Third Grade Math Games

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1 Third Grade Math Games Unit 1 Lesson Less than You! 1.3 Addition Top-It 1.4 Name That Number 1.6 Beat the Calculator (Addition) 1.8 Buyer & Vendor Game 1.9 Tic-Tac-Toe Addition 1.11 Unit 2 What s My Rule? 2.3 Two-Fisted Penny Addition 2.4 Penny Grab 2.6 Three Addends 2.9 Unit 3 Subtraction Top-It 3.6 Unit 4 Division Arrays 4.3 Fact Triangle Flip 4.6 Baseball Multiplication 4.7 Unit 5 Number Top-It 5.2 Penny-Dime Exchange 5.8

2 Unit 6 Robot 6.3 Touch-and-Match 6.5 Angle Race 6.9 Unit 7 Multiplication Bingo 7.3 Unit 8 Equivalent Fractions 8.4 Fraction Top-It 8.5 Unit 9 Factor Bingo 9.6 Array Bingo 9.6 Unit 10 Multiplication Top-It 10.5 Memory Addition/Subtraction 10.9 Unit 11 Spinning to Win 11.5 The Block-drawing game 11.6

3 Less Than You! Skill: Practice comparing and computation Object: To have a sum that is less than the other player s. Materials: Deck of cards with face cards removed Players: 2 players One player deals 2 cards to each player and puts the rest facedown in a pile. Players take turns. For each turn, a player does the following: o Takes the top card from the pile so he/she has 3 cards o Discards the card with the highest number o Adds the 2 remaining numbers mentally If the player thinks that his or her sum is less than the other player s, the player says Less than you! If the player s sum is less, the player wins. If the player s sum is not less, the player loses and the game is over. If a player doesn t say Less than you!, his or her turn is over. The game is not over until one of the players says Less than you! Advanced Version: One player deals 3 cards to each player instead of 2. Addition Top-It

4 Skill: Practice addition facts and comparing sums. Object: To collect the most cards. Materials: Top-It Gameboard Everyday Math deck (or regular cards with faces removed) First grade: number cards 0-9, 4 of each Second grade: number cards 0-10, 4 of each Addition facts table per player (Game Master 5) Players: 2 4 players One player shuffles the cards and places the deck with the numbers facedown on the playing surface. Each player turns over 2 cards and calls out the sum of the numbers. Players should check each other s sums. The player with the greatest sum takes all the cards. In case of a tie, each tied player turns over 2 more cards and calls out the sum. The player with the greater sum takes all the cards from both plays and records a win in the score box on the gameboard. Play ends when not enough cards are left for each player to have another turn. The player who collects the most cards wins. Variations: Players can toss a coin to determine whether the player with more cards or fewer cards is the winner. Each player turns over 3 cards and finds his/her sum. To break a tie, each player turns over 1 more card to add to his or her sum. Name That Number

5 Skill: Practice using the four operations to name numbers Object: To collect the most cards. Materials: Everyday math deck (or regular deck with face cards removed) Players: 2 3 players One player shuffles the cards and deals 5 cards to each player. The dealer places the remaining cards number-side-down on the gameboard, turns over the top card, and places it beside the deck. This is the target number for the round. Players try to match the target number by adding, subtracting, multiplying, or dividing the numbers on as many of their cards as possible. A card may be used only once. Players write their solutions on a sheet of paper or a slate. When players have written their best solutions, they take turns doing the following: ~set aside the cards they used to name the target number. ~replace them by drawing new cards from the top of the deck. ~put the old target number on the bottom of the deck. ~turn over a new target number, and play another hand. Play continues until there are not enough cards left to replace all of the players cards. The player who sets aside more cards wins the game. Variation: Students can limit the cards used to 4 each of the number cards 0-10 and 1 each of cards After the deck is shuffled, 5 cards are placed face up on the playing surface. Another card is turned over and becomes the target number. Players take turns by trying to name the target number by adding or subtracting 2 of the 5 cards used to name it, along with the target number card. All 3 cards are then replaced by drawing cards from the top of the deck. If a player cannot name the target number, his/her turn is over. The top card on the deck is turned over, and the number on this card becomes the new target number. Play continues until all of the cards in the deck have been turned over. Beat the Calculator (Addition)

6 Skill: Practice addition facts Object: To beat the calculator in finding the answer to an addition basic fact. Materials: Game Master 29 (fact power table, grades 1 and 2) Everyday math deck (number cards 1-10, 4 of each) 1 calculator Players: 3 players One player is the caller, one is the calculator and one player is the brain. One player shuffles the cards and places them with the numbers facedown on the gameboard. The caller draws 2 cards from the number deck and asks for the sum of the numbers. The calculator solves the problem using a calculator. The brain solves it without a calculator. As soon as a player has found the sum, he/she says it aloud. The caller decides who got the correct answer first. Players trade roles every 10 turns or so. Variations: Player limits the facts used to those with sums through 10 or to the facts in the unshaded section of Game Master 29. The caller selects one of the facts in the unshaded section of Game Master 29 rather than drawing 2 cards. Groups of students are the calculators and the brains. The calculators hold up their calculators with the answer showing as they say the correct answer. The brains say the answer aloud as soon as they have it. Buyer and Vendor Game

7 Skill: Practice making coin combinations for different amounts of money. Object: To show a money amount using different coins Materials: Game Master 35 (Vending Machine Poster) 5 nickels, 10 dimes, and 2 quarters (per player) Players: 2 players Partners take turns being the buyer and the vending machine. The buyer selects an item from either Vending Machine Poster and gives the Vending Machine the correct amount in coins for the purchase of an item. The Vending Machine determines if the coin combination is correct for that purchase. Advanced Version: Players use a dollar bill from Game Master 161 or 162. The buyer gives the Vending Machine a dollar and the Vending Machine must provide the correct change. The buyer checks to see that the change is correct for that purchase. Skill: Practice adding 3 numbers Tic-Tac-Toe Addition

8 Object: To find the sum of 3 numbers. Materials: Game Master 150 (record sheet) Players: 2 players Players use the 4 number grids at the top of the record sheet. They draw a straight line through 3 numbers on a grid if they get equal the sum in the square. There is more than one combination for each sum. Variation: At Grade 1, players use the grids in Exercises 5-8 on Game Master 150. Players first draw straight lines through any combinations of numbers whose sum is equal to the number in the square. They also fill in missing numbers on the grids so that they create new combinations whose sum is equal to the number in the square. Players make up their own puzzles using the blank grid on the record sheet. What s My Rule? Skill: Practice identifying a rule used to sort a set of attribute blocks

9 Object: To be the first player to identify a rule used to sort a set of attribute blocks. Materials: Game Master 157 (Attribute rule cards) 1 die 1 set of attribute blocks per group 2 sheets of paper Players: 3 players or more Players label one sheet of paper: these fit the rule and the other: these do NOT fit the rule. Players take turns rolling the die once and the player with the lowest number is the first Rule Maker. The Rule Maker mixes the Attribute Rule Cards and then stacks them facedown. The Rule Maker chooses 3 or 4 attribute blocks that fit the rule on the card. The Rule Maker puts them on the sheet labeled These fit the rule. The Rule Maker chooses 3 or 4 blocks that do NOT fit the rule. The Rule Maker puts them on the sheet labeled These do NOT fit the rule. The other players are the Guessers and they take turns. Each one chooses a block that he or she thinks might fit the rule. The Rule Maker tells each Guesser Yes or No. The Guesser puts the block o the correct sheet. The Guesser suggests what the rule might be. The Rule Maker tells the Guesser if his or her rule is correct. The Guessers continue until someone figures out the rule. That player is the winner and becomes the Rule Maker for the next round. Two-Fisted Penny Addition Skill: Practice finding complements of 10. Object: To find combinations of 10.

10 Materials: Two-Fisted Penny Addition gameboard (Game Master 156) 10 pennies per player Players: 3 5 players Students each place 10 pennies in front of them. Each student grabs one or more pennies with one hand and picks up the rest of the pennies with the other hand. Students count the number of pennies they have in each hand. Then they record each pair of numbers in the parts-and-totals diagrams on the gameboard. Total Part Part Variation: Players predict the number of pennies in the second hand before counting them. They write down their predictions and then count the pennies to check them. Total

11 Part Part Total Part Part Penny Grab Skill: Practice finding the total value of coins and writing number models.

12 Object: To write number models to compare 2 groups of pennies. Materials: Game Master 122 (record sheet) 40 pennies or other counters Players: 2 players The teacher (or parent) places a pile of pennies or other counters on the playing surface between 2 players. Each player grabs a handful of pennies and counts them. Players record how many pennies they each have and the name of the player that has more pennies on Game Master 122. Players line up their pennies in side-by-side rows. Players find the difference between the two amounts and write number models to show the results. For example: 9 6 = 3 or = 9 Variation: Students can play an easier version of the game by limiting the number of pennies/counters to 20 and ending the game after they have identified which player has more pennies/counters. Three Addends Skill: Practice addition skills with 3 addends Object: To find the sum of 3 numbers

13 Materials: Game Master 148 Everyday math deck Players: 2 players One player shuffles the cards and places the deck number-side down on the playing surface. One player draws 3 cards from the top of the deck and turns them over. Both players write addition models using the 3 numbers. Players can write their addition number models on the record sheet or on a separate sheet of paper. Players can list the numbers in any order. Players should list the numbers in a way that is easy for them to add. Players add the numbers and compare their answers to each other s. Variations: Players find the sum of the numbers showing without writing down number models. Players draw 4 cards from the deck. They turn them over and find the sum of the 4 numbers. Subtraction Top-It Skill: Practice subtraction facts and comparing differences Object: To collect the most cards Materials: Top-It Game Board

14 Players: 2-4 players Deck of cards with face cards removed One player shuffles the cards and places the deck number-side down on the playing surface. Each player turns over 2 cards and subtracts the smaller number from the larger number. The player with the largest difference wins the round and takes all the cards. In case of a tie, each tied player turns over 2 more cards and calls out their difference. The player with the largest difference then takes all the cards from both plays. Play ends when not enough cards are left for each player to have another turn. The player with the most cards wins. Advanced Versions (recommended for grades 4 & 5): Each player turns over 3 cards, finds the sum of any 2 of the numbers, then finds the difference between that sum and the third number. The player with the largest difference takes all the cards. o Example: A 4, an 8, and a 3 are turned over. There are 3 ways to form the numbers. Always subtract the smaller number from the larger one = 12 or = 11 or = = = = 1 Students use only the number cards 0-9. Each player turns over 4 cards, forms 2-digit numbers, and finds their difference. Players should carefully consider how they form their numbers. For example, has a greater difference than Division Arrays Skill: Practice drawing arrays that model division situations Object: To have the highest score Materials: Game master 172 (inch grid, optional)

15 Players: 2-4 players Everyday math deck (number cards 6-18, one of each) 1 die 18 counters One player shuffles the cards and places the deck with the numbers facedown on the playing surface. Players take turns. For each turn, a player draws a card and takes the number of counters shown on the card. Players will use the counters to make an array. One player rolls the die. The number on the die is the number of equal rows the player must have in his or her array. The player makes the array with the counters. The player s score is the number of counters in one row. If there are no leftover counters, the player s score is double the number of counters in one row. Players keep track of their own scores. The player with the highest total at the end of 5 rounds wins. Fact Triangle Flip Skill: Practice Multiplication and division fact families Object: To be the first player to write correctly an entire fact family Materials: 1 set of multiplication/division fact triangle cards

16 Players: 3 players (Game Masters 52-57) scratch paper One player shuffles the fact triangle cards and places them facedown on the playing surface. A second player turns over the top card and calls Start! On their scratch paper, all players write the fact family that is generated from the fact triangle. The first player to write the entire fact family correctly is the winner. Variations: Players use Game Masters 55 and 57 to write multiplication and division fact families for arrays. Baseball Multiplication Skill: Practice multiplication facts Object: To score more runs in a 3-inning game Materials: Baseball multiplication game board (game master 24 and 25 is optional)

17 2 dice 4 counters Optional calculator or division/multiplication facts table Players: 2 players or 2 teams Players take turns being the pitcher and the batter. The rules are similar to those of baseball, but this game lasts only 3 innings. At the start of the inning, the batter puts a counter on home plate. The pitcher rolls the dice. The batter multiplies the numbers rolled and gives the answer. The pitcher checks the answer using a calculator or multiplication/division facts table to do so. If the answer is correct, the batter looks up the product in the Hitting Table or Scoring Chart. If it is a hit, the batter moves all counters on the field the number of bases shown in the table. If the product is not a hit, it is an out. An incorrect answer is a strike, and another pitch (dice roll) is thrown. Three strikes makes an out. A run is scored each time a counter crosses home plate. The batter tallies each run scored on the scoreboard. After each hit or out, the batter puts a counter on home plate. A player remains the batter for three outs. Then the players switch roles. The inning is over when both players have made three outs. Variation: Players us Game Master 25. The rules are the same as the basic game except that a 1 is worth 10, a 2 is worth 20, and so on. Players us the scoring chart on Game Master 25. Number Top-It Skill: Practice comparing numbers Object: To make the greatest 7-digit number Materials: Game Masters 115 and 116 (1 copy for every 2 players) Deck of cards with face cards and 10 s removed

18 Players: 2-5 players The dealer shuffles the cards and places the deck number-sidedown on the playing surface. The place-value mat has rows of boxes. Each player uses one row of boxes on the game mat or uses the space on the playing surface below the game board. In each round, players take turns turning over the top card from the deck and placing it on any one of their empty boxes. Each player takes 7 turns and places 7 cards on his or her row of the game mat. At the end of each round, players read their numbers aloud and compare them to the other players numbers. The player with the greatest number for the round scores 1 point. The player with the next largest number scores 2 points, and so on. Players play 5 rounds for a game. One player shuffles the deck between each round. The player with the least number of points at the end of 5 rounds wins the game. Variation: Students can play an easier version of the game by limiting the numbers to 5 digits. Players do not use the millions box or the hundred-thousands box on the place-value mat. Penny Dime Exchange Skill: Practice exchanging 10 pennies for a dime Object: To collect the most dimes Materials: Exchange games board (optional) 1 die

19 50 pennies 10 dimes Players: 2 players Players put all of the dimes and pennies in a bank. Players take turns rolling the die and collecting the number of pennies from the bank that matches the number rolled. As a player acquires 10 or more pennies, he or she says Exchange, and turns in the 10 pennies for a dime. At the end of any turn, each player should have fewer than 10 pennies. The game ends when the bank is out of dimes. The player with more dimes is the winner. Variation: Students can play the game with a larger bank. For each turn, a player rolls 2 dice. This variation allows players to exchange coins more rapidly. Robot Skill: Practice making notations and angles Object: To reach the destination by moving according to the directions Materials: NONE Players: 2 players

20 One player is the controller, and the other player is the robot. The controller picks a destination. The controller gives the robot directions for the amount of each turn and the number of steps, until the robot reaches the destination. The amount of each turn may be given as a fraction of a full turn or as a degree measure. Example: The controller says, Make a half-turn and go forward 5 steps. Now turn clockwise a quarter-turn (90 degrees) and go back 3 steps. The robot follows the directions. Touch-and-Match Skill: Practice identifying similarities and differences among quadrangles Object: To match quadrangles with the same shaped and size Materials: Game Masters 154 (various quadrangles, 2 copies) Players: 3-5 players

21 A player places one set of the quadrangles on the playing surface in full view of all the players. Without others looking, the teacher places one of the quadrangles from the other set in a bag or box. One student reaches inside the container, feels the shape without looking, and tries to find the matching shape among those on the playing surface. The player explains how he or she made the match. Steps 1-4 are repeated with other players. Skill: Practice with angle measures Angle Race Object: To complete an angle exactly at the 360 degree mark on The geoboard Materials: Game Masters 12 (circular geoboard) & 13 (degree cards) 1 straightedge Players: 2 players

22 Players shuffle the cards and place them facedown on the game board. One player draws a line segment from the center dot to the zero degrees dot. Players take turns. A player will do the following: o Select the top card o Make an angle on the geoboard that has the same degree measure as shown on the card using the straight edge. Lines may not go past the 360 degree mark. If a player can t make the angle without going past the mark, the player loses his or her turn. The first player to complete an angle exactly on the 360 degree peg wins. Skill: Practice multiplication facts Multiplication Bingo Object: To be the first player to get 4 counters in a row, a column, or a diagonal; or 8 counters anywhere on the game mat Materials: Game master 107 Number cards 1-6 and 10, 4 of each 8 counters per player Players: 2 or 3 players

23 Players can make their own game mat on a piece of paper. They should write each of the numbers in the list below in one of the squares on the grid. Players should mix the numbers up on their grid: One player shuffles the number cards and places them facedown on the table. Players take turns. For each turn a player does the following: o Draws 2 cards from the top of the pile o Calls out the product of the 2 numbers o Checks the answers using a multiplication/division facts table if another player does not agree with the player s answer If the player s answer is incorrect, he or she loses the turn. If the player s answer is correct and the product is a number on the game mat, the player places a counter on that number. The first player to get 4 counters in a row, a column, or a diagonal calls out bingo and wins the game. A player can also call bingo when he or she gets 8 counters anywhere on the game mat. If all the cards are used before someone wins, one player shuffles the cards again, and play continues. Variation: Players us number cards 2-9, 4 of each and the list of numbers below: Equivalent Fractions Skill: Practice identifying equivalent fractions Object: To collect more fraction cards than the other player Materials: Game Masters 167 and 169 Players: 2 players Game Masters 167 and 169 need the fraction names written on the back of each card.

24 One player mixes the fraction cards and puts them in a stack with the picture-sides facedown. The player turns the top card over near the stack of cards. Players take turns. For each turn, a player takes the top card from the stack. He or she turns it over and puts it on the table. The player tries to match this card with a picture-side-up card on the table. The player tries to match this card with a picture-side-up card on the table. (If there aren t other picture-side-up cards on the table the player turns over the next card on the stack and puts it on the table.) The player looks for a match. If 2 cards match, the player takes both of them. If there is a match that the player doesn t see, the other player can take the matching cards at the beginning of his or her turn. If there is no match, the player s turn is over. The game ends when each card has been matched with another card. The player who collects more cards wins the game. Example: The top card is turned over and put on the table. The picture shows 4/6. Player 1 turns over the 2/3 card. This card matches 4/6. Player 1 takes both cards. Player 1 turns over the top card and puts it near the stack. It shows 6/8. Player 2 turns over the 0/4 card. There is no match. This card is placed next to 6/8. It is player 1 s turn. Fraction Top-It Skill: Practice comparing fractions Object: To collect the most cards Materials: Top-It Game board Everyday Math Deck (or Game Master ) Players: 2-4 players

25 One player deals the same number of cards, fraction-side up, to each player: 2 players: 16 cards 3 players: 10 cards 4 players: 8 cards Each player places his/her cards fraction-side up on the gameboard. Starting with the dealer, moving in a clockwise direction, each player plays 1 card. Cards are placed on the gameboard with the fraction side showing. The player with the largest fraction wins the round and takes the cards. Players may check who has the largest fraction by comparing the amount shaded. If there is a tie, each player plays another card. The player with the largest fraction takes all the cards. The player who takes the cards starts the next round. The game is over when all the cards have been played. The player who has the most cards wins. Variation: At grades 2 & 3, only 2 students play the game. Players compare the shaded areas of the cards instead of the fraction numbers. Skill: Practice finding factors of a number Factor Bingo Object: To be the first player to get 5 counters in a row, a column, or a diagonal; or to be the first player to place 12 counters on the Bingo mat. Materials: Game Master 58 (1 copy per player) Number cards 2-9, 4 of each 12 counters per player Players: 2-4 players

26 Each player fills in the 25 squares on his or her bingo mat. Choosing from the numbers 2 through 90. Players write 1 number in each square on the grid, but every square must contain a different number. Players should mix up the numbers. One player shuffles the deck of number cards and places it with the numbers facedown on the table. Any player can turn over the top card. The number on this card is the target factor. Each player places a counter on 1 square of his or her bingo mat. Players can place a counter on a square only if the target factor is a factor of the number written in the square. Players can t place a counter on a square that is already covered by a counter. o Example: A 5 card is turned over. The number 5 is the target factor. A player must place a counter on any square whose number has 5 as a factor: 5, 10, 15, 20, and so on. Another player turns over the next card, and play continues in the same way. The first player to get 5 counters in a row, a column or a diagonal calls out bingo and wins the game. A player who places 12 counters anywhere on the bingo mat may also call bingo and win the game. If all the cards are used before someone wins, one player shuffles the cards and play continues. Array Bingo Skill: Practice matching numbers with the total number of dots in arrays Object: To be the first player to turn a card facedown so that a row, a column, or a diagonal of cards in an array is all facedown. Materials: Game Masters 21 (array bingo cards for each player) Number cards 1-20, 1 of each Players: 2 5 players

27 Each player arranges his/her cards face-up in a 4 X 4 array on the playing surface. One player shuffles the number cards and places them with the numbers facedown on the playing surface. Players take turns. For each turn, a player draws a number card or rolls the die. The player looks for a card with that number of dots and turns it facedown. If there is no matching card, the player s turn ends. The first player to turn a card facedown so that a row, a column, or a diagonal of cards in the array is all facedown calls out bingo If all the number cards are used before someone wins, a player shuffles the deck and play continues. Variation: Players use only the cards on Game Master 20 that are labeled A and follow the directions on Game Master 18. Players generate the numbers 1-12 by using 2 dice, 1 twelve-sided die or and eggcarton number generator. Multiplication Top-It Skill: Practice multiplication facts Object: To collect the most cards Materials: Top-It Game board Deck of cards 0-10, 4 of each Players: 2 4 players

28 One player shuffles the cards and places the deck number-side down on the playing surface. Each player turns over 2 cards and calls out the product of the numbers. The player with the greatest product wins the round and takes all the cards. Play ends when not enough cards are left for each player to have another turn. The player with the most cards wins. In case of a tie for the greatest product, each tied player turns over 2 more cards and calls out their product. The player with the greatest product takes all the cards from both plays. Example: Player 1 turns over a 6 and a 2 and calls out 12. Player 2 turns over a 6 and a 0 and calls out 0. Player 3 turns over a 10 and a 4 and calls out 40. Player 3 has the greatest product and takes all 6 cards. Memory Addition/Subtraction Skill: Practice using memory keys on a calculator and mentally adding and subtracting with the numbers 1-5 Object: To make the number in the memory of a calculator match a target number Materials: 1 calculator Players: 2 players

29 Players agree on a target number that is less than 50. Either player clears the calculator s memory. Players take turns adding or subtracting 1, 2, 3, 4, or 5 to or from the calculator s memory using the M+ or the M- keys. They keep track of the results in their heads. A player may not use the number that was just used by the other player. The goal is to make the number in memory match the target number. When a player thinks the number in memory is the same as the target number, the player says, same. The he or she presses MRC to display the number in memory. A player can press MRC before or after adding or subtracting a number. If the number in the display matches the target number, the player who said same wins. If the number does not match the target number, the player loses. Memory Addition/Subtraction (continued) Using the Memory Keys: Press M+ to add the number in the display to memory. Press M- to subtract the number in the display from memory. Press MRC once to display the number in memory. Press MRC twice to clear the memory. Change the directions if your calculator works differently. Example: Target Number is 19

30 Player 1 Presses Display shows Player 2 Presses Display shows 5 M+ M5 4 M+ M4 3 M+ M3 1 M+ M1 2 M- M2 3 M+ M3 5 M+ MRC M19 player 1 wins Spinning to Win Skill: Practice determining a winning strategy for a game with outcomes that are not equally likely Object: To collect the most counters in 12 spins Materials: Game masters counters 1 large paper clip 1 pencil Players: 2 4 players

31 Each player claims one section of the spinner 1, 2, 5, or 10. Each player must choose a different section. Players take turns spinning the paper clip for a total of 12 spins. For each spin, players do the following: o If the spinner lands on a player s number, that player takes the number of counters shown on that section of the spinner. o Make a tally mark in the table in the corresponding column to keep track of the spins. The winner is the player with the most counters after 12 spins. The Block-Drawing Game Skill: Practice using patterns to predict how many blocks of each color are in a bag Object: To guess how many blocks of each color are in a bag Materials: paper bag 7 blocks (all the same size and shape) in 2 or 3 colors Players: 3 or more players

32 One player is chosen to be the director. The director secretly puts 3, 4, or 5 blocks (not all the same color) into a bag. The director tells the other players how many blocks are in the bag, but NOT their colors. The other players want to guess how many blocks of each color are in the bag. Players take turns taking 1 block out of the bag, showing it to all players, and then replacing it. After each draw, the director records the color and keeps a tally on a piece of paper. The director shows the tally to all players. A player may try to guess the number of blocks of each color at any time. If a player guesses incorrectly, he or she is out of the game. The first player to guess correctly wins the game.

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