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PAPER

About :

Using ICT to Communicate and Collaborate,

and Using ICT to Inspire and Engage



Subject: Information Technology

Lecturer : Yasyir Fahmi M., M.Pd..

 

English Department
Compiled by Group IV :
DWI MEYDIANTI                            (3061512034)
FITRI WAHYUNI                             (3061512035)





SEKOLAH TINGGI KEGURUAN DAN ILMU PENDIDIKAN
PERSATUAN GURU REPUBLIK INDONESIA
(STKIP PGRI) BANJARMASIN
2017



PREFACE


Thank God we pray for the presence of God Almighty, who always bestows His grace and Hidayah to us, so that all of us to be in good health in carrying out daily activities. And we were able to complete the preparation of papers to fulfill the duties of Information Technology and Communication(ICT) under the title "USING ICT TO COMMUNICATE AND COLLABORATE, AND USING ICT TO INSPIRE AND ENGAGE ".
And also, don’t forget to say thank you to those who give support and especially to Mr. Yasyir Fahmi M, M.Pd as lecturer of  Information and Communication Technology(ICT) who give us this assignment.
We hope that this paper can be useful for all of us.
           


Group IV
1 April, 2017
















Table Of Content

PREFACE  ............................................................................................................................        i
Table Of Content.................................................................................................................       ii
CHAPTER 1 Introduction......................................................................................................       iii
A.      Background..............................................................................................................       iv
B.      Problem Formlation................................................................................................       iv
C.      Purpose ...................................................................................................................       iv
CHAPTER II Explanation.......................................................................................................       1
A.      Information Communication and Technology (ICT)................................................       1
B.      Using ICT to Communicate and Collaborate..........................................................       1
C.      Using ICT to Inspire and Engage.............................................................................       9
CHAPTER III CLOSING .........................................................................................................      17
Source..................................................................................................................................      18













CHAPTER I
Introduction
A.      Background
Information and Communication Technology (ICT) is currently very developing in society. Generally Information Technology is a technology that is used to manage data, including inside: processing, obtain, compile, store, manipulate data in various ways and procedures Gunak produce quality information and high use value. ICT developments continues to increase with human needs. With the information and communication technology can help us to learn and get the information we need from anywhere, anytime, and from anyone.
On this paper, we would show you many ways to use ICT on communication and collaboration, and also how to using ICT to inspiring and engagement in learning activities of students with the kinds of application.

B.      Problem Formulation
1.      What is the meaning of ICT ?
2.      What is the meaning of using ICT to communicate and collaborate ?
3.      What are some kinds of application that use to communicate and collaborate ?
4.      What is the meaning of using ICT to inspire and engage ?
5.      What are some kinds of application that use to inspire and engage ?

C.      Purpose
The general purpose of this paper is to give all of us more knowledge about using ICT to communication and collaboration, and also to inspiring and engagement of students. And we can use the kinds of applications involving the above to teach one day in future when we are to be a teacher.






CHAPTER II
EXPLANATION

A.    Information Communication and Technology (ICT)
ICT (information and communications technology - or technologies) is an umbrella term that includes any communication device or application, encompassing: radio, television, cellular phones, computer and network hardware and software, satellite systems and so on, as well as the various services and applications associated with them, such as videoconferencing and distance learning. ICTs are often spoken of in a particular context, such as ICTs in education, health care, or libraries. The term is somewhat more common outside of the United States.

            ICT is an extended term for information technology (IT) which stresses the role of unified communications and the integration of telecommunications (telephone lines and wireless signals), computers as well as necessary enterprise software, middleware, storage, and audio-visual systems, which enable users to access, store, transmit, and manipulate information. (Wikipedia)


B.     Using ICT to Communicate and Collaborate
In many respect, communication and collaboration are the culmination of all activities . many of those, of course, work best as collaborative activities, whether working on a presentation or making a short video. Students naturally enjoying working with their classmates - well, they usually do – and even though this can call for more active classroom management, teacher know that the most effective learning often takes place this way. ICT has for some time been promising to enable cooperation and user participation. This is sometimes called ‘web 2.0’  and encompasses social networking sites, podcast and blogs, highlighting peer to peer relationships rather than top-down  ones from the early days of static web pages. One palpable change is the way in which technology expands the classroom or perhaps even dissolves its walls,  so that we can not only talk about learning anywhere but also about collaborating anywhere too.
An example of Web 2.0 applications that anyone can use is Google Documents (http://docs google.  con),  Google Docs is not only a free online office suite,  so that you can write and edit your documents from anywhere you have access to the internet,  it also enables a group of authors to collaborate on the text at the same time.


The opportunities for communication and collaboration include : (Peluang untuk komunikasi dan kolaborasi meliputi):
-          mass access to information,  both in school and outside school; (Akses massa untuk informasi, baik di sekolah maupun di luar sekolah;)
-          communal participation in the construction and editing of text(keterlibatan umum dalam pembuatan dan mengedit teks)
-          publication and sharing of creative work,  instantly to a worldwide audience; ;( Publikasi dan berbagi karya kreatif, langsung ke pemirsa di seluruh dunia;)
-          flexible and dynamic forms of interaction and discussion across a range of distances(Bentuk fleksibel dan dinamis dari interaksi dan diskusi di berbagai jarak;)
-          a variety of ways of sharing problems,  solutions and ideas. (Berbagai cara masalah berbagi, solusi dan ide-ide.)

Bloging to boost writing


          The widespread adoption of blogging was one the early manifestations of Web 2.0.  Blogs enable instantancous publication on the internet.  Writers no longer needed to grapple with the technicalities and could just concentrate on creating content which of course can include words,  still and moving pictures,  links and more.  There are now millions of blogs:  some have made their authors rich and famous,  most languish unread.  For English teaching blogs provide students the means of publication for work that might otherwise have been confined to their exercise books,  or at best been displayed in a classroom or found its way into a photocopied newsletter or magazine.
            A blog offers a potential audience which as well as the teacher and the rest of the class can include the whole school,  parents and even(if you wish)  the whole world.  And this is an audience that has the ability to respond just a quickly as the writer can publish.  Blogging still tends to focus on the individual writer(though of course there could be a team of writers behind a blog)  and it tends to be the writer who decides on the initial content.  This means that blogs are less of a collaborative tool than wiki and discussion forums, but have considerable potential for encouraging writing.  One way to learn about the potential is to try one of the free blog services for yourself.  I use WordPress, (www.wordpress.org)  on my own and can recommend the software;  there is a free service at http://wordpress.com.  Blogger(www.blogger.com)  is another very popular blogging service these are easy to join and within a few minutes you can be writing your own journal     


Virtually partners
The Afri Twin project illustrates what is possible when schools make a serious commitment to international links and how ICT can help.  Jemma Defries summarizes the benefits of the links between her school in the Wirral in thc UK and two in South Africa,  which was set up under the auspices of Afri Twin(www.afritwin.net).
An AfriTwin club is an asset to our school and a great opportunity for the pupils to learn about other cultures.  It can open up new experiences for children on both sides of the world who may not necessarily have the funds to travel.  It is a modern day pen-pal system that produces thought-provoking discussions.  As the schools developed the relationship,  they found a number of interesting links that enabled a range of cross-curricular activities to take place.  One was the HMS Birkenhead project they discovered that in 1852 a boat that set sail from Birkenhead(not far from the English school)  sank while transporting troops at Danger Point near Gansbaai on the outskirts of Cape Town,  South Africa(near one of their partner schools The Wirral pupils put together a dramatic re-enactment of the journey of the ship,  filmed it and sent it to the partner school.  It was also placed on the learning platform for parents and families to view.  This gave pupils a common ground to work from and drove the project forward.  They also worked together across three schools and their feeder primary schools to write their own International Student Council Charter.  They filmed pupils from all schools making their pledge,  which was edited and placed on the learning platform to share with all the schools involved.  An important aspect was the creation of a secure community.  The advantage of the learning platform hosted at the English school was that it enabled Jemma to set up a secure blog that only the students involved could access;  this kept students safe online and they liked the idea of belonging to an exclusive club.  They also enjoyed having contact with more than just one person,  in contrast to a traditional pen-pal.  One pupil commented that it was "more fun and less like hard work when using the learning platform.  Another said:  I like the way I can potentially read about the lives of many pupils in South Africa.  1 have so many questions;  it would be unfair to ask one person to answer them all!'  emma adds: "With technology developing all the time,  blogging appears to be the best way to allow our pupils freedom of expression but in a very safe environment.  You can read her AfriTwin report on the learning platform project area of the NATE site at www.nate.org.uk/pagellp.

Wiki's : Working together and anywhere
The value of wikis as a way of recording reactions and research has already been mentioned in Chapter 3, 'Using ICT to respond,  interpret,  reflect and evaluate.  A wiki is,  essentially,  a website that can be edited by users.  For students,  the advantage is that groups can create resources collectively,  with everyone able to see the results instantly.  Collaboration is the whole raison d’etre of wiki software,  with its facilities to record all the changes made,  who made them and when.  It also provides the reassuring ability to revert to an earlier version if the authors decide to reject a later change.  This can readily be demonstrated by looking at the structure of a Wikipedia page,  with its record of edits.  At the time of writing,  for example,  the Wikipedia page on the Pre-Raphaelite Brotherhood had the following entries at the top of the Discussion page: "This sentence is rather unclear:  followed by the reply from the original author: "Yes,  it's utter and complete gibberish.  Some idiot has rewritten it.  The View History section provides a record of the edits(These features could also prove useful when studying the reliability and authenticity of online sources,  as suggested in Chapter 3.)
            Better still,  students should gain experience of creating their own pages A wiki page is blank;  the project could be to provide information(advice to students joining the school,  say),  based on an issue(animal rights,  for example)  or the aim could be to create revision resources on set texts.  There is often a discussion facility attached to wiki pages which enables students to comment on the content.  Once students become engaged,  discussion can be lively and it is interesting to see how students will often move away from the original focus to suggest independent approaches or questions School learning platforms or virtual learning environments(VLEs)  usually include a wiki facility and there is other software that can be installed on an institutional intranet;  if not there are free online versions such as Wikispaces,  which offer private areas for education free of charge(www.wikispaces com)  The institutional option should normally be preferred,  since not only should be able to rely on in accordance with your school or college's requirements rather than having to check these for yourself students will already have user names and passwords so you won't have to but t these up and cope with the problems when,  inevitably,  someone forgets. Student contributions will also all be logged along with their other access to the system and linked to their other work in English to create a virtual portfolio of all their work.  Don't be deterred,  however,  from trying out another service,  students are used to having a number of online identities and may enjoy using a less official alternative.  In some cases a short-lived project is all you need,  especially since you can always capture the final product for the record,  even if the online version is allowed to languish.  You can find out more by visiting one of the popular wiki providers,  such as EDU 2.0 for school(www.  edu20.org)  or Wikispaces(www.wikispaces.com;  take the'Tour'  and see the special educational service in the K-12'  area).


  Wiki Wars 


The students are expected to be familiar with the set texts,  moving beyond merely knowing 'the story;  they need to be able to discuss and evaluate opinions and communicate a personal response,  supporting their comments from the text,  Small group discussion offers a way for students to develop their own ideas and a route to avoid the mere parroting of a prepared answer.  the best Even in regulated classrooms,  however,  unless numbers are very small,  it isn't possible ensure groups stay on task,  avoiding errors and misleading interpretations,  and to ensure all students are able to contribute and receive feedback. This is an area where technology,  in the form of forums and wikis,  offers a real enhancement,  giving students considerable autonomy while allowing the teacher to monitor all contributions.  A couple of examples demonstrate the sometimes surprising ways students engage with these online activities.
She called these 'wiki wars,  commenting:  When asked whether they actually held the opinion that they were strongly arguing,  one girl replied that she didn't,  but just enjoyed debating the point!  his combative aspect also seemed to draw in students who were reluctant to contribute to group discussion in class and the debates would continue long after school hours,  sometimes late into the night.  As teacher,  Carol learnt to step back and allow the students themselves to regulate the discussion they soon chastised anyone they felt was straying off topic(Yeah Bruce be quite!  This poem has nothing to do with the slave trade it's about a man killing his wife!  Woo!  Go me and Tanya). "So the quiet and the unmotivated suddenly came to life and wiki was populated with their quips,  wit and analysis without fear of censure from a teacher.  The effects went further:  Carol found that students'  examination scores also improved.  This was on the basis of a small sample,  of course,  but the students themselves certainly felt the activity had helped them:  It gave me more views to take on when writing my essay.  l got an A,  surprisingly!'  and it was summed up by one boy,  l think it should be for everyone as they would  gain vast amount of different interpretations giving us a wider knowledge of the poems.


Further approaches
            We hope that the advantages of using ICT to facilitate collaborative work will be clear. In this concluding section we’ll explore a number of other activities where the technology will encourage more cooperative working.
1.      Creating a multimodal accompaniment to live performance
2.      Communal participation in the construction and editing
3.      Review
4.      Interact with writer
5.      Create a literature wiki about authors
6.      Exploring language
7.      Podcasting
8.      Simulation
 
C.    Using ICT to Inspire and Engage
In other hand, inspiration is one of the key ingredients for creativity. Sometimes it has a short –term effect but it can also be the slow-burning fuel of artistic endeavours that last for years. By contrast, engagement is short-term – it’s what hold the attention of a class during a lesson. Once the class is engaged, the process of teaching becomes one of steering rather than driving. Guiding rather than motivating. Inspiration and engagement are linked : one foster the other
In this regard,  from their first introduction into classrooms as teaching tools,  computers have been useful. They seemed to carry with them an immediated guarantee of engagement.  A fractious,  bored class suddenly became keen.  The symptoms looked familiar to,  with all the appearances of real engagement.  However,  although the symptoms seem the same,  we need to be quite critical of the apparent engagement afforded by ICT in the English classroom.  We need to be able to discern the difference between enthusiasm for the technology(quite unrelated to the content of the activity)  and realintellectual engagement with the content of the lesson.
A teacher can show a video to the class and achieve what looks like rant attention can use resources that feature multimodal effects and again the students seem riveted,  can introduce drag and drop activities to the interactive whiteboard or play with voting systems and see a rise in enthusiastic participation but the technology cannot be a substitute for properly engaging content.  One cannot think job done just because children like technical gadgets inspiration is a much tougher test for the use of ICT. You can think of engaging activities that involve computers but do they'inspire Did the video in fact induce an alpha-wave zombie state in the class rather than exciting intellectual responses?  Were the multimodal effects simply pandering to the stimulation-hungry,  short-attention-span mentality of some young people?  this chapter we want to maintain a critical stance while suggesting some genuinely inspirational approaches.  They have the advantage of ensuring engagement too

How can ICT help to inspire and engage? 
The trick.  as implied in the introduction do this chapter,  is to focus on the content and the activity rather than the technology.  The aim should be to find applications that have the greatest intellectual impact without the upstaging effect of distracting and ultimately irrelevant digitai packaging. This chapter will explore the use of random function effects applied to English electronic dice throwing Since the introduction or computers to the classroom,  it has proved to be a very fruitful source of novel approaches. The program for English that used random functions was a little activity designed by Anita Straker for the BBC B machine,  called Wordplay.  You typed in four lists of words sorted by word class,  specified the order that these classes would appear and then the program would generate random combinations of words to that recipe in the form of little poems. If a word was misplaced(an adjective in the verb list,  for instance)  then it would sound wrong when it appeared so you would go back to the source lists and edit away until the program produced valid results,  often what was produced had an unexpected quality,  frequently delighful surprising images generated by the accidental confrontation of word with word.
It’s not a new idea, of course. English teachers (and before them countless parlour game players) have found consequence-type games entertaining – where a student writes a phrase on a piece of paper, folds the paper over and passes it round to the next student student in the circle. ( Indeed the Manchester Art Gallery’s recent exhibition, Angels if anarchy, women Artists and Surrealism, featured a 1920s variation  called ‘the exquisite corpse’ (Cadavre Exquis), derived from the parlour game ‘Consequences’. The idea was to generate surreal, mind-challenging expressions). The effect is to randomize the input, exactly parallel to Wordplay’s routine, with hilarious results.
Using a computer to drive the activity has several advantages.
·           Speed
·           Richness of the input lists
·           Ability to alter the input recipe easily, to change the pattern of words
·           Ability to manipulate, edit and save the results
·           Ability to print
·           Ability to mark and map each word class with coloured background.


So there have been a number of experiments with random function for English in school. A brief history of runs like this:
·           Anita straker’s Wordplay
·           Michael Green’s StoryStarter Fruit Machine (produced by Actis)
·           WordSpin (produced by Actis)
·           Wordwhiz (produced by Teachit)

The Story Starter Fruit Machine by Michael Green 
 
 This lovely activity involves several levels of random selection.  The player is presented with the familiar four wheels of a classic fruit machine.  Above the wheels there are four yellow buttons reprcsenting four story genres: Horror; Science Fiction; Real Life;  Romance.  A player can select or de-select these buttons to produce a story recipe.  The ingredients can all come from genre, or if a combination of genres is selected, the result is a random mixture.  The four wheels represent four key components of a narrative:
 Who (Main Character), Where (Location), Why (Quest or problem), What (Key Item).
 When the big PLAY button is pressed, all the four wheels spin showing words instead of the little usual coloured symsbols. If a player doesn’t like the outcome,  it is possible to spin the wheels again;  Hold or Nudge one of the wheels.  Finally the player clicks on Collect and the program produces the recipe.
This is an example of the Fruit Machine output :
 


When i first saw Michaels application I was amused and felt drawn to play with the combinations,  but I felt privately that it was a bit trivial. I had no idea how powerful this little program was until I tried it out in a live lesson on a hot Saturday afternoon in Runcorn City Learning Centre. I was down to lead a creative writing session with a group of Gifted and Talented pupils. Outside their peers were happily playing football, and the group were tired and bored counting down the minutes until the day ended. I launched the Fruit Machine activity and to my delight it gripped them. The task was simple working in pairs, create a story formula and begin to write it. Remarkably the initial engagement transmuted into genuine inspiration.  When official time was up and i said they could go,  there was universal unwillingness to stop,  and a determination to finish the work at home.  You can see (and play) a demonstration version of the story Fruit Machine here : http://bit.ly/te_3.

Why do such activities achieve this effect? I believe it is partly the puzzleneffect. If we are presented with a range of random elements, and challenged to combine them into a coherent story, we find ourselves engaged in the whole process of narrative construction.  Instead of the daunting blank sheet we have a scaffold to work on.  The actual input from the computer is minimal the effect is to generate maximum mental and intellectual activity.  Contrast this with the sensory bombardment of some multimedia programs and the comparatively poor creative activity they generate.  Theres a lesson to be learnt here!  Restraining technology can give the human brain better space to workless is more.  Don't allow computers to usurp the role of the mind or do the intellectual work for a class.
Teachit's Wordwhiz
This flash aplication is available to Teachit subcribers. To drive the program, you drag a set of tiles along the buttom of the screen onto the working area and  arrange them into a suitable pattern , the empty template of a sentence or poem. When you press the Whiz buttom, the program flips to the play screen, selecting random words or phrases from its lists for each tile. If the original pattern makes grammatical sense,  the resultant text will read too though the sense may be ridiculous or illogical. Clicking Edit takes you back to the pattern-forming screen so you can readjust the sentence template at will.
At the very least it is a marvellous way of allowing students to ‘play’ with grammatical structures in an experimental fashion. In so doing,  word classes that have been learnt as definiuons (a noun is a naming word) begin to be part of a language logic they start to make sense.
The ability to form any template also means that there isn't limit to the final of the random sentence it's a much more flexible format than Wordplay. Wordwhiz allows you to copy the output to a word processor for final editing.
There are four variations to play with(the current version does not give user access to the word lists that drive the program
·           Insult Whiz
·           Weird Whiz
·           Haiku Whiz
·           Title Whizi


Insult Whiz

insult whiz is loaded with a compilation of Shakespeare's most insulting vocabulary. As mentioned earlier you can form any lemplate you like from the components if you want to you can use six or seven adjectives in front of the noun,  you can try adjectives on their own;  you can build a crescendo of insult, or inject a stinging ‘last word’
Pressing the orange ‘whiz’ button generates the randomized utterance:
Press Whiz again for a completely new insult. Click ‘edit’ to change the template.

Haiku Whiz

Here’s Teachit’s Haiku Whiz. This takes the whole game up to its ultimate expression – not only do you have to arrange the word classes to make sense you also have to count syllables  ( a haiku is 5, 7, 5).
The results are frequently bizzare, but often surprisingly lyrical.
The word classes are colour-coded, so you can see their position and influence.
If you like a word, or a series of words, you can freeze them by clicking on them. When you click Whiz, everything spins except the frozen words. Thus, progressively you can work towards a from that you like.

in class this can be done using an interactive whiteboard,  and each selection can be discussed Why is the leaf"swift'?  Shall we keep that word or whiz for another one the kind of talk that helps verbal and stylistic discrimination and develops students'  ability to edit their own work


Title Whiz

The inspiration for Title Whiz was the strong set of word patterns found in book titles. Some authors exploit this feature they use the same formula for each new book and endeavour to make a particular pattern their own. The Harry Potter books come to mind, but there are countless other examples.
To create the Title Whiz, almost 20,000 fantasy and thriller titles and over 8000 from children books were collected,  sifted and sorted, isolating the most common patterns. The classic three word title(The followed by a qualitying word and a main word) proved to be most frequent, and other forms are often variations on this. Other patterns were interesting, although for simplicity's sake they were not included. The three word pattern is so strong that is perfectly possible to create titles that ‘work’ by a random process,  Bizarre combinations that can be used to stimulate and encourage imaginative work occur,  especially if the class is built up to the task step by step.
                               There are three very extensive word lists to play with,  covering children's book titles,  fantasy book titles and thriller titles:
lf we arrange the tiles in four rows,  we can explore all the permutations simultaneously. Word A performs like an adjective and cannot be used on its own. We can try two forms without the article:

·           The Word A,  Word B
·           Word A Word B
·           The, Word B
·           Word B
The outcome is the ideal ICT lesson minimal(but very clever)  ICT input with maximum engagement and inspiration from pupils.

The programe will generate a random a title each time you click whiz.

Clicking copy, adds a copy of the current title to clipboard. When you’ve  finished,  simply go into a word processor and select paste and all the titles you've copied in the session will be up on screen.  To speed things up,  you can create more than one title at a time,  as shown. This will give you multiple titles to choose from each time

1.      Drag tiles onto screen

2.      Arrange tiles as shown Click Whiz
3.      Click Copy
4.      Click Whiz as many times as you choose
5.      Click copy to keep a record of the whiz Paste the results into Word
6.      Click edit to return to the arranging screen

If you like part of a title,  click on the relevant tiles to ‘freeze’ the words and then Whiz again. Everything except the frozen tiles will spin


 How would you use the results in class?  Here's a suggested lesson.


This sequence builds steadily towards the writing task. It has proved extremely effective partly because of the collaborative story-construction stage,  which links in to children's games and is nearly always highly stimulating.  Expect bright shining eyes and excited,  enthusiastic minds. 
In summary,  if we use a computer judiciously we can kick-start an imaginative process that leads to genuine inspiration,  motivating students to write because the story that they have mentally constructed is so compelling it cannot be left unwritten!  But as always,  it's the enthusiasm and drive of the teacher,  and the way that a strong collaborative structure is maintained in the classroom that will determine the success of the lesson.  A crucial moment wil be the feedback session and judiciously applied encouragement and enthusiasm for the students'  prototype narratives can make all the difference.
Does the task outlined here meet the ‘inspiration’ test?  is the ICT as magically essential as I've claimed?  Could the same result be achieved with dice and bits of paper? 



The only real way for you to discover the answers to these questions is not just to read and nod,  or shake your head at this book, but to experiment yourself. You will very rapidly find out if using random or dice effects will help some of your students with school writer's block and whether this particular use of ICT suits your practice.
Give it a whirl or should I say,  give it a whizz!






CHAPTER III

Closing


In summary,  ICT has for some time been promising to enable cooperation and user participation. This is sometimes called ‘web 2.0’  and encompasses social networking sites, podcast and blogs, highlighting peer to peer relationships rather than top-down  ones from the early days of static web pages. Some example of the application is blog, wiki, wiki wars, ect. In this concluding section we’ll explore a number of other activities where the technology will encourage more cooperative working.
If we use a computer judiciously we can kick-start an imaginative process that leads to genuine inspiration,  motivating students to write because the story that they have mentally constructed is so compelling it cannot be left unwritten!  But as always,  it's the enthusiasm and drive of the teacher,  and the way that a strong collaborative structure is maintained in the classroom that will determine the success of the lesson. 



























Source
Teaching English using ICT,












Nah.. Udah dilihat kan ? Format Mcs.word nya di sini
Format PPT silahkan DISINI

Kalau gak bisa dibuka, sabar yawh nanti diperbaiki๐Ÿ˜Š๐Ÿ˜Š
















  

 

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