eLearningChapter Preprint
eLearningChapter Preprint
Spector, B. B. Lockee, & M. D. Childress (Eds.), Learning, Design, and Technology. An International Compendium of Theory, Research,
Practice, and Policy (pp. 1-23). Switzerland: Springer International Publishing. doi:10.1007/978-3-319-17727-4_67-1
Abstract
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E-learning has become an increasingly important learning and teaching mode in
recent decades and has been recognized as an efficient and effective learning
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method. The rapidly rising number of Internet users with smartphones and tablets
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around the world has supported the spread of e-learning, not only in higher
education and vocational training but also in primary and secondary schools.
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distance from the instructor. The design of the initial e-learning courses tended
to replicate existing distance education practice based on content delivery. How-
ever, long textual lectures were clearly not suitable for the online environment.
These early insights guided the development of e-learning (technical and peda-
gogical) and emphasized the need for communication and interaction.
Keywords
E-learning development • E-learning technology • E-learning models • Learning
digital ecosystems
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Introduction
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way to describe learning delivered entirely online where technology mediates the
learning process. The pedagogical design and technology behind e-learning have
gradually evolved to provide support and facilitate learning.
E-learning has become an increasingly important learning and teaching mode, not
only in open and distance learning institutes but also in conventional universities,
continuing education institutions and corporate training, and it has recently spread to
primary and secondary schools. Moreover, greater access to technological resources
is providing e-learning not only in formal education but also in informal learning.
The evolution of e-learning has evolved from instructor-centered (traditional
classroom) to student-centered approaches, where students have more responsibility
for their learning. This evolution has been made possible due to the technological
platforms that support e-learning. Learning management systems (LMS) provide the
framework to handle all aspects of the e-learning process. An LMS is the infrastruc-
ture that delivers and manages instructional content, identifies and assesses individ-
ual and organizational learning or training goals, tracks progress toward meeting
those goals, and collects and presents data to support the learning process.
It is also important to stress the influence of social media on users’ daily habits, as
this has led to increased demand for learning personalization, social resources to
interact with peers, and unlimited access to resources and information (Siemens,
2014). Moreover, e-learning is also being called on to offer flexibility in the way and
place people learn and permit a natural and necessary coexistence of both formal and
informal learning flows. Thus, the “traditional” e-learning platforms, despite their
extensive penetration and consolidation, need to evolve and open themselves up to
supporting these new affordances to become another component within a complex
digital ecosystem. This, in turn, will become much more than a sum of its indepen-
dent technological components due to the interoperability and evolution properties
orientated to learning and knowledge management, both at institutional and personal
levels.
The continued growth and interest in e-learning have raised many questions
related to learning design and technology to support asynchronous learning: What
are the best instructional models in online settings? How have the roles of instructors
and learners evolved? What are the most appropriate forms of interaction and
communication? How can formal and informal learning be combined? What is the
most appropriate technology to support e-learning? The main goal of this chapter is
to describe the evolution of e-learning and to analyze the current situation and future
trends in the design strategies and technological affordances of e-learning.
The chapter is divided into four sections. Firstly, we describe the meaning of the
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term e-learning and its evolution from the early 1990s until today. In the second part,
we focus on the evolution of pedagogical approaches in e-learning. The third part
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analyzes learning technologies with particular emphasis on the development of the
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learning ecosystem as a technological platform that can provide better services than
traditional LMS. Finally, in the fourth part, based on the resulting analysis, the
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In this section we analyze the meaning of the term e-learning in relation to other
similar terminologies (distance education, online learning, virtual learning, etc.) and
the evolution of e-learning generations from the early 1990s until today.
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2012; García-Peñalvo & Seoane-Pardo, 2015; Garrison & Anderson, 2003; Gros
et al., 2009) or timelines (Conole, 2013), as opposed to other taxonomies that use
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variables such as centrality (Anderson, 2008) or the pedagogical model (Anderson &
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Dron, 2011).
Garrison and Anderson (2003) refer to five stages, or generations, of e-learning,
each with its own theoretical model. The first is based on a behaviorist approach; the
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study; the third generation is based on constructivist theories and centers on the
advantages of synchronous and asynchronous human interaction; the fourth and fifth
generations have no theoretical background, and the authors considered that their
main characteristics were not yet present in training programs, but they would be
based on a huge volume of content and distributed computer processing to achieve a
more flexible and intelligent learning model.
Gros et al. (2009) present three generations, each with a different e-learning
model. The first generation is associated with a model focused on materials, includ-
ing physical materials enriched with digital formats and clearly influenced by the
book metaphor. The second generation is based on learning management systems
(LMS) inspired by the classroom metaphor, in which huge amounts of online
resources are produced to complement other educational resources available on the
Internet known as learning objects (Morales, García-Peñalvo, & Barrón, 2007;
Wiley, 2002). In this generation the interaction dynamics start through messaging
systems and discussion forums. The third generation is characterized by a model
centered on flexibility and participation; the online content is more specialized and
combines materials created both by the institution and the students. Reflection-
orientated tools, such as e-portfolios and blogs (Tan & Loughlin, 2014), and more
interactive activities, such as games (Minović, García-Peñalvo, & Kearney, 2016;
Sánchez i Peris, 2015), are also introduced to enrich the learning experience with a
special orientation toward the learning communities model (Wenger, 1998). In
addition, web-based solutions are expanded to other devices which leads to the
development of mobile learning training activities (Sánchez Prieto, Olmos
Migueláñez, & García-Peñalvo, 2014).
Stephen Downes (2012) starts with a generation zero based on the concept of
publishing multimedia online resources with the idea that computers can present
content and activities in a sequence determined by the students’ choices and by the
results of online interactions, such as tests and quizzes. This foundational basis is the
point of departure for all subsequent developments in the field of online learning.
Generation one is based on the idea of the network itself, with tools such as websites,
e-mail, or gopher to allow connection and virtual communication through special-
ized software and hardware. Generation two takes place in the early 1990s and is
essentially the application of computer games to online learning. Generation three
places LMS at the center of e-learning, connecting the contents of generation zero
with the generation one platform, the Web. Generation four is promoted by the Web
2.0 concept, which in online education is known as e-learning 2.0 (Downes, 2005).
One of the most significant characteristics of e-learning 2.0 is the social interaction
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among learners, changing the nature of the underlying network where the nodes are
now people instead of computers. This social orientation also causes a real prolifer-
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ation of mobile access and the exploitation of more ubiquitous approaches in
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education and training (Casany, Alier, Mayol, Conde, & García-Peñalvo, 2013).
Generation five is the cloud-computing generation (Subashini & Kavitha, 2011) and
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E-Learning Generations
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I 10 Learning Analytics
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definitions of e-learning are generally associated with this e-learning generation. For
example, Betty Collis (1996) defines tele-learning as “making connections among
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The second aspect implies a loss of verticality in the e-learning concept to become
a broader and more transverse element that is at the service of education in its wider
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sense. Both from an intentional (formal and informal) and unintentional (informal)
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view, learning ecosystems are at the service of people involved in teaching and
learning processes or in self-learning. Thus, e-learning is integrated into educational
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Fidalgo-Blanco, 2016).
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Sonwalkar, 2013), and gamification capabilities (Borrás Gené, Martínez-Nuñez, &
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However, the existing dichotomy between cMOOCs and xMOOCs is questioned
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by different authors due to its limitations. Thus, Lina Lane (2012) proposes the
sMOOC (skill MOOC) as a third kind of MOOC based on tasks; Stephen Downes
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In the previous section, we described the evolution of e-learning and noted the
existence of different educational approaches over time. In this section, we focus on
the evolution of e-learning, taking into account the pedagogical approach.
Pedagogical approaches are derived from learning theories that provide general
principles for designing specific instructional and learning strategies. They are the
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Fig. 2 A theory-based design framework for e-learning (Source: Dabbagh (2005, p. 32))
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mechanism to link theory with practice. Instructional strategies are what instructors
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learning strategies and, (3) pedagogical tools or online learning technologies (i.e.,
Internet and Web-based technologies). These three components form an iterative
relationship in which pedagogical models inform the design of e-learning by leading
to the specification of instructional and learning strategies that are subsequently
enabled or enacted through the use of learning technologies” (see Fig. 2). Due to the
fact that learning technologies have become ubiquitous and new technologies
continue to emerge bringing new affordances, pedagogical practices are continu-
ously evolving and changing. This does not mean that some designs and pedagogical
practices have disappeared. As we have mentioned, generations of e-learning coex-
ist. For example, some instructive models based on the transmission of knowledge
are still used but, sometimes, they incorporate new strategies such as gamification.
Conole (2014) divided pedagogies of e-learning into four categories:
Associative Constructivist
Focus on individual Building on prior
Learning through knowledge
association and Task-orientated
reinforcement
Situative Connectivist
Learning through Learning in a
social interaction networked
Experiential, Learning in context environment
Reflective & dialogical
problem-based,
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learning,
role play Personalised learning
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Fig. 3 The pedagogies of e-learning. Source: teachertrainingmatters.com/blog-1/2015/12/19/learn
ing-theories-in-practice
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interaction in context. The learner has a clear responsibility for his/her own
learning. This approach is therefore “learner centered.”
4. Connectivist – learning through a networked environment. The connectivist
theory advocates a learning organization in which there is not a body of knowl-
edge to be transferred from educator to learner and where learning does not take
place in a single environment; instead, it is distributed across the Web and
people’s engagement with it constitutes learning.
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However, what is clear is that there are still some research gaps regarding the impact
of e-learning on educational and training environments, as well as insufficient
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studies on cost-effectiveness and long-term impact.
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Research on e-learning design points out that one of the most significant require-
ments for further adoption of e-learning is the development of well-designed courses
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with interactive and engaging content, structured collaboration between peers, and
flexible deadlines to allow students to pace their work (Siemens, 2014). Certainly,
every aspect of such a design can be interpreted in different ways. Nevertheless,
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research shows that structured asynchronous online discussions are the most prom-
inent approach for supporting collaboration between students and to support learn-
ing. Darabi et al. (2013) consider that the greatest impact on student performance is
gained through “pedagogically rich strategies” that include instructor participation,
interaction with students, and facilitation of student collaboration as well as contin-
uous monitoring and moderating discussions. A promising approach to developing
self-regulatory skills using externally facilitated scaffolds is presented in Gašević,
Adescope, Joksimović, and Kovanović’s (2015) study. Their research shows that
meaningful student-student interaction could be organized without the instructor’s
direct involvement in discussions. There is a significant effect of instructional design
that provides students with qualitative guidelines on how to discuss, rather than
setting quantitative expectations only (e.g., number of messages posted) (Gašević
et al., 2015). The provision of formative and individualized feedback has also been
identified as an important challenge in e-learning (Noesgaard & Ørngreen, 2015).
In addition to support from the theories of learning, we can also find e-learning
models that provide specific support for designing effective learning experiences for
students participating in online courses. Bozkurt et al. (2015) provide a content
analysis of online learning journals from 2009 to 2013. In their study, they found that
the Community of Inquiry model has been particularly relevant to the successful
implementation of e-learning.
In the Community of Inquiry model (Garrison, Anderson & Archer, 2003),
learning is seen as both an individual and a social process, and dialogue and debate
are considered essential for establishing and supporting e-learning. The Community
of Inquiry model defines a good e-learning environment through three major
components:
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instructor to each other, and cognitive presence ensures the community’s continuing
usefulness to its participants.
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After undertaking an extensive review of the literature on online interactions and
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communities, Conole (2014) developed a new Community Indicators Framework
(CIF) for evaluating online interactions and communities. Four community indica-
tors appear to be common: participation, cohesion, identity, and creative capability.
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Participation and patterns of participation relate to the fact that communities develop
through social and work activity over time. Different roles are evident, such as
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connections and interactions between learners, teachers, and resources and seen as
emerging from critical dialogues and enquiries. Knowledge emerges from the
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bottom-up connection of personal knowledge networks. Along these lines, Chatti,
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Jarke, and Specht (2010, p. 78) refer to the learning as a network (LaaN) perspective.
“Each of us is at the centre of our very own personal knowledge network (PKN). A
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PKN spans across institutional boundaries and enables us to connect beyond the
constraints of formal educational and organisational environments. Unlike commu-
nities, which have a start-nourish-die life cycle, PKNs develop over time.”
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Learning Ecosystems
There are very few technological innovations that reach a sufficient level of maturity
to be considered as consolidated technologies in the productive sector. It is also true
that some of these technologies arrive on the scene surrounded by a halo of
fascination that leads to the creation of different ad hoc practices, often resulting in
unfulfilled expectations and eventually the complete disappearance of said
technology.
In e-learning, LMS are a paradigmatic case. They are a fully consolidated
educational technology, although the educational processes in which they are
involved could improve substantially. E-learning platforms are well established in
the higher education area and enjoy very significant adoption in other educational
levels and the corporate sector.
Although LMS are very complete and useful as course management tools, they
are too rigid in terms of communication flow, limiting participants’ interaction
capabilities too much. For this reason, teachers and students tend to complement
e-learning platforms with other tools, thereby creating personal learning networks
(Couros, 2010).
It would seem that LMS have lost their appeal as a trending or research topic due
to their known limitations, while different approaches and technologies are
appearing in the education sector to claim the apparently empty throne. Various
reports on educational technology trends underline topics such as MOOCs
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(SCOPEO, 2013), gamification (Lee & Hammer, 2011), learning analytics
(Gómez-Aguilar et al. 2014), adaptive learning (Berlanga & García-Peñalvo,
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2005), etc., but none of these proposed technologies, by themselves, have achieved
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the disruptive effect that allows them to substantially improve or change teaching
and learning processes.
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ment in which they carry out their basic functions, and the set of relationships
between organisms and the environment. Thus, the technological ecosystem may
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be defined as a set of software components that are related through information flows
in a physical medium that provides support for these flows (García-Holgado &
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García-Peñalvo, 2013).
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same time, it offers an analytic framework for understanding specific patterns in the
evolution of its technological infrastructure, taking into account that its components
may adapt to the changes that the ecosystem undergoes and not collapse if they
cannot assume the new conditions (Pickett & Cadenasso, 2002). On the other hand,
the users of a technological ecosystem are also components of the ecosystem
because they are repositories and generators of new knowledge, influencing the
complexity of the ecosystem as artefacts (Metcalfe & Ramlogan, 2008).
From the learning technologies perspective, the past has been characterized by the
automation that spawned the development of e-learning platforms. The present is
dominated by integration and interoperability. The future challenge is to connect and
relate the different tools and services that will be available to manage knowledge and
learning processes. This requires defining and designing more internally complex
technological ecosystems, based on the semantic interoperability of their compo-
nents, in order to offer more functionality and simplicity to users in a transparent
way. Analyses of the behavior of technological innovations and advances in cogni-
tive and education sciences indicate that the (near) future use of information tech-
nology in learning and knowledge management will be characterized by
customization and adaptability (Llorens, 2014).
The learning ecosystem as a technological platform should be organized into a
container, the architectural framework of the ecosystem, and its functional compo-
nents (García-Holgado & García-Peñalvo, 2016).
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Fig. 4 Ecosystem architecture
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the ecosystem components and a correct definition of the architecture that supports it
(Bo, Qinghua, Jie, Haifei, & Mu, 2009). The current status and technical and
technological evolution of technological ecosystems show very pronounced paral-
lelism with all the technology developing around the Internet and cloud services.
More specifically, the evolution in data collection, analysis procedures, and decision-
making drink from the same fountain as certain types of emerging technologies such
as the Internet of things, the processes that extract concepts from business intelli-
gence, or data mining processes applied to knowledge management.
Figure 4 presents the essential architecture of a learning ecosystem,
distinguishing the framework and a set of basic components for analytics, adaptive
knowledge management, gamification, and evidence-based portfolios.
The interconnection of platforms, tools, and services requires communication
protocols, interfaces, and data and resource description standards that enable data to
be entered and transmitted with minimal quality requirements that allow its meaning
and context to be preserved. Interconnection protocols and data collection rely on
platform interoperability, on the possibility of using sensors and other ways of
gathering evidence of learning, on open data with standard semantic content, and
even on descriptors and evidence linked to knowledge acquisition processes (Retalis,
Papasalouros, Psaromiligkos, Siscos, & Kargidis, 2006). The current state of devel-
opment of e-learning ecosystems and their extension to different learning method-
ologies and paradigms pinpoints the relevance of this research area for the process,
because data is the raw material (U.S. Department of Education - Office of Educa-
tional Technology, 2012) for designing the learning cycle (data-driven design),
assessing learning tasks and activities (learning analytics), and even as a means of
providing real-time feedback (data-driven feedback) and tailoring the learning
environment to the learner’s needs.
The most outstanding characteristic of these learning ecosystems is that they are a
technological approach but they are not an end in themselves. Instead, they serve the
pedagogical processes that teachers want to organize in the technological contexts
they provide, masking the internal difficulty of the technology itself.
Concluding Remarks
In the 1990s, student profiles in e-learning were similar to those of classic distance
education: most learners were adults with occupational, social, and family commit-
ments (Hanson et al., 1997). However, the current online learner profile is beginning
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to include younger students. For this reason, the concept of the independent adult,
who is a self-motivated and goal-orientated learner, is now being challenged by
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e-learning activities that emphasize social interaction and collaboration. Today’s
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online learners are expected to be ready to share their work, interact within small
and large groups in virtual settings, and collaborate in online projects. According to
Dabbagh (2007, p. 224), “the emerging online learner can be described as someone
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who has a strong academic self-concept; is competent in the use of online learning
technologies, particularly communication and collaborative technologies; under-
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stands, values, and engages in social interaction and collaborative learning; pos-
sesses strong interpersonal and communication skills; and is self-directed.” Stöter,
Bullen, Zawacki-Richter, and von Prummer (2014) identify a similar list to Dabbagh
and also include learners’ personality traits and disposition for learning, their self-
directedness, the level of motivation, time (availability, flexibility, space) and the
level of interaction with their teachers, the learning tools they have at their disposal,
and the level of digital competency, among many other characteristics.
The research into learner characteristics identifies behaviors and practices that
may lead to successful online learning experiences for learners. However, it is
important to emphasize that due to today’s greater diversity of profiles, there are
many influences on students’ individual goals and success factors that are not easy to
identify. As Andrews and Tynan (2012) pointed out, part-time online learners are a
very heterogeneous group. Due to this diversity of e-learners, it is not appropriate to
privilege a particular pedagogical model, instead it is very important to design
learning environments that take learners’ needs and the context into account.
Providing formative, timely, and individualized feedback has also been identified
as an important challenge in the online learning environment. Likewise, more recent
studies have also highlighted the importance of timely, formative, effective, and
individualized feedback in order to efficiently support learning.
As Siemens (2014) argues, there is also a great opportunity for further research to
examine how (and whether) institutions are redesigning online courses based on the
lessons learned from MOOCs. Moreover, another potential line of research might be
investigating how universities position online learning with respect to on-campus
learning. Finally, current research also shows that higher education has been primar-
ily focused on content design and curriculum development. However, in order to
develop personalization, adaptive learning is crucial.
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