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Introduction
Education is one of the most important tools in order to strive for profession and it is a
vital ingredient in making a productive society. It develops men in many aspects as learning
comes from knowledge rooted from education. Educators are instruments in reaching one’s
goals.
Learning is the core of education; this reminds us that a teacher plays a great role in this
matter. The teachers, being the focal figure, are responsible for the teaching-learning process.
This includes the transmission of knowledge to the students that will knock upon their
understanding. The learners or the students must be the one taken into account by the teacher
because they are the one who needs to learn and adopt a certain lesson. Erickson (1978) claimed
that effective learning in the classroom depends on the teacher's ability to maintain the interest
that bring students to the class in the first place. It gives the idea of how a teacher consider the
strategies he or she will use in order to boost the interest of the students that will make a total
factor in effective learning. It relies upon the teacher to utilize different teaching strategies that
will make an impact for the capacity of the students to adhere instructed lessons. This applies to
where most of the students lack attention as it revolves around solving numbers and equation that
only few know how it is done. In order to meet the objectives including the learning process of
the students, the teacher should know the factors of choosing their teaching strategies that affect
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the students’ efficiency in learning. As stressed in the Educator's Diary published in 1995,
This research aims to find out the effectiveness of using games and graphic organizers as
This study objects to know the Effectiveness of Using Games and Graphic Organizers as
Teaching Strategies in Teaching Mathematics 7. Specifically, it aims to find the answer to the
following questions:
4. Is there a significant difference between the pretest and posttest result of the:
5. Is there any significant difference between the posttest results in the control group and
experimental group?
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Significance of the Study
This study attempts to know the Effectiveness Using Games and Graphic Organizers as
Teachers. They will have a broader understanding how to handle the student’s interest in
learning. This study will help them gain awareness about utilization of different techniques that
will make the teaching-learning process in an effective way since they are the one who impart
School Administrators. This study will guide them in planning programs of the teacher.
Students. This study will help them gain information on how they will cooperate in
accomplishing the teacher’s objective. It will help them engage themselves in learning as this
study focuses on the effectiveness of the teaching strategies used by their teacher.
Parents. This study will inform them on how they will be able to help their child to give an
Other researchers. This serves as a good basis for related researches to be made or enhanced.
This study can be used as a source that will give them additional ideas and information to their
topic.
The main purpose of this study is to distinguish the Effectiveness of Using Games and
teaching strategies utilized by the teacher and its effectiveness. This study will be conducted in
Gerona Junior College between August to September having Grade 7 section D as experimental
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group with 39 students and 7 E as the control group with the same total of students that will
serve as the respondents in the making of this study. Respondents were chosen through cluster
sampling.
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Chapter 2
This chapter contains the related literature and studies coming from different sources like
websites, other studies and articles. This may help the researchers enhance their knowledge
about the study “Effectiveness of Using Games and Graphic Organizers as Teaching Strategies
Related Literature
Foreign
Teachers are challenged to use multiple teaching strategies to appeal to the different
learning styles of their students. Using games as a teaching strategy is an excellent way to teach
content, create community among students and faculty, and enhance students’ critical thinking
abilities. A game can be used to promote critical thinking and reasoning. As stated by Glendon
and Ulrich (2005), games are relatively easy to develop and are fun ways for faculty to challenge
students and provide immediate feedback so students can assess their own comprehension and,
consequently, their need for further study. Stated by the same individuals, one advantage of
using games, as a teaching strategy, is that students have the opportunity for immediate
feedback, through the discussion of correct answers and their rationales. Additionally, supported
by the idea of Berger (n.d), games should be stimulated in early years’ mathematics education by
focusing to exploit students’ mathematical learning, for example asking students probing
As stated by the Student Achievement Division (2011), since young children do not see
things in the same way as adults, early childhood educators need to understand the child’s point
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of view, and not impose their thinking. Ontario Ministry of Education (2003) supported this idea
by stating that young learners are curious and playful when it comes to mathematics, and learn
by doing, thinking, and talking. Similarly, games should be encouraged in early years’
asking students probing questions during play time to promote student thinking as noted by
Berger (n.d.)
Quinn and Iverson (2007) argue that students “need to be engaged more and to be put at
the centre of the learning experience to change from ‘passive vessel’ to ‘active participant’”.
This includes the idea of having games as an interactive way of teaching and its capacity to
approach the students in a more relative way. As stated by MacKenty (2006) and Harris (2009),
regardless of the format of the game, students can build their problem solving skills at the same
time while having fun throughout the process if an instructional game is well-designed. This
connects the idea of using games as a tool for gaining attention and participation of the students.
As determined by Keating (1967), the great teacher Comenius believed that education as
a whole should be playful thus, he advocated the use of games. Determined by the same
individual, Rousseau, during the 18th century, indicated in his classic book Emile his belief that
the use of games is a proper and delightful way of teaching children. Educational games
promote learning and enhance collaboration among students. According to Franklin, Peat &
Lewis (2003), when students work cooperatively on a gaming activity, “games foster group
cooperation and typically create a high level of student involvement that makes them useful tools
for effective teaching” (p. 82). According to Dale (1969) “people learn 10% of what they read,
20% of what they hear, 30% of what is demonstrated, but 90% when what is said and done is
combined”
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As claimed by Lee (1979), tasks performed under the pretext of games become more
bearable and agreeable because there seems to be hardly any difference between work and play
As specified by Skiba (2008), games could be used to instruct in the following areas:
higher order thinking, complex decisions, practical skills, team building and developing
expertise. However as concerned by Baid and Lambert (2010), games should be carefully
planned in a way that achieves specific learning outcomes and includes time for debriefing. In
addition contradicted by learning Royse and Newton (2007), some students may find competition
threatening or intimidating, while others may prefer a more passive role in their Time constraints
and large class sizes are alsofactors that can be seen as negatives when using games according to
Other than utilizing games, graphic organizers are popularly used to measure student
(2012) claimed that graphic organizers are used in order to assess the degree of students’
understanding and enhance recall, retention and summarization of main ideas, which can often
function as a plan leading to writing tasks. One article by Clark and Mayer, states that it is
helpful to include graphic organizers in instruction to help students build and understand
relationships among concepts. This is one essential reason that numerous educators incorporate
graphic organizers as a tool in delivering lessons. According to Ropic (2012), graphic organizers
have been found to help students be able to pick important information out of a text. When
teachers are correctly trained in using graphic organizers, the graphic organizers can be very
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Stenson (2006) states that graphic organizers helped the students remember relationships
and events. Since the students were able to use the graphic organizers to picture the information
Russell (2017) noted that graphic organizers help learners become strategic problem
solvers. Students are more likely to process the information by separating it from what's essential
and what isn't so important. In order for the graphic organizers to be effective, the teacher needs
to be properly familiar with them, and able to teach the students how to use them.
Local
Dela Rosa (n.d) concluded that the methods and strategies of teaching are the best means
of improving the educational system of the country. By the methods and strategies used by the
teachers in the classroom, students teach a lot of it in gain more knowledge and understand mean
Games have been widely used as an instructional strategy in the Philippines. Misurcova
(n.d.) believes that “Every game represents a certain content expressed in a fixed stabilized form.
The themes of games encompass different phenomena from the nature as well as social life,
frequently from human work and entertainment.” This will help the students to relate the subject
in real life situations because of games based on the thought above. Approved by Taclay (2013),
recommends the use of mathematical games strategy in presenting and discussing lessons for the
purpose of achieving higher grades. Fortifying the information learned in class isn't generally
the easiest task for teachers, however math games give the chance to make the lesson interesting
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Graphic organizers, according to Manoli & Papadopoulou (2012) are used in schools
across the country every day. They are held as excellent evidence based practice which teachers
Related Studies
Foreign
97 online participants. The study found the main benefit of using games as: enhancement of
student learning, enjoyment and interest, 62.3%; interaction and participation among students,
44.2%. The factors that discouraged instructors from using games, included: potential negative
reaction of students, 43.8%; and time constraints, 27.4%. The study showed a limited use of
games despite evidence that educators generally find the use of games to be beneficial (Allum et
al., 2010).
In a study by Cowen and Tesh (2002), students in a Pediatric Nursing Course were
divided into a control and comparison group; with the control group learning material with
traditional methods. The comparison group learned material using the same methods, but the
students in this group were also expected to play a game, reviewing material learned. A pretest of
the students showed no statistically significant difference between the pre-knowledge of the two
groups. A posttest did show a significant difference in knowledge with the comparison group
scoring 94% correct as opposed to the control group that averaged 85%.
In terms of using graphic organizers, a study conducted by Griffin (1995) found that the
use of graphic organizers helped students’ revival of knowledge while rereading a text. In the
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study by Ermis (2008), graphic organizers have been found to show relationships in ideas and
help students pick main ideas out of a text. This study also found that graphic organizers were
more helpful to students who lacked background or basic knowledge of the text subject (Ermis,
2008).
Another study done by Boulineau, Fore, Hagan-Burke, and Burke (2004) studied the
This study was done with third and fourth grade students who displayed reading deficits. The
graphic organizer that was being tested in this study was a story map. This study found that there
was higher percentage correct of story grammar elements after the story mapping graphic
organizers were introduced and used. They also found that the positive effects from the
procedure were maintained once the intervention was over (Boulineau et al., 2004).
In one school in San Diego, California, a science teacher continuously uses graphic
organizers during instruction. The students claim that the graphic organizers are the most helpful
tool they use while reading. When reading about new concepts, they incorporate graphic
organizers. The graphic organizers show evidence of the students’ understanding that the teacher
Hamilton (2000) found that graphic organizers and guided notes provided a concrete set
of notes for students to study which raised their test scores. The study found that graphic
organizers help the students get accurate notes, which would transfer over to providing more
accurate answers on the test. Also, when students use graphic organizers to organize thoughts
during an assessment they may improve their results on reading selections (Sam, 2013).
In a study done by Ermis (2008), second, fourth and fifth grade students demonstrate
their comprehension through classroom assessments. Various types of graphic organizers were
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used in this study. A pre-test and post-test were administered about the books used in this study.
The control group received traditional literacy instruction where students read, discussed and
answered questions to the teacher aloud. The experimental group used the same texts, but also
Ermis (2008) states: “Results show that the pretest scores of the experimental and control
groups were very similar. Results also show that the posttest scores of students receiving
comprehension instruction which included the use of graphic organizers were statistically
significantly higher than the posttest scores of students receiving traditional read-and-discuss
instruction,” (p. 98). This indicates that the graphic organizer instruction and use influenced the
test scores of the experimental group in a positive way. Student construction of graphic
Local
Mathematics which was done in one of the public schools in Nueva Vizcaya accomplished with
the use of Quasi-experimental design, specifically the pretest-posttest control group design was
adopted using two intact groups of fourth year students with 39 students each as the subjects of
the study. The first group was assigned as the experimental group adopting the mathematical
games strategy in teaching while the second group as the control group employing the traditional
way of teaching. A 60-item multiple choice teacher-made test was the main instrument in the
study. The test provided the scores for the pretest and posttest for the two groups of respondents.
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The study found that the students who were exposed to mathematical games strategy obtained
higher achievement scores compared to students taught using the traditional method.
The handful study of Pornel (n.d.) titled Factors that Make Educational Games Engaging
to Students was conducted in University of the Philippines in Iloilo City, Visayas. The factors
that made an educational board game engaging to students include aesthetics, mechanics of the
game, variety of experience, interaction among players, and control. This study also confirmed
that the factors found important in computer games and educational games for adults also applied
Hypothesis
1. There is no significant difference between the pretest and posttest results of the control group
2. There is no significant difference between the posttest results of the control group and
experimental group.
3. The use of games and graphic organizers as teaching strategies in Mathematics 7 have no
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Conceptual Framework
Teaching Mathematics 7
Strategies.
Results showed that
there’s no significant
teaching strategies in
teaching Mathematics 7 to
group.
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Operational Definition of Terms
Effectiveness. Is the measurement on how did the experimental teaching strategies benefited or
Games. A physical or mental activity or contest that a teacher will use in teaching Mathematics
7.
organizer, advance organizer, or concept diagram. It is a pedagogical tool that uses visual
symbols to express the relationships, formulas and other lessons throughout the discussion in
Mathematics 7.
Post-test. Is conducted to measure the effectiveness of teaching strategies that was used in the
study.
Pretest. (Preliminary Test) is conducted to determine the baseline knowledge of the students or
to measure the amount of knowledge they had before the influence of the chosen teaching
strategies.
Teaching Strategies. Refers to the methods specifically, games and graphic organizers, used to
help students learn and the tool in measuring its effectiveness in teaching Mathematics 7.
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Chapter 3
Research Methodology
This chapter presents the research design need in the study together with the setting of the
study, population and sample and the data gathering techniques in which the researcher will be
Research Design
In this study, one of the true experimental design was used to find out the Effectiveness
According to Salkind (2010), this approach is used to describe all studies with at least one
independent variable that is experimentally manipulated and with at least one dependent or
outcome variable. On the basis of this definition, true experimental design is regarded as the
most accurate form of experimental research, in that it tries to prove or disprove a hypothesis
mathematically, with statistical analysis. In this sense, we attempt to control for all confounding
variables, or at least consider their impact, while attempting to determine if the treatment is what
Under this design, the Randomized Pre-test Post-test design was used. This design uses
two groups, one is the experimental group which receives treatment and the results are gathered
at the end. The control group receives no treatment, over the same period of time, but undergoes
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Population and Sampling
The target population for the study of effectiveness of teaching strategies defined to
include the Grade 7 using cluster sampling. From this group, the researchers took the Grade 7 D
with 39 numbers of the students as the experimental group and 7 E with 39 numbers of the
This study was conducted at Gerona Junior College, a private school located at
The school was founded by Mr. Bernabe Cardona in 1946 and was formerly named
Gerona Vocational School. Currently leading by Antonio Perez as the Director, Maria Zita
Guerrero as the School Principal and Dr. Annabelle Lacbayan as the Senior High School
Coordinator.
Research Instrument
The pre-test and post-test served as the research instrument together with the teaching
strategies used by the teacher, more specifically the utilization of games and graphic organizers.
The researchers sought the permission of the school principal for the collecting of data.
The pretest and posttest were done with the cooperation of the teacher of Mathematics 7. The
teacher utilized a pre-test for the experimental and control group and stimulated her chosen
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teaching strategies as the treatment for the experimental group. After the treatment, the posttest
occurred. The average scores of both test of the respondents was interpreted and evaluated by the
researchers.
Statistical Treatment
The first statistical treatment that was used is the Dependent T-test or also called as
paired sample t-test is the statistical treatment used by the researchers in the analysis and
interpretations of data gathered. It compares the means between two related groups on the same
continuous, dependent variable in which the same group is measured twice using the pre-test and
post-test.
The second one is the Independent t-test or also called the two sample t-test. It is used to
determine whether the means of two unrelated groups significantly different from each other.
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CHAPTER 4
This chapter discusses the data analysis and findings from the action research completed
by the pretest and posttest results of the control group and experimental group regarding about
the Effectiveness of Using Games and Graphic Organizer as Teaching strategies in Teaching
Table No. 1
Table no. 1 shows the teaching strategy used by the teacher in teaching Mathematics 7.
Games and graphic organizers were used in the experimental group with 39 students
while the control group received the normal teaching method with the same number of students
It can be concluded that games and graphic organizers are used to test its own
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Table No. 2
Indicator N x
Table no. 2 shows the pretest results in control group and experimental group.
The control group with 39 number of students have a mean score of 21.3 higher than the
It can be concluded that there’s a difference in the mean score of the pretest results in the
control group and experimental group in which the scores of the students in control group is
Table No. 3
Indicator N x
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Table No. 3 shows the postest results of the control group and experimental group.
The control group with 39 number of students have a mean score of 34.4 higher than the
It can be concluded that there’s a difference in the mean score of the postest results in the
control group and experimental group in which the scores of the students in control group is
Table No. 4
Significant Difference of the Pretest and Postest Results of the Control Group
N=39
Table No. 1 shows the significant difference of the pretest and postest results of the
control group.
Using the T-test for paired samples, the degree of freedom is 38 using a significance level
of 5% or 0.05. The T-critical value is 2.021 and the computed T-value is 4.83. Therefore, the
hypothesis is rejected.
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It can be concluded that there is an improvement from the pretest to the postest results
done by the control group or the group where the teacher used a normal teaching strategy.
Table No. 5
Significant Difference of the Pretest and Postest Results of the Experimental Group
N=39
Table No. 2 shows the significant difference of the pretest and posttest results of the
experimental group.
Using the T-test for paired samples, the degree of freedom is 38 using a significance level
of 5% or 0.05. The T-critical value is 2.021 and the computed T-value is 1.91. Therefore, the
hypothesis is accepted.
It can be concluded that there is no change in the results of the pretest and posttest results
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Table No. 6
Significant Difference of Postest Results of the Control Group and Experimental Group
N=39
X S
Table No.3 shows the significant difference of the posttest results of the control group
Using the T-test for independent samples, the degree of freedom is 76 using a
significance level of 5% or 0.05. The T-critical value is 1.990 and the Tvalue is 0.99. Therefore,
It can be concluded that the use of games and graphic organizers did not make any
difference in the posttest results of the control group and the experimental group.
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Chapter 5
This chapter shows the summary of findings of the study, the conclusion of the gathered
Specifically, it aims to answer the teaching strategies used by the teacher. Second is the
pretest and posttest results of the control group and experimental group. Third is the significant
difference of the posttest results of the control group and experimental group and the
Summary of Findings
In this part of the study, the summary of findings in the study of the Effectiveness of
Using Games and Graphic Organizers as Teaching Strategies in Teaching Mathematics 7 are
being presented.
1. On Table No. 1, through the use of T-test for paired samples, the degree of freedom
2. On Table No. 2, through the use of T-test for paired samples, the degree of freedom
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3. On Table No. 3, through the use of T-test for independent samples, the degree of
Conclusion
Based on the summary of findings and interpretation of the data, the researchers came up
1. It shows that there is a significant difference in the pretest and post test result of the
control group. In conclusion, there’s an improvement between the results of the pretest
2. It can be concluded that there’s no significant difference in the pretest and post test result
of the experimental group. It shows that there’s no change in the pretest and postest
3. It can be concluded that there is no significant difference in the post test result of the
experimental and control group. In conclusion, the use of games and graphic organizers
as teaching strategies did not make any difference in the postest results of the control
Recommendations
1. The Teachers should explore different kinds of teaching strategies that will be able to
help the students adopt the lesson that will affect their understanding and learning. They
should also give favour to the students’ preference to have a more effective interaction.
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2. The School Administration should guide the teachers in planning their unit plan for they
3. Students should cooperate to their teacher to be able to adopt more effective learning
4. The Parents should encourage their child learn how to engage in their class, they must
5. Other Research must observe the teaching process of the teacher to know the actual
happening on how they teach the students. They should also conduct a survey
questionnaire providing the observations and evaluation of the students on how the
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Researcher’s Resume
She’s 16 years old and a resident of Brgy. Bawa, Gerona, Tarlac. The youngest daughter
of Mr. Dexter T. Fernandez and Rose I. Fernandez. She have an older sister named Rosemarie I.
She loves to read and write poems. She’s also a fond of inventing recipes and will soon
be taking up the course of Culinary Arts. She loves to sing and at the same time she uses her
talent to serve God, she is one of the member of the music ministry in a Catholic church.
She prefers spending more time with her family than her friends or any others because
she finds it more comfortable and fun as being raised having a good relationship and closeness
She wants to be successful someday to be able to provide and pay for the sacrifices that
her parents did. She wants to make sure that she will always make them proud to see their smile
drawn on their face. As letting God to be their center. For her, she doesn’t want to be just
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Researcher’s Resume
Mr. Hazel Jose P. Gonzales and Arsenia V. Gonzales and have two
siblings more; Carlo Gabriel V. Gonzales and Neza Faye V. Gonzales, Carlo as the oldest. She
Junior College. She is now a senior high school student having HUMSS as her strand.
Laughing and being jolly had been her own mood for years now. Whenever someone
needs help, she’s always ready to take action and to lend a hand to that person. She is also an
adventurous person where in she loves exploring new things with her friends or even on her own.
She believes in the saying ” Add life to your days, not days to your life.”She also stated that,
you’ll never know when will your life going to lasts. That’s why creating meaningful day is
better than wasting your day to nonsense things, then regret after.
The researcher wants to have a stable job having Criminology as her course for her to be
a great Police woman who’ll fight for justice. Then to be successful for her to help her family to
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have a better life. After many years, she wants to travel to different places or countries. And
Researcher’s resume
from Cardona, Gerona, Tarlac. Her parents are Rosario V. Galleta who
is an OFW and his father Ernesto C. Galleta Jr. who is a Farmer. She
The researcher has an ambition of being a flight attendant someday. Her favorite color is
pink and she love eating vegetables. She is also a k-pop fan, she loves watching k drama and
She dreamed of being successful someday and gave everything to her mother who
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Researcher’s Resume
and a resident of Poblacion 1, Gerona, Tarlac. He is the son of Mr. Allan N. Little and Mrs.
Hilda A. Little.
He is currently a Grade 12 student of Gerona Junior College under the academic strand of
He loves to edit photos and videos as her hobby. He also loves to draw and paint and
consider it as his talent. He loves to watch Anime every weekend because animation and the
artistic value of Anime inspire him to be more artistic and the stories within him are also linked
to him. He also loves to listen to music that is usually RnB and Hip-hop songs. He wants to
He prioritized his education today because he believed education would play a major role
for him in the future. Although at times he felt lazy and unmotivated he never forgot that
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Researcher’s Resume
Cancio and Leah Gragasin Cancio. He is currently a grade 12 student of Gerona Junior College
The researcher loves to play online games. He watches anime every time that he has a
free time. Now he is 17 years old, he prefers playing online games rather than playing outside.
He wants to become a policeman or a soldier someday. His dream is to finish his study
and work as soon as possible because he wants to buy the things his family needs, wants and
deserves. He wants to make his parents the proud of him. His family is the most important
person for him and he dedicates all of his hard works and achievements to them. He works hard
and always says that, “Today is hard tomorrow is worst but the day after tomorrow is sunshine”.
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