4. Climbing the Slope
• Emergency/Mass Notification Services
• Open-Source Learning Repositories
• Enterprise Architecture...
Horizon Report
Unveiled February
Annual Meeting of
Educause Learning
Initiative
Emerging Technologies
2014
1 year or less Flipped Classroom
Learning Analytics
2-3 years 3D Printing
Games and Gamificatio...
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Graphics
Extended
Le...
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Graphics
Extended
Le...
Tablet Computing
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Gra...
Flipped Classroom
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Gr...
Flipped Classroom
Lectures can be (re) watched offline
All classes have online component and reap
benefits
In-class become...
Student Generated Content
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
B...
Makerspaces
Before: Physical objects
Now: Multimedia
assignments, projects
containing audio, video,
photo
Learning Analytics
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
G...
Bird’s Eye View
What is being accessed, who is active
Graphic display of 14 days of data
Gamification
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Graphic...
Games and
Gamification
Augmented Reality
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Gr...
Augmented Reality
3D Printing
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Graphics...
3D Printing
Wearable Technology / Quantified Self
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Object...
Wearable
Technology
Pic every 30 sec
Dog never gets lost
Happy? Stressed? Provide yoga workout, dim lights,
soothing music...
Quantified Self
Internet of Things
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
G...
Internet of Things
Phillips Hue
Virtual Assistants
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
G...
Virtual Assistants
“Zoe” can be happy, sad, angry, tender, neutral
“Florence” helps doctors
access patient records,
order ...
Affective Computing
http://prof.irfanessa.com/category/research/face-and-gesture/
Conclusions
• We don’t know what the educational
implications of many of these will be
• We do know that many of these wil...
Technology needs to help students…
Stay organized
Learn in multiple modes
Engage with the content
Obtain feedback
Connect ...
END
Future Trends Presentation at Course Redesign Institute
Future Trends Presentation at Course Redesign Institute
Future Trends Presentation at Course Redesign Institute
Future Trends Presentation at Course Redesign Institute
Upcoming SlideShare
Loading in …5
×

Future Trends Presentation at Course Redesign Institute

434 views
360 views

Published on

Published in: Education, Technology
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
434
On SlideShare
0
From Embeds
0
Number of Embeds
1
Actions
Shares
0
Downloads
3
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

  • planted in your shoulder — for hiking or mountain coming!
    Exists for dogs already
  • Future Trends Presentation at Course Redesign Institute

    1. 1. 4. Climbing the Slope • Emergency/Mass Notification Services • Open-Source Learning Repositories • Enterprise Architecture • IT Infrastructure Utility • Intellectual Property Rights and Royalties Management Software • Lecture Capture and Retrieval Tools • Unified Communications and Collaboration • Tablets • Game Consoles as Media Hubs 1. On the Rise • Mashware • Quantum Computing • Education Tablet • Campus App Store • Affective Computing • Open-Source SIS • Student Retention CRM • Citizen Developers 2. At the Peak • Learning Stack • Adaptive E-Textbooks • Big Data • Gamification • MOOC • Social Software Standards • Adaptive Learning 3. Sliding Into the Trough • Digital Preservation of Research Data • BYOD Strategy • Mobile-Learning Low-Range/Midrange Handsets • Open-Source Financials • Web-Based Office Productivity Suites • Social Learning Platform for Education • Cloud HPC/CaaS • Mobile-Learning Smartphones • Open-Source Middleware Suites • E-Textbook • Cloud Email for Staff and Faculty • Virtual Environments/Virtual Worlds 5. Entering the Plateau • E-Book Readers • Self-Publishing • Mashups Gartner Hype Cycle
    2. 2. Horizon Report Unveiled February Annual Meeting of Educause Learning Initiative
    3. 3. Emerging Technologies 2014 1 year or less Flipped Classroom Learning Analytics 2-3 years 3D Printing Games and Gamification 4-5 years Quantified Self Virtual Assistants Were going to go back a little deeper…….
    4. 4. 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 1 year or les Learning Objects Scalable Bector Graphics Extended Learning Ubiquitous Wireless Social Computing Personal Broadcasting User-Created Content Social Networking Grassroots Video Collaboation Webs Mobiles Cloud Computing Mobile Computing Open Content Electronic Books Mobiles Mobile Apps Tablet Computing Massively Open Online Courses Tablet Computing Flipped Classroom Learning Analytics 2-3 years Rapid Prototyping Multimodal Interfaces Intelligent Searching Educational Gaming Phones in Pockets Educational Gaming Mobile Phones Virtual Worlds Mobile Broadband Data Mashups Geo- Everything Personal Web Electronic Books Simple Augmented Reality Augmented Reality Game-Based Learning Game-Based Learning Learning Analytics Games and Gamification Learnign Analytics 3D Printing Games and Gamification 4-5 years Context- Aware Computing Knowledge Webs Social Networks and Knowledge Webs Context- Aware Computing / Augmented Reality Augmented Relaity and Enuanced Visualization Context- Aware Enviornment s and Devices New Scholarship and Emerging Forms of Publication Massivly Multiplayer Educational Gaming Collective Intelligence Social Operating Systems Semantic - Aware Applications Smart Objects Gesture- Based Computing Visual Data Analysisis Gesture- Based Computing Learning Analytics Gesture- Based Computing Internet of Things 3D Printing Wearable Technology Quantified Self Virtual Assistants Predictions Over Last 10 Years
    5. 5. 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 1 year or les Learning Objects Scalable Bector Graphics Extended Learning Ubiquitous Wireless Social Computing Personal Broadcasting User-Created Content Social Networking Grassroots Video Collaboation Webs Mobiles Cloud Computing Mobile Computing Open Content Electronic Books Mobiles Mobile Apps Tablet Computing Massively Open Online Courses Tablet Computing Flipped Classroom Learning Analytics 2-3 years Rapid Prototyping Multimodal Interfaces Intelligent Searching Educational Gaming Phones in Pockets Educational Gaming Mobile Phones Virtual Worlds Mobile Broadband Data Mashups Geo- Everything Personal Web Electronic Books Simple Augmented Reality Augmented Reality Game-Based Learning Game-Based Learning Learning Analytics Games and Gamification Learnign Analytics 3D Printing Games and Gamification 4-5 years Context- Aware Computing Knowledge Webs Social Networks and Knowledge Webs Context- Aware Computing / Augmented Reality Augmented Relaity and Enuanced Visualization Context- Aware Enviornment s and Devices New Scholarship and Emerging Forms of Publication Massivly Multiplayer Educational Gaming Collective Intelligence Social Operating Systems Semantic - Aware Applications Smart Objects Gesture- Based Computing Visual Data Analysisis Gesture- Based Computing Learning Analytics Gesture- Based Computing Internet of Things 3D Printing Wearable Technology Quantified Self Virtual Assistants Mobile
    6. 6. Tablet Computing 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 1 year or les Learning Objects Scalable Bector Graphics Extended Learning Ubiquitous Wireless Social Computing Personal Broadcasting User-Created Content Social Networking Grassroots Video Collaboation Webs Mobiles Cloud Computing Mobile Computing Open Content Electronic Books Mobiles Mobile Apps Tablet Computing Massively Open Online Courses Tablet Computing Flipped Classroom Learning Analytics 2-3 years Rapid Prototyping Multimodal Interfaces Intelligent Searching Educational Gaming Phones in Pockets Educational Gaming Mobile Phones Virtual Worlds Mobile Broadband Data Mashups Geo- Everything Personal Web Electronic Books Simple Augmented Reality Augmented Reality Game-Based Learning Game-Based Learning Learning Analytics Games and Gamification Learnign Analytics 3D Printing Games and Gamification 4-5 years Context- Aware Computing Knowledge Webs Social Networks and Knowledge Webs Context- Aware Computing / Augmented Reality Augmented Relaity and Enuanced Visualization Context- Aware Enviornment s and Devices New Scholarship and Emerging Forms of Publication Massivly Multiplayer Educational Gaming Collective Intelligence Social Operating Systems Semantic - Aware Applications Smart Objects Gesture- Based Computing Visual Data Analysisis Gesture- Based Computing Learning Analytics Gesture- Based Computing Internet of Things 3D Printing Wearable Technology Quantified Self Virtual Assistants
    7. 7. Flipped Classroom 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 1 year or les Learning Objects Scalable Bector Graphics Extended Learning Ubiquitous Wireless Social Computing Personal Broadcasting User-Created Content Social Networking Grassroots Video Collaboation Webs Mobiles Cloud Computing Mobile Computing Open Content Electronic Books Mobiles Mobile Apps Tablet Computing Massively Open Online Courses Tablet Computing Flipped Classroom Learning Analytics 2-3 years Rapid Prototyping Multimodal Interfaces Intelligent Searching Educational Gaming Phones in Pockets Educational Gaming Mobile Phones Virtual Worlds Mobile Broadband Data Mashups Geo- Everything Personal Web Electronic Books Simple Augmented Reality Augmented Reality Game-Based Learning Game-Based Learning Learning Analytics Games and Gamification Learnign Analytics 3D Printing Games and Gamification 4-5 years Context- Aware Computing Knowledge Webs Social Networks and Knowledge Webs Context- Aware Computing / Augmented Reality Augmented Relaity and Enuanced Visualization Context- Aware Enviornment s and Devices New Scholarship and Emerging Forms of Publication Massivly Multiplayer Educational Gaming Collective Intelligence Social Operating Systems Semantic - Aware Applications Smart Objects Gesture- Based Computing Visual Data Analysisis Gesture- Based Computing Learning Analytics Gesture- Based Computing Internet of Things 3D Printing Wearable Technology Quantified Self Virtual Assistants
    8. 8. Flipped Classroom Lectures can be (re) watched offline All classes have online component and reap benefits In-class becomes active, collaborative with help of connected devices Social media enables informal communication
    9. 9. Student Generated Content 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 1 year or les Learning Objects Scalable Bector Graphics Extended Learning Ubiquitous Wireless Social Computing Personal Broadcasting User-Created Content Social Networking Grassroots Video Collaboation Webs Mobiles Cloud Computing Mobile Computing Open Content Electronic Books Mobiles Mobile Apps Tablet Computing Massively Open Online Courses Tablet Computing Flipped Classroom Learning Analytics 2-3 years Rapid Prototyping Multimodal Interfaces Intelligent Searching Educational Gaming Phones in Pockets Educational Gaming Mobile Phones Virtual Worlds Mobile Broadband Data Mashups Geo- Everything Personal Web Electronic Books Simple Augmented Reality Augmented Reality Game-Based Learning Game-Based Learning Learning Analytics Games and Gamification Learnign Analytics 3D Printing Games and Gamification 4-5 years Context- Aware Computing Knowledge Webs Social Networks and Knowledge Webs Context- Aware Computing / Augmented Reality Augmented Relaity and Enuanced Visualization Context- Aware Enviornment s and Devices New Scholarship and Emerging Forms of Publication Massivly Multiplayer Educational Gaming Collective Intelligence Social Operating Systems Semantic - Aware Applications Smart Objects Gesture- Based Computing Visual Data Analysisis Gesture- Based Computing Learning Analytics Gesture- Based Computing Internet of Things 3D Printing Wearable Technology Quantified Self Virtual Assistants
    10. 10. Makerspaces Before: Physical objects Now: Multimedia assignments, projects containing audio, video, photo
    11. 11. Learning Analytics 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 1 year or les Learning Objects Scalable Bector Graphics Extended Learning Ubiquitous Wireless Social Computing Personal Broadcasting User-Created Content Social Networking Grassroots Video Collaboation Webs Mobiles Cloud Computing Mobile Computing Open Content Electronic Books Mobiles Mobile Apps Tablet Computing Massively Open Online Courses Tablet Computing Flipped Classroom Learning Analytics 2-3 years Rapid Prototyping Multimodal Interfaces Intelligent Searching Educational Gaming Phones in Pockets Educational Gaming Mobile Phones Virtual Worlds Mobile Broadband Data Mashups Geo- Everything Personal Web Electronic Books Simple Augmented Reality Augmented Reality Game-Based Learning Game-Based Learning Learning Analytics Games and Gamification Learnign Analytics 3D Printing Games and Gamification 4-5 years Context- Aware Computing Knowledge Webs Social Networks and Knowledge Webs Context- Aware Computing / Augmented Reality Augmented Relaity and Enuanced Visualization Context- Aware Enviornment s and Devices New Scholarship and Emerging Forms of Publication Massivly Multiplayer Educational Gaming Collective Intelligence Social Operating Systems Semantic - Aware Applications Smart Objects Gesture- Based Computing Visual Data Analysisis Gesture- Based Computing Learning Analytics Gesture- Based Computing Internet of Things 3D Printing Wearable Technology Quantified Self Virtual Assistants
    12. 12. Bird’s Eye View What is being accessed, who is active
    13. 13. Graphic display of 14 days of data
    14. 14. Gamification 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 1 year or les Learning Objects Scalable Bector Graphics Extended Learning Ubiquitous Wireless Social Computing Personal Broadcasting User-Created Content Social Networking Grassroots Video Collaboation Webs Mobiles Cloud Computing Mobile Computing Open Content Electronic Books Mobiles Mobile Apps Tablet Computing Massively Open Online Courses Tablet Computing Flipped Classroom Learning Analytics 2-3 years Rapid Prototyping Multimodal Interfaces Intelligent Searching Educational Gaming Phones in Pockets Educational Gaming Mobile Phones Virtual Worlds Mobile Broadband Data Mashups Geo- Everything Personal Web Electronic Books Simple Augmented Reality Augmented Reality Game-Based Learning Game-Based Learning Learning Analytics Games and Gamification Learnign Analytics 3D Printing Games and Gamification 4-5 years Context- Aware Computing Knowledge Webs Social Networks and Knowledge Webs Context- Aware Computing / Augmented Reality Augmented Relaity and Enuanced Visualization Context- Aware Enviornment s and Devices New Scholarship and Emerging Forms of Publication Massivly Multiplayer Educational Gaming Collective Intelligence Social Operating Systems Semantic - Aware Applications Smart Objects Gesture- Based Computing Visual Data Analysisis Gesture- Based Computing Learning Analytics Gesture- Based Computing Internet of Things 3D Printing Wearable Technology Quantified Self Virtual Assistants
    15. 15. Games and Gamification
    16. 16. Augmented Reality 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 1 year or les Learning Objects Scalable Bector Graphics Extended Learning Ubiquitous Wireless Social Computing Personal Broadcasting User-Created Content Social Networking Grassroots Video Collaboation Webs Mobiles Cloud Computing Mobile Computing Open Content Electronic Books Mobiles Mobile Apps Tablet Computing Massively Open Online Courses Tablet Computing Flipped Classroom Learning Analytics 2-3 years Rapid Prototyping Multimodal Interfaces Intelligent Searching Educational Gaming Phones in Pockets Educational Gaming Mobile Phones Virtual Worlds Mobile Broadband Data Mashups Geo- Everything Personal Web Electronic Books Simple Augmented Reality Augmented Reality Game-Based Learning Game-Based Learning Learning Analytics Games and Gamification Learnign Analytics 3D Printing Games and Gamification 4-5 years Context- Aware Computing Knowledge Webs Social Networks and Knowledge Webs Context- Aware Computing / Augmented Reality Augmented Relaity and Enuanced Visualization Context- Aware Enviornment s and Devices New Scholarship and Emerging Forms of Publication Massivly Multiplayer Educational Gaming Collective Intelligence Social Operating Systems Semantic - Aware Applications Smart Objects Gesture- Based Computing Visual Data Analysisis Gesture- Based Computing Learning Analytics Gesture- Based Computing Internet of Things 3D Printing Wearable Technology Quantified Self Virtual Assistants
    17. 17. Augmented Reality
    18. 18. 3D Printing 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 1 year or les Learning Objects Scalable Bector Graphics Extended Learning Ubiquitous Wireless Social Computing Personal Broadcasting User-Created Content Social Networking Grassroots Video Collaboation Webs Mobiles Cloud Computing Mobile Computing Open Content Electronic Books Mobiles Mobile Apps Tablet Computing Massively Open Online Courses Tablet Computing Flipped Classroom Learning Analytics 2-3 years Rapid Prototyping Multimodal Interfaces Intelligent Searching Educational Gaming Phones in Pockets Educational Gaming Mobile Phones Virtual Worlds Mobile Broadband Data Mashups Geo- Everything Personal Web Electronic Books Simple Augmented Reality Augmented Reality Game-Based Learning Game-Based Learning Learning Analytics Games and Gamification Learnign Analytics 3D Printing Games and Gamification 4-5 years Context- Aware Computing Knowledge Webs Social Networks and Knowledge Webs Context- Aware Computing / Augmented Reality Augmented Relaity and Enuanced Visualization Context- Aware Enviornment s and Devices New Scholarship and Emerging Forms of Publication Massivly Multiplayer Educational Gaming Collective Intelligence Social Operating Systems Semantic - Aware Applications Smart Objects Gesture- Based Computing Visual Data Analysisis Gesture- Based Computing Learning Analytics Gesture- Based Computing Internet of Things 3D Printing Wearable Technology Quantified Self Virtual Assistants
    19. 19. 3D Printing
    20. 20. Wearable Technology / Quantified Self 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 1 year or les Learning Objects Scalable Bector Graphics Extended Learning Ubiquitous Wireless Social Computing Personal Broadcasting User-Created Content Social Networking Grassroots Video Collaboation Webs Mobiles Cloud Computing Mobile Computing Open Content Electronic Books Mobiles Mobile Apps Tablet Computing Massively Open Online Courses Tablet Computing Flipped Classroom Learning Analytics 2-3 years Rapid Prototyping Multimodal Interfaces Intelligent Searching Educational Gaming Phones in Pockets Educational Gaming Mobile Phones Virtual Worlds Mobile Broadband Data Mashups Geo- Everything Personal Web Electronic Books Simple Augmented Reality Augmented Reality Game-Based Learning Game-Based Learning Learning Analytics Games and Gamification Learnign Analytics 3D Printing Games and Gamification 4-5 years Context- Aware Computing Knowledge Webs Social Networks and Knowledge Webs Context- Aware Computing / Augmented Reality Augmented Relaity and Enuanced Visualization Context- Aware Enviornment s and Devices New Scholarship and Emerging Forms of Publication Massivly Multiplayer Educational Gaming Collective Intelligence Social Operating Systems Semantic - Aware Applications Smart Objects Gesture- Based Computing Visual Data Analysisis Gesture- Based Computing Learning Analytics Gesture- Based Computing Internet of Things 3D Printing Wearable Technology Quantified Self Virtual Assistants
    21. 21. Wearable Technology Pic every 30 sec Dog never gets lost Happy? Stressed? Provide yoga workout, dim lights, soothing music Photo, video, augmented reality
    22. 22. Quantified Self
    23. 23. Internet of Things 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 1 year or les Learning Objects Scalable Bector Graphics Extended Learning Ubiquitous Wireless Social Computing Personal Broadcasting User-Created Content Social Networking Grassroots Video Collaboation Webs Mobiles Cloud Computing Mobile Computing Open Content Electronic Books Mobiles Mobile Apps Tablet Computing Massively Open Online Courses Tablet Computing Flipped Classroom Learning Analytics 2-3 years Rapid Prototyping Multimodal Interfaces Intelligent Searching Educational Gaming Phones in Pockets Educational Gaming Mobile Phones Virtual Worlds Mobile Broadband Data Mashups Geo- Everything Personal Web Electronic Books Simple Augmented Reality Augmented Reality Game-Based Learning Game-Based Learning Learning Analytics Games and Gamification Learnign Analytics 3D Printing Games and Gamification 4-5 years Context- Aware Computing Knowledge Webs Social Networks and Knowledge Webs Context- Aware Computing / Augmented Reality Augmented Relaity and Enuanced Visualization Context- Aware Enviornment s and Devices New Scholarship and Emerging Forms of Publication Massivly Multiplayer Educational Gaming Collective Intelligence Social Operating Systems Semantic - Aware Applications Smart Objects Gesture- Based Computing Visual Data Analysisis Gesture- Based Computing Learning Analytics Gesture- Based Computing Internet of Things 3D Printing Wearable Technology Quantified Self Virtual Assistants
    24. 24. Internet of Things Phillips Hue
    25. 25. Virtual Assistants 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 1 year or les Learning Objects Scalable Bector Graphics Extended Learning Ubiquitous Wireless Social Computing Personal Broadcasting User-Created Content Social Networking Grassroots Video Collaboation Webs Mobiles Cloud Computing Mobile Computing Open Content Electronic Books Mobiles Mobile Apps Tablet Computing Massively Open Online Courses Tablet Computing Flipped Classroom Learning Analytics 2-3 years Rapid Prototyping Multimodal Interfaces Intelligent Searching Educational Gaming Phones in Pockets Educational Gaming Mobile Phones Virtual Worlds Mobile Broadband Data Mashups Geo- Everything Personal Web Electronic Books Simple Augmented Reality Augmented Reality Game-Based Learning Game-Based Learning Learning Analytics Games and Gamification Learnign Analytics 3D Printing Games and Gamification 4-5 years Context- Aware Computing Knowledge Webs Social Networks and Knowledge Webs Context- Aware Computing / Augmented Reality Augmented Relaity and Enuanced Visualization Context- Aware Enviornment s and Devices New Scholarship and Emerging Forms of Publication Massivly Multiplayer Educational Gaming Collective Intelligence Social Operating Systems Semantic - Aware Applications Smart Objects Gesture- Based Computing Visual Data Analysisis Gesture- Based Computing Learning Analytics Gesture- Based Computing Internet of Things 3D Printing Wearable Technology Quantified Self Virtual Assistants
    26. 26. Virtual Assistants “Zoe” can be happy, sad, angry, tender, neutral “Florence” helps doctors access patient records, order x-rays, dictate notes
    27. 27. Affective Computing http://prof.irfanessa.com/category/research/face-and-gesture/
    28. 28. Conclusions • We don’t know what the educational implications of many of these will be • We do know that many of these will arrive soon • “What’s in it for teaching and learning?” • Experimenter mentality – keep what works, toss what doesn’t
    29. 29. Technology needs to help students… Stay organized Learn in multiple modes Engage with the content Obtain feedback Connect with the instructor Connect with prior knowledge Practice, practice, practice Develop mastry Motivate them to do the work!Connect material to real-life experiences Access materials more easily Interact with peers It’s not the technology, it’s how it’s used
    30. 30. END

    ×