for all the parts.

Technically multimedia part of PILOTs was implemented in Macromedia Flash 7. Flash was used for multimedia content because it is the most popular browser plug-in A third-party software product, such as a search toolbar, that is integrated into a Web browser to extend its capabilities. A "helper application" provides similar capabilities to a browser plug-in, but runs as an external application and typically launches another window for viewing.  for rich media playback Playback could mean:
  • The re-playing of recorded media.
  • Gapless playback, the seamless playback of digital audio formats (i. e. ipods, mp3 players)
  • Playback singer, a practice in Bollywood musicals.
. Recent studies show that 98.0% of web users have Flash Player installed (Macromedia, 2004). According to according to
prep.
1. As stated or indicated by; on the authority of: according to historians.

2. In keeping with: according to instructions.

3.
 the scenario the most important keywords from the voiceover text are displayed in the movie. It is possible to navigate (1) "Surfing the Web." To move from page to page on the Web.

(2) To move through the menu structure in a software application.
 between the different parts of the movie and see the timeline
For Wikipedia's timeline and related tools, see Wikipedia:Timeline.


Timeline may refer to:
  • Chronology — see also list of timelines
. At the end of the movie all the ready-made research questions are displayed on the screen (Figure 4).

[FIGURE 4 OMITTED]

In the first version, voiceover and images were linked to the main movie, which made it possible to start the playback as soon as the main movie was downloaded. The main drawback DRAWBACK, com. law. An allowance made by the government to merchants on the reexportation of certain imported goods liable to duties, which, in some cases, consists of the whole; in others, of a part of the duties which had been paid upon the importation.  of this solution was impossibility Impossibility
See also Unattainability.

belling the cat

mouse’s proposal for warning of cat’s approach; application fatal. [Gk. Lit.
 to guarantee, that the voiceover text will be exactly synchronized syn·chro·nize  
v. syn·chro·nized, syn·chro·niz·ing, syn·chro·niz·es

v.intr.
1. To occur at the same time; be simultaneous.

2. To operate in unison.

v.tr.
1.
 with the keywords, which were displayed only for a short period of time. In the second version voiceover and images were included to the main file. Typical duration of the movie is around 2 minutes and size between 500 ... 700 KB.

The PILOTs approach emphasizes the modularity, reusability, and distributability of learning object templates. With PILOTs teacher can build up a progressive inquiry course framework by bringing different kind of PILOTs to the one course. Currently this is possible by inserting the PILOTs text to Fle3 knowledge building context and adding a link to the Flash movie. Teachers can also save the PILOTs movie from the web, upload See download.

upload - /uhp'lohd/ To transfer programs or data over a digital communications link from a smaller or peripheral "client" system to a larger or central "host" one.

Opposite: download.
 it to their Fle3 webtop and point the link in knowledge building to the webtop. It is also possible to make ready course frameworks, which already include context texts and movies. The administrator can export and import those courses in XML XML
 in full Extensible Markup Language.

Markup language developed to be a simplified and more structural version of SGML. It incorporates features of HTML (e.g., hypertext linking), but is designed to overcome some of HTML's limitations.
 format, which is compatible with Educational Modelling Language. In the future we plan to change Fle3 Knowledge Building so, that it becomes possible to export/import individual PILOTs (both text and multimedia part) as content packages.

Editing, Localizing, and Reusing PILOTs

The main idea behind teaching is to offer students learning material in an appropriate context. The awareness of learning context in a learning situation is not a new idea, but researches rarely pay attention to the framework of learning contexts or activities and emphasize more on content, neglecting context (Afonso, 2002).

From a pedagogical point of view incompatible incompatible adj. 1) inconsistent. 2) unmatching. 3) unable to live together as husband and wife due to irreconcilable differences. In no-fault divorce states, if one of the spouses desires to end the marriage, that fact proves incompatibility, and a divorce  context proved to be a serious problem (Christiansen & Anderson, 2004). According to the instructional design Instructional design is the practice of arranging media (communication technology) and content to help learners and teachers transfer knowledge most effectively. The process consists broadly of determining the current state of learner understanding, defining the end goal of , context is crucial to provide sense and structure to content (Afonso, 2002). Contextualized learning material helps students catch the meaning and deep understanding of the concept, procedure, information, or skill that learners are required to learn (Martin, 1998).

The PILOT model forestalls the critical issues in terms of contextualizing learning objects. Referred to the technology-based anchored instruction, PILOTs consists of a similar idea by setting up an authentic learning context. Anchored instruction was developed by the Cognition cognition

Act or process of knowing. Cognition includes every mental process that may be described as an experience of knowing (including perceiving, recognizing, conceiving, and reasoning), as distinguished from an experience of feeling or of willing.
 and Technology Group at Vanderbilt and stresses the importance of placing learning within a meaningful context (Bransford, 1990).

Learning objects with provided pedagogical context enable reuse reuse - Using code developed for one application program in another application. Traditionally achieved using program libraries. Object-oriented programming offers reusability of code via its techniques of inheritance and genericity.  of objects, as it also becomes possible for the teacher to modify the learning methods according to the other contextualized issues such as learner group, background, and so forth (Wilson, 2001).

PILOTs can be modified and edited according to the target group and objectives of the lesson by localizing the content and providing an appropriate learning context without needing to modify the original template of an object. Editing PILOTs does not mean that teachers have to know how to use Flash or other multimedia authoring tools. In most cases the teacher will edit only the text part of PILOTs. It must be seen as a template for the progressive inquiry context, not the ready-made learning object.

CONCLUSIONS

PILOT is currently work-in-progress. The first rich media content PILOTs have been developed and internally tested in the design team.

The development process has shown that participatory design and scenario-based design methods, which include experts from different fields is suitable for developing this kind of learning objects. The design research still requires evaluation and iteration One repetition of a sequence of instructions or events. For example, in a program loop, one iteration is once through the instructions in the loop. See iterative development.

(programming) iteration - Repetition of a sequence of instructions.
 of the first prototypes.

More research is needed on testing PILOTs with teachers. First, the research should look for teachers' ways of taking the PILOTs in use, ways of editing and improving them, and testing how the improvements could be shared among other teachers. Second, research should focus on the actual use of the PILOTs among the pupils. Do the pupils find it easier to adapt in the progressive inquiry process with PILOTs or do PILOTs actually lead students to a process that is no more progressive inquiry within their own framing of the topics under study. In this case learning process may end up being only simple gathering of information to find answers to the ready-made questions without deeper cognition and regulation of the groups' work.

The evaluation of PILOTs in school lessons was planned for Autumn 2005. Additional information and the rich media part of example PILOTs are available on the project homepage: http://fle3.uiah.fi/pilot/

References

Afonso, A. P. (2002). Models for the development of learning contexts: Managing learning and knowledge in virtual environments through learning communities. Proceedings of the International Conference on Computers in Education, (pp. 1504-1505), Auckland, New Zealand New Zealand (zē`lənd), island country (2005 est. pop. 4,035,000), 104,454 sq mi (270,534 sq km), in the S Pacific Ocean, over 1,000 mi (1,600 km) SE of Australia. The capital is Wellington; the largest city and leading port is Auckland. .

Bransford, J. (1990). Anchored instruction: Why we need it and how technology can help. In D. Nix & R. Spiro (Eds.), Cognition, education, and multimedia. Hillsdale, NJ: Lawrence Erlbaum.

Caroll, J.M. (2000). Making use. Scenario-based design of human-computer interactions Human-computer interaction

An interdisciplinary field focused on the interactions between human users and computer systems, including the user interface and the underlying processes which produce the interactions.
. Cambridge, MA: The MIT MIT - Massachusetts Institute of Technology  Press.

Christiansen, J.A., & Anderson, T. (2004). Feasibility of course development based on learning objects: Research analysis of three case studies. International Journal of Instructional Technology There are two types of instructional technology: those with a systems approach, and those focusing on sensory technologies.

The definition of instructional technology prepared by the Association for Educational Communications and Technology (AECT) Definitions and Terminology
 and Distance Learning. Retrieved February 21, 2005, from http://www.itdl.org/Journal/Mar_04/article02.htm

Hakkarainen, K., Lonka, K., & Lipponen, L., (1999). Tutkiva oppiminen. Alykkaan toiminnan rajat ja niiden ylittaminen. Porvoo: WSOY WSOY Werner Söderström Osakeyhtiö (Finnish publishing company) .

IMS (2003). IMS learning design information model. Retrieved January 20, 2005, from http://www.imsglobal.org/learningdesign/ldv1p0/imsld_infov1p0.html

Laanpere, M., Poldoja, H., & Kikkas, K. (2004, August). The second thoughts about pedagogical neutrality of LMSs. In Proceedings of the 4th IEEE International Conference on Advanced Learning Technologies, (pp. 807-809). Joensuu, Finland. Los Alamitos Los Alamitos (lôs ăləmē`təs, lŏs), city (1990 pop. 11,676), Orange co., NE of Long Beach, S Calif., in a suburban area; inc. 1960. Los Alamitos Racetrack and U.S. military installations are nearby. , CA: IEEE.

Leinonen, T., Kligyte, G., Toikkanen, T., Pietarila, J., & Dean, P. (2003). Learning with collaborative software--A guide to Fle3. Helsinki, University of Art and Design Helsinki University of Art and Design Helsinki (Taideteollinen korkeakoulu in Finnish) is the largest art university in the Nordic countries. It was founded in 1871. Media Centre Lume - the National Research and Development Center of audiovisual media - is also located in the .

Macromedia (2004). Macromedia flash player statistics. Retrieved October 26, 2004, from http://www.macromedia.com/software/player_census/flashplayer/

Martin, K. (1998). Learning in context. Issues of Teaching and Learning, 4(8). Retrived February 21, 2005, from http://www.csd.uwa.edu.au/newsletter/issue0898/learning.html

Muukkonen, H., Hakkarainen, K., & Lakkala, M. (1999). Collaborative technology for facilitating progressive inquiry: Future learning environment tools. In C. Hoadley & J. Roschelle (Eds.), Proceedings of the CSCL CSCL Computer Supported Cooperative Learning  '99: The Third International Conference on Computer Support for Collaborative Learning Collaborative learning is an umbrella term for a variety of approaches in education that involve joint intellectual effort by students or students and teachers. Collaborative learning refers to methodologies and environments in which learners engage in a common task in which each  (pp. 406-415). Mahwah, NJ: Lawrence Erlbaum. Retrived January 19, 2004, from http://web.archive.org/web/20000916210308/http://kn.cilt.org/cscl99/A51/A51.HTM

Najjar, J., Ternier, S., & Duval, E. (2003). The actual use of metadata (1) (meta-data) Data that describes other data. The term may refer to detailed compilations such as data dictionaries and repositories that provide a substantial amount of information about each data element.  in ARIADNE: an empirical analysis. Retrieved January 20, 2005, from http://rubens.cs.kuleuven.ac.be:8989/ariadne/CONF2003/papers/NAJ2003.pdf

Wilson, S. (2001). Comment & analysis: Why context Is king. Retrived February 21, 2005, from http://www.cetis.ac.uk/content/20010827123828

HANS POLDOJA, TEEMU LEINONEN

University of Art and Design Helsinki, Finland

hans.poldoja@uiah.fi

teemu.leinonen@uiah.fi

TERJE VALJATAGA

Tampere University of Technology Tampere University of Technology (TUT) (Finnish: Tampereen teknillinen yliopisto (TTY) ) is the second-largest of the universities in engineering sciences in Finland. The university is located in Hervanta, a suburb of Tampere. , Finland

terje.valjataga@tut.fi

ANTTI ELLONEN, MARJO PRIHA

Uusimaa Regional Environmental Centre, Finland

antti.ellonen@ymparisto.fi

marjo.priha@ymparisto.fi
According to the national educational curriculum, the six-grade teacher
is starting a course in her classroom on wetlands. The course should
have a perspective of environmental conservation and lead student to
understand what are the wetlands and why they are important. Teacher is
an expert of progressive inquiry learning method and has been using Fle3
with her students for several years. She starts the planning of the
course by searching from Internet ideas on how to organize the course
with her students. With search engine she finds from the learning
material database of the Finland's Environmental Administration a PILOTs
with a title "wetlands". She looks for the description and realise that
it could be a suitable for her needs. As the PILOTs is offered by the
Environmental Administration she may trust that it is well designed and
contains valid information. She downloads the PILOTs in her own computer
and brings it to her Fle3. She takes a closer look of the content of the
PILOTs inside Fle3, makes some minor editing to some ready-made research
questions of the PILOTs. Now she is ready to use the PILOTs. She starts
the course with her students.

Figure 2. Scenario of the use of PILOTs in a six-grade environmental
education

The Wetlands
Introduction

The Wetlands is designed as a six-week progressive inquiry learning
event (2 lessons in a week) for students at the age of 13-15.

The learning event has three main phases:
  1. Finding out what is a wetland? ("Kosteikko--maan ja veden valissa")
  2. Studying different kind of wetlands and their differences ("Suo
     siella, kosteikko taalla")
  3. Why wetlands are important? ("Kosteikossa kuhisee")

These three main phases are also the contexts in the Fle3 Knowledge
Building.

The resources and facilities needed include:
  * Content:
    - Aims and Objectives of the learning activity itself.
    - Short and full descriptions of the course contexts.
    - Ignition questions, which aim is to help to get the KB on the run
    - Multimedia PILOTs of the course contexts
  * Tools:
    - Learning environment with Knowledge Building tool.
    - Image processing software
    - Pen and notebook
    - Microscope
    - Binoculars
    - Ph test kit
    - Rubber boots
    - Recording equipment
  * Communications:
    - Small groups and classroom discussions
    - Knowledge building discourse
    - Presentations

PILOTs is the new type of learning object developed to introduce the
topic and to encourage the Knowledge Building discussions.

The basic sequence of the learning event is:
  1. Introduction to the wetland's topic
    a. Multimedia "teaser" about the wetlands in general
    b. Classroom discussion about the wetlands
    c. Introduction to progressive inquiry learning
    d. First progressive inquiry session in KB
  2. Different types of wetlands
    a. Multimedia "teaser" about the wetlands in general
    b. Classroom discussion about the wetlands
    c. Introduction to progressive inquiry learning
    d. First progressive inquiry session in KB
  3. The biodiversity of wetlands
    a. Multimedia "teaser" about the wetlands in general
    b. Classroom discussion about the wetlands
    c. Introduction to progressive inquiry learning
    d. First progressive inquiry session in KB

Figure 3. The IMS Learning Design description for wetlands learning
event (Level A)
COPYRIGHT 2006 Association for the Advancement of Computing in Education (AACE)
No portion of this article can be reproduced without the express written permission from the copyright holder.
Copyright 2006, Gale Group. All rights reserved. Gale Group is a Thomson Corporation Company.

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Author:Priha, Marjo
Publication:International Journal on E-Learning
Geographic Code:4EUFI
Date:Jan 1, 2006
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