11 July 2026

Building an A Level Platform Game Project — Part 2: Creating the Game Window and Player Movement

 


Building an A Level Platform Game Project — Part 2: Creating the Game Window and Player Movement

In Part 1, we planned the platform game.

We decided that the aim was not to create the next PlayStation or Xbox masterpiece. The aim was to build a controlled, achievable, expandable 2D platform game that could be used as a strong model for an A Level Computer Science project.

We looked at success criteria, user requirements, essential features, desirable features and extension ideas.

Now we need to move from planning to programming.

This is the exciting point where the project stops being just an idea and becomes something visible on the screen.

But we still need to keep the same rule:

Start simple. Make it work. Then improve it.

In this article, we will create the first working prototype of the game. The target is deliberately small:

Create a game window, place a player on the screen, and allow the player to move left and right using the keyboard.

That may not sound like much, but it is the first proper step towards a working platform game.

Why Start With a Simple Prototype?

Students often want to start with the interesting parts first.

They want graphics, enemies, levels, sound effects and menus. That is understandable. Those are the parts that feel like a finished game.

But those are not the foundation.

The foundation of a platform game is movement.

If the player cannot move reliably, nothing else matters. The platforms, enemies, collectables and levels all depend on the player being controlled properly.

This first prototype gives us something important:

  • a game window

  • a controlled game loop

  • keyboard input

  • a visible player object

  • horizontal movement

  • screen boundary checks

  • a first opportunity for testing

  • evidence for the project write-up

A simple rectangle moving left and right is not impressive as a final game. But as a first prototype, it is exactly what we need.

Choosing the Development Tool

There are several ways to create a 2D platform game.

Students might use:

  • Python with Pygame

  • JavaScript with HTML5 Canvas

  • Godot

  • Unity in 2D mode

  • Java

  • C# with a suitable framework

For this series, I will use Python-style examples because they are easy to read and many students are familiar with them. The important ideas, however, apply to other languages as well.

The key ideas are:

  • create a window

  • repeatedly update the game

  • check for key presses

  • change the player’s position

  • draw the updated screen

  • repeat many times per second

That repeated cycle is the basis of most games.

The Game Loop

A game does not simply run once from top to bottom like a basic calculator program.

A game runs continuously.

It checks input, updates positions, draws the screen and then does the same again. This happens many times every second.

A simple game loop follows this pattern:

  1. Check for events, such as closing the window.

  2. Check which keys are being pressed.

  3. Update the player’s position.

  4. Clear the screen.

  5. Draw the player.

  6. Display the updated screen.

  7. Repeat.

This is a very important idea for students to understand.

The player does not move because the program waits for one key press and then stops. The player moves because the program is constantly checking the keyboard and updating the screen.

Creating the Game Window

The first practical target is to create a game window.

A sensible starting size is 800 pixels wide and 600 pixels high.

This gives enough space for platforms, hazards and movement later, but it is still simple enough to manage.

Example design decision:

The game window will be 800 by 600 pixels because this gives enough room for a simple platform level while keeping the coordinate system manageable for testing.

This kind of explanation is useful in the project write-up. Students should not just say what they did. They should explain why they did it.

A very simple Python/Pygame-style structure might look like this:

import pygame

pygame.init()

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600

screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Escape the Platforms")

running = True

while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    screen.fill((255, 255, 255))

    pygame.display.update()

pygame.quit()

At this stage, the program does not do much.

It opens a window.
It keeps the window open.
It allows the user to close it.

That is enough for the first small test.

Why Constants Are Useful

In the example above, the screen width and height are stored as constants:

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600

This is better than writing 800 and 600 throughout the program.

If the screen size needs to change later, it can be changed in one place.

This is a small programming habit, but it matters.

Good projects are easier to maintain and improve.

A student could write in their development log:

I used named constants for the screen width and height so that the window size could be changed easily later without searching through the whole program.

That is good evidence of thoughtful programming.

Drawing the Player

The next step is to put a player on the screen.

At this point, the player does not need to be a detailed sprite or animated character. A rectangle is perfectly suitable.

In fact, using a rectangle at the beginning is often better because it makes collision detection easier later.

Example player values:

player_x = 100
player_y = 500
player_width = 40
player_height = 60

This places the player near the bottom left of the screen.

To draw the player:

pygame.draw.rect(screen, (0, 0, 255), (player_x, player_y, player_width, player_height))

The full prototype now begins to look like this:

import pygame

pygame.init()

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600

screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Escape the Platforms")

player_x = 100
player_y = 500
player_width = 40
player_height = 60

running = True

while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    screen.fill((255, 255, 255))

    pygame.draw.rect(screen, (0, 0, 255), (player_x, player_y, player_width, player_height))

    pygame.display.update()

pygame.quit()

Now we have a player.

It cannot move yet, but it exists on the screen.

That is progress.

Understanding Screen Coordinates

One area that can confuse students is the coordinate system.

In many maths lessons, students are used to graphs where the y-value increases as you move upwards.

Computer screens usually work differently.

On a screen:

  • x = 0 is the left edge

  • x increases as you move right

  • y = 0 is the top edge

  • y increases as you move down

So if the player’s x-coordinate increases, the player moves right.
If the player’s x-coordinate decreases, the player moves left.
If the player’s y-coordinate increases, the player moves down.
If the player’s y-coordinate decreases, the player moves up.

This will matter much more when we add gravity and jumping in the next article.

For now, it helps students understand why changing player_x moves the character horizontally.

Adding Left and Right Movement

Now we need keyboard control.

The simplest version checks whether the left or right arrow key is being pressed.

If the right arrow is pressed, increase player_x.

If the left arrow is pressed, decrease player_x.

For example:

keys = pygame.key.get_pressed()

if keys[pygame.K_LEFT]:
    player_x -= 5

if keys[pygame.K_RIGHT]:
    player_x += 5

The value 5 is the movement speed. Each frame, the player moves 5 pixels.

This is easy to understand and easy to test.

The updated loop might look like this:

while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    keys = pygame.key.get_pressed()

    if keys[pygame.K_LEFT]:
        player_x -= 5

    if keys[pygame.K_RIGHT]:
        player_x += 5

    screen.fill((255, 255, 255))
    pygame.draw.rect(screen, (0, 0, 255), (player_x, player_y, player_width, player_height))
    pygame.display.update()

Now the player should move left and right.

This is the first real playable interaction.

The Problem of Speed

If students run the game at this point, they may notice a problem.

The player’s speed depends on how quickly the loop runs.

On a fast computer, the game may run very quickly. On a slower computer, it may run more slowly.

This is why games normally use a clock or frame rate control.

In Pygame, this can be done with:

clock = pygame.time.Clock()

Then inside the loop:

clock.tick(60)

This limits the game to about 60 frames per second.

The movement becomes more consistent.

The improved structure becomes:

clock = pygame.time.Clock()

while running:
    clock.tick(60)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    keys = pygame.key.get_pressed()

    if keys[pygame.K_LEFT]:
        player_x -= 5

    if keys[pygame.K_RIGHT]:
        player_x += 5

    screen.fill((255, 255, 255))
    pygame.draw.rect(screen, (0, 0, 255), (player_x, player_y, player_width, player_height))
    pygame.display.update()

This gives another useful project note:

I added a frame rate limit so that the player movement would be more consistent across different computers.

That is a small but important design improvement.

Preventing the Player Leaving the Screen

At this point, the player can move left and right, but there is probably another problem.

The player can leave the screen.

If the player keeps moving left, the x-coordinate becomes negative. If the player keeps moving right, the player disappears beyond the right edge of the window.

That is not desirable.

We need boundary checks.

The left boundary is simple:

if player_x < 0:
    player_x = 0

The right boundary needs to include the player’s width:

if player_x + player_width > SCREEN_WIDTH:
    player_x = SCREEN_WIDTH - player_width

This means the player’s right edge cannot move beyond the right edge of the screen.

The updated movement section becomes:

keys = pygame.key.get_pressed()

if keys[pygame.K_LEFT]:
    player_x -= 5

if keys[pygame.K_RIGHT]:
    player_x += 5

if player_x < 0:
    player_x = 0

if player_x + player_width > SCREEN_WIDTH:
    player_x = SCREEN_WIDTH - player_width

This gives us another success criterion:

The player cannot move beyond the left or right edge of the screen.

Again, it is specific and testable.

Full Prototype Code for Part 2

At the end of this stage, the prototype might look like this:

import pygame

pygame.init()

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600

screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Escape the Platforms")

clock = pygame.time.Clock()

player_x = 100
player_y = 500
player_width = 40
player_height = 60
player_speed = 5

running = True

while running:
    clock.tick(60)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    keys = pygame.key.get_pressed()

    if keys[pygame.K_LEFT]:
        player_x -= player_speed

    if keys[pygame.K_RIGHT]:
        player_x += player_speed

    if player_x < 0:
        player_x = 0

    if player_x + player_width > SCREEN_WIDTH:
        player_x = SCREEN_WIDTH - player_width

    screen.fill((255, 255, 255))

    pygame.draw.rect(
        screen,
        (0, 0, 255),
        (player_x, player_y, player_width, player_height)
    )

    pygame.display.update()

pygame.quit()

This is still very simple, but it is a proper first version.

The player is visible.
The player can move.
The player cannot leave the screen.
The game loop is working.
The program has a clear structure.

That is enough for Part 2.

What Should Students Record in Their Development Log?

For an A Level project, the student should record development evidence as they go.

After this stage, a good development log entry might include:

Development Stage

Creating the game window and basic player movement.

Aim

To create a visible player character and allow the user to move it left and right using keyboard input.

What Was Added

  • 800 by 600 game window

  • player rectangle

  • keyboard input

  • left and right movement

  • speed variable

  • frame rate control

  • screen boundary checks

Problems Found

  • The player initially moved off the edge of the screen.

  • Movement could behave differently if the game loop ran too quickly.

  • The player was only represented as a rectangle, but this was acceptable for the prototype.

Changes Made

  • Added boundary checks to stop the player leaving the screen.

  • Added a clock to control the frame rate.

  • Used named variables for player size and speed to make the program easier to adjust.

Evidence

  • screenshot of the game window

  • screenshot of the player at the left edge

  • screenshot of the player at the right edge

  • code showing keyboard input

  • test table showing movement works

This is far better than simply writing “I made the player move”.

Example Test Table

Testing should begin early.

Even this simple stage can be tested properly.

Test NumberTestExpected ResultActual ResultPass/Fail
1Run the programGame window opensGame window opensPass
2Press right arrowPlayer moves rightPlayer moves rightPass
3Press left arrowPlayer moves leftPlayer moves leftPass
4Hold left arrow at edge of screenPlayer stops at left edgePlayer stops at left edgePass
5Hold right arrow at edge of screenPlayer stops at right edgePlayer stops at right edgePass
6Close the windowProgram exits cleanlyProgram exits cleanlyPass

This test table may look basic, but it shows the correct habit.

Testing should not be left until the end.

Linking Back to the Success Criteria

In Part 1, we created success criteria.

This stage supports several of them:

  • The player can move left using keyboard input.

  • The player can move right using keyboard input.

  • The player stops moving horizontally when no movement key is pressed.

  • The player cannot move beyond the edge of the game screen.

This is exactly why success criteria are useful.

They connect planning, coding, testing and evaluation.

A student can later write:

The first development stage met four of the original success criteria. Testing confirmed that the player could move left and right and could not leave the game screen.

That is clear project evidence.

Possible Improvements at This Stage

Once basic movement works, students may be tempted to rush into graphics or enemies.

It is better to improve the movement slightly first.

Possible improvements include:

  • changing the speed value

  • adding smoother acceleration

  • adding friction

  • using different controls

  • creating a player class

  • replacing the rectangle with a temporary sprite

  • displaying coordinates for debugging

However, not all of these should be added immediately.

For a first project, simple movement is enough.

The next essential step is vertical movement: gravity and jumping.

Should Students Use a Player Class?

At this early stage, the code uses separate variables:

player_x
player_y
player_width
player_height
player_speed

This is easy to understand.

However, as the game grows, the player will need more information:

  • horizontal speed

  • vertical speed

  • jumping state

  • lives

  • animation frame

  • direction

  • collision rectangle

At that point, it may be better to create a player class.

For example, a class could store all the player’s properties and methods in one place.

Students do not need to do this immediately, but it is a useful design discussion.

A good project might begin with simple variables and later refactor the code into a class. That improvement itself can become useful evidence.

The student can explain:

The first version used separate variables for the player. As the program became more complex, I created a Player class to make the code easier to organise and extend.

That is a strong development point.

Avoiding the Copy-and-Paste Trap

This series is intended to guide students, not to provide a finished project for copying.

That is important.

A Level students should be able to explain their own code, justify their decisions and show their own development process.

Students using this model should adapt the ideas.

They might change:

  • the screen size

  • the controls

  • the player size

  • the movement speed

  • the visual style

  • the target user

  • the success criteria

  • the level design

  • the scoring system

  • the programming language

The aim is to understand the structure, not simply reproduce the code.

A student who copies a project without understanding it will struggle when asked to explain, test or evaluate it.

A student who adapts the project and records their decisions will have a much stronger piece of work.

Practical Task for Students

Before moving to gravity and jumping, students should complete this task.

Part 2 Student Task

Create the first prototype of your platform game.

It must include:

  1. A game window.

  2. A visible player character.

  3. Left movement.

  4. Right movement.

  5. A controlled frame rate.

  6. A variable for player speed.

  7. Boundary checks so the player cannot leave the screen.

  8. A short test table.

  9. At least two screenshots as evidence.

  10. A development log entry explaining what you added and what problems you found.

Extension Task

Improve the movement by adding one of the following:

  • different movement keys

  • a faster sprint key

  • smoother acceleration

  • a simple player class

  • a temporary sprite instead of a rectangle

Students should only attempt the extension once the basic version works.

Final Thoughts: The First Working Version Matters

At this point, the game is not exciting yet.

There are no platforms.
There is no jumping.
There are no enemies.
There is no score.
There is no way to win.

But the first working version matters.

The game has a window.
It has a player.
It responds to keyboard input.
It updates many times per second.
It prevents the player moving beyond the screen.

That is the beginning of a real game.

More importantly, it is the beginning of a properly documented project.

Students should not underestimate this stage. Many weak projects fail because students rush past the foundations and try to add complex features before the basic mechanics are reliable.

A good platform game is built one step at a time.

In the next article, we will add the feature that makes the game start to feel like a platform game: gravity and jumping.

10 July 2026

Teaching GCSE and A-Level Chemistry with Snatoms: Making Molecules Easier to See, Build and Understand

 

Teaching GCSE and A-Level Chemistry with Snatoms: Making Molecules Easier to See, Build and Understand

Chemistry often asks students to imagine things they cannot see.

Atoms are far too small to observe directly in an ordinary lesson, yet students are expected to understand how they join together, how molecules change shape, how bonds break and form, and why the three-dimensional arrangement of atoms matters.

Diagrams in textbooks are useful, but they are still flat pictures of three-dimensional structures. Traditional molecular model kits help, but they can be slow to assemble and sometimes make molecules look more like scaffolding than real collections of atoms.

This is where Snatoms can make a significant difference.

Snatoms are magnetic molecular modelling components that allow atoms and molecules to be assembled quickly. The magnets make bond formation immediate, visible and even audible. Students can build structures, rotate them, pull them apart and reconstruct them without spending most of the lesson struggling with stiff connectors.

For GCSE and A-Level Chemistry, this makes molecular structure much more practical, memorable and realistic.

Why Molecular Structure Is Difficult for Students

Many chemistry topics depend on a secure understanding of particles and bonding.

Students may be shown a displayed formula such as:

H–O–H

They can see that a water molecule contains two hydrogen atoms bonded to one oxygen atom. However, the formula does not automatically show them the full three-dimensional shape of the molecule.

Similarly, methane is often drawn as:

H
|

H – C – H
|
H

This is convenient on paper, but it can wrongly suggest that methane is a flat, cross-shaped molecule.

In reality, the four hydrogen atoms are arranged around the carbon atom in a tetrahedral structure.

A physical model helps students move beyond the limitations of a two-dimensional page. They can hold the molecule, turn it around and view it from different angles.

That change in perspective is often the point at which molecular geometry begins to make sense.

Fast Assembly Means More Time for Chemistry

One of the main advantages of Snatoms is the speed with which molecules can be assembled.

With some traditional model kits, a large amount of lesson time can be spent pushing plastic bonds into small holes, searching for the correct connector or trying to remove pieces without damaging them.

That can be frustrating, particularly for younger students or for those with weaker fine motor skills.

Magnetic connections make the process much quicker.

A student can build a simple molecule such as water, methane or carbon dioxide within moments. They can then dismantle it and move on to a more complicated example.

This means that the model is not simply a finished object demonstrated by the teacher. It becomes something students can repeatedly build, test and modify.

In a one-to-one tuition lesson, this is especially useful. We can move quickly through several examples without losing the flow of the explanation.

A typical sequence might include:

  • building methane

  • changing it into ethane

  • removing hydrogen atoms to form ethene

  • changing the double bond into a triple bond to form ethyne

  • comparing the shapes and freedom of rotation in each molecule

The practical activity remains focused on the chemistry rather than the mechanics of assembling the model.

Making Bond Formation Visible and Audible

One of the most engaging features of magnetic models is that students can both see and hear bonds being formed.

As two atoms come together, the magnets connect with a noticeable click.

That sound creates a simple but effective representation of bond formation. It gives students a physical event to associate with the idea that atoms have joined.

The model must not be taken too literally. Real chemical bonds are not tiny magnets, and atoms do not make clicking noises when they react.

However, the physical action provides a useful teaching analogy.

Students can also pull the atoms apart to represent bond breaking. This opens up discussion about energy changes.

Breaking a bond requires energy.

Forming a bond releases energy.

A teacher can therefore use the model to challenge a common misconception. Some students initially think that breaking bonds releases energy because the word “breaking” sounds violent or explosive. Physically separating magnetic atoms helps make the point that force must be applied to overcome the attraction.

The models provide a starting point for discussing activation energy, reaction profiles and overall energy changes.

Demonstrating Single, Double and Triple Bonds

Double and triple bonds can be difficult to represent convincingly with some molecular model kits.

In Snatoms models, the different bond arrangements are clearer and more realistic. Students can see that a double bond is not simply a decorative second line added to a displayed formula. It changes the structure and behaviour of the molecule.

For example, students can compare ethane and ethene.

Ethane contains a carbon-carbon single bond. The molecule can rotate around this bond relatively freely.

Ethene contains a carbon-carbon double bond. Rotation is restricted.

This is important later when students study:

  • the structure of alkenes

  • addition reactions

  • polymers

  • stereoisomerism

  • E/Z isomerism at A-Level

A physical model makes the restricted rotation much easier to appreciate.

Triple bonds can also be demonstrated using molecules such as nitrogen or ethyne.

Students can compare:

  • a single bond in hydrogen

  • a double bond in oxygen

  • a triple bond in nitrogen

This provides a useful visual route into discussions of bond strength, bond length and reactivity.

Seeing Molecular Shape Rather Than Memorising It

At A-Level, molecular shape becomes a major part of chemical bonding.

Students are expected to use electron-pair repulsion theory to predict structures such as:

  • linear

  • trigonal planar

  • tetrahedral

  • trigonal pyramidal

  • bent

  • trigonal bipyramidal

  • octahedral

These names can become a list to memorise unless students have an opportunity to handle the structures.

With a model in front of them, the arrangement becomes more meaningful.

A tetrahedral molecule is no longer just “109.5 degrees”. It is a three-dimensional arrangement in which four bonding regions spread out as far as possible.

A trigonal planar molecule can be compared directly with a trigonal pyramidal molecule.

Students can investigate why ammonia and water do not have the same shape as methane, despite electron pairs being arranged around the central atom in related ways.

The physical model can support a discussion of lone pairs, although it is important to explain that lone pairs may need to be represented conceptually rather than as ordinary bonded atoms.

The real value lies in helping students connect several ideas:

  • the number of electron regions

  • repulsion between electron pairs

  • molecular shape

  • approximate bond angle

  • polarity

Exploring Polarity and Molecular Symmetry

Models are particularly useful when teaching polarity.

Students often learn that individual bonds may be polar because of differences in electronegativity. They then need to decide whether the whole molecule is polar.

This depends on shape and symmetry.

Carbon dioxide contains two polar carbon-oxygen bonds, but the molecule is linear. The bond dipoles act in opposite directions and cancel.

Water also contains polar oxygen-hydrogen bonds, but the molecule is bent. The dipoles do not cancel, so the molecule has an overall permanent dipole.

On a flat page, students may learn these answers without fully understanding them.

With physical models, the difference becomes much clearer.

The student can place arrows alongside the bonds, view the molecule from several directions and consider whether the effects cancel.

Other useful comparisons include:

  • methane and chloromethane

  • boron trifluoride and ammonia

  • carbon tetrachloride and trichloromethane

This turns polarity from a rule-learning exercise into a spatial reasoning task.

Modelling Chemical Reactions

Simbursement models are also useful for showing that chemical reactions rearrange atoms rather than create or destroy them.

For example, methane combustion can be modelled by building methane and oxygen molecules, then rearranging the atoms to produce carbon dioxide and water.

CH₄ + 2O₂ → CO₂ + 2H₂O

The student can count the atoms before and after the reaction.

One carbon atom appears on each side.

Four hydrogen atoms appear on each side.

Four oxygen atoms appear on each side.

This gives a practical introduction to balancing equations and conservation of mass.

It also highlights something that students sometimes miss: the atoms in the products are the same atoms that were present in the reactants. They have simply been rearranged into different combinations.

Other suitable reactions include:

  • hydrogen reacting with oxygen to make water

  • nitrogen reacting with hydrogen to make ammonia

  • hydrogen chloride formation

  • alkene addition reactions

  • ester formation

  • polymerisation

At A-Level, students can use models to follow reaction mechanisms. They can identify which bond is broken, where a new bond forms and how the carbon skeleton changes.

The model cannot replace correct curly-arrow notation, but it can make the movement and rearrangement easier to visualise before students represent it symbolically.

Organic Chemistry Becomes More Manageable

Organic chemistry can appear overwhelming because molecules quickly become larger and more complex.

Students must learn to interpret:

  • molecular formulae

  • empirical formulae

  • displayed formulae

  • structural formulae

  • skeletal formulae

  • homologous series

  • functional groups

  • isomers

Physical models help students see that these are different ways of representing the same underlying structure.

A student might build butane and then rearrange the same atoms to make methylpropane.

Both molecules have the formula C₄H₁₀, but their structures are different.

This makes structural isomerism immediately visible.

The same approach can be used for alcohols, haloalkanes, alkenes and carboxylic acids.

At A-Level, students can build optical isomers around a chiral carbon. Holding the models side by side makes it much easier to understand why mirror-image molecules cannot always be superimposed.

This is far more effective than relying entirely on wedge-and-dash drawings.

Supporting GCSE Biology

Although Snatoms are primarily associated with chemistry, they can also be useful in Biology.

Biology students need to understand many molecules, including:

  • glucose

  • amino acids

  • fatty acids

  • glycerol

  • water

  • oxygen

  • carbon dioxide

  • DNA components

  • proteins

  • carbohydrates

At GCSE level, the models can be used to reinforce the idea that biological materials are made from chemical elements.

For example, students can compare a glucose molecule with a chain of glucose units in a carbohydrate.

They can see that carbon, hydrogen and oxygen atoms are combined in particular proportions.

Models can also support explanations of condensation and hydrolysis.

Two smaller biological molecules can be joined while showing the removal of the elements of water. The process can then be reversed to model hydrolysis.

This helps connect chemistry with topics such as:

  • digestion

  • enzyme action

  • protein synthesis

  • carbohydrate formation

  • lipid structure

Supporting A-Level Biology

At A-Level Biology, molecular structure becomes even more important.

Students study:

  • monosaccharides and disaccharides

  • α-glucose and β-glucose

  • glycosidic bonds

  • amino acids and peptide bonds

  • triglycerides

  • phospholipids

  • nucleotides

  • ATP

  • DNA and RNA

It is not always practical to build complete large biological molecules atom by atom. However, smaller sections can be modelled to illustrate the key chemistry.

A model can show:

  • how two amino acids join

  • where a peptide bond forms

  • how water is removed during condensation

  • how a phospholipid contains hydrophilic and hydrophobic regions

  • why molecular shape matters in enzyme-substrate interactions

This is particularly valuable because students sometimes treat Chemistry and Biology as completely separate subjects.

Using the same models in both lessons reinforces the fact that biological processes depend on chemical structures and chemical reactions.

An Example Tuition Activity: From Methane to a Polymer

A useful practical sequence begins with methane.

First, the student builds one carbon atom surrounded by four hydrogen atoms.

This establishes carbon’s valency and the tetrahedral arrangement.

Next, two carbon atoms are joined to form ethane. The remaining bonds are filled with hydrogen atoms.

The student can then remove two hydrogen atoms and create a carbon-carbon double bond, forming ethene.

At this stage, we can discuss:

  • the alkene functional group

  • unsaturation

  • the bromine-water test

  • addition reactions

  • restricted rotation

Several ethene molecules can then be represented as repeating units and joined into a chain to model poly(ethene).

The student can see that the carbon-carbon double bonds open and become carbon-carbon single bonds within the polymer.

This one sequence links together bonding, valency, molecular shape, organic nomenclature, reactions and polymerisation.

A Personal Reflection: Students Remember What They Handle

In my experience, students often remember a structure more confidently when they have physically built it.

They may forget a diagram copied from a board, but they are more likely to remember the moment when a molecule would not fit together as expected or when changing a single bond to a double bond altered the whole shape.

The clicking magnets also add an element of satisfaction. There is immediate feedback when the components connect.

This encourages experimentation.

Students begin asking useful questions:

“Can carbon bond to five atoms?”

“Why won’t this molecule rotate?”

“Can I make another structure with the same atoms?”

“Why is this molecule symmetrical but that one is not?”

These questions create opportunities for deeper teaching.

The student is no longer passively receiving a diagram. They are testing a model and investigating the rules behind it.

Using Models Carefully

All scientific models have limitations.

Snatoms are not exact replicas of atoms. The colours, sizes and magnets are teaching tools. Electron clouds are not hard spheres, and bonds are not solid rods or magnetic clips.

It is therefore important to discuss what the model shows well and what it does not show.

The model is useful for representing:

  • connectivity

  • relative orientation

  • bond number

  • molecular shape

  • structural change

  • isomerism

It is less useful for directly representing:

  • electron density

  • orbital overlap in full detail

  • exact atomic scale

  • continuous electron movement

  • intermolecular forces

  • real bond vibrations

Discussing these limitations is not a weakness. It is part of good scientific education.

Students should learn that scientists use models because they help explain reality, not because the models are reality.

Practical Ways to Use Snatoms in Lessons

Snatoms can be incorporated into lessons in several ways.

A teacher can build a molecule as a live demonstration while students predict what should happen next.

Students can work from formula cards and construct the correct molecules.

They can be given an incorrect model and asked to identify the mistake.

They can compare two isomers and explain how they differ.

They can model reactants and products in a balanced equation.

They can photograph their finished structures and annotate the images electronically.

In online tuition, a model can be shown using a close-up camera or visualiser. The molecule can be rotated slowly so that the student sees its full three-dimensional structure.

This works particularly well alongside digital notes. A student can first view the physical molecule and then practise drawing the displayed, structural and skeletal formulae.

Conclusion: Turning Invisible Chemistry into Something Tangible

Chemistry is built around particles that students cannot see, but that does not mean the subject has to remain abstract.

Snatoms allow molecules to be assembled quickly, altered easily and viewed from every direction. The magnetic connections make bond formation and bond breaking clear, while realistic single, double and triple bonds support more advanced discussions of structure and reactivity.

They are useful at GCSE for bonding, equations, conservation of mass and basic organic chemistry.

At A-Level, they support molecular shape, polarity, mechanisms, isomerism and complex organic structures.

Their value also extends into Biology, where they help students understand that carbohydrates, proteins, lipids, DNA and other biological molecules are all based on chemical bonding.

The best practical teaching tools do not merely provide an answer. They encourage students to ask better questions.

When a student can build a molecule, rotate it, dismantle it and rebuild it in a different form, chemistry becomes less like a collection of mysterious symbols and more like a logical, three-dimensional science.

09 July 2026

Microscopes Should Not Be a One-Off Lesson

 


Microscopes Should Not Be a One-Off Lesson

For many students, the microscope appears once.

It is brought out carefully, placed on the bench, and treated almost like a special event. Students learn how to carry it, how to focus it, how to start on low power, how to adjust the light, and how to avoid crashing the objective lens into the slide. They may look at an onion cell, a cheek cell, or perhaps a prepared slide of plant tissue.

Then the microscope is packed away.

For some students, that is the last time they use one.

That seems a terrible waste.

A microscope is not just a piece of equipment for one lesson on cells. It is one of the most powerful tools in biology. It changes the way students see living things. It reveals structure, pattern, organisation and detail that are completely invisible to the naked eye. Used properly, it can support almost every part of the biology course, and it can even be useful in chemistry, physics and photography.

At Philip M Russell Ltd, I try not to treat microscopy as a single practical. I treat it as a regular scientific tool.

The Microscope Opens Up a Hidden World

Biology is full of things students are asked to imagine.

Cells have nuclei. Leaves contain stomata. Roots have hairs. Blood contains different types of cells. Muscles are made of fibres. Plant stems contain xylem and phloem. Organs are built from tissues.

Students may learn these words from a textbook, but the words become much more meaningful when they can actually see the structures for themselves.

A diagram is helpful. A photograph is better. But seeing the real thing through a microscope is different again.

When a student focuses carefully and suddenly sees cells come into view, biology stops being a set of labels and becomes something real.

That moment matters.

More Than Onion Cells and Cheek Cells

Onion cells and cheek cells are useful starting points. They teach students how to prepare a slide, how to use a stain, how to focus the microscope, and how to recognise basic cell structures.

But microscopy should not stop there.

When we study plants, we can look at prepared slides of roots, stems, leaves, stomata, pollen and vascular tissue. When we study animals, we can look at tissues from organs, blood smears, muscle, nerve tissue and epithelial cells.

Instead of learning about an organ system only from a textbook, students can examine the tissues that make up that system.

For example:

When studying leaves, we can look at the upper epidermis, palisade layer, spongy mesophyll and stomata.

When studying transport in plants, we can look at xylem vessels and phloem tissue.

When studying gas exchange, we can look at lung tissue and compare it with plant gas exchange surfaces.

When studying digestion, we can look at epithelial tissue and think about surface area, absorption and specialised cells.

When studying blood, we can compare red blood cells, white blood cells and platelets.

This helps students understand that organisms are not just made of organs. Organs are made of tissues, tissues are made of cells, and cells have structures that relate directly to their functions.

That link between structure and function is one of the most important ideas in biology.

High-Powered Microscopes for Cells and Tissues

High-powered microscopes are ideal when we want to see cells clearly.

They allow students to examine fine detail and make proper biological observations. Students can practise focusing, changing magnification, estimating size, drawing what they see, and comparing different tissues.

This is especially useful for GCSE and A Level Biology students because microscopy links directly to practical skills and exam questions.

Students need to understand magnification.

They need to know how to use the equation:

magnification = image size ÷ actual size

They need to understand scale.

They need to know why stains are used.

They need to be able to draw biological specimens accurately, using clear lines and labels rather than artistic shading.

All of these skills improve when microscopy is used regularly rather than once.

A microscope is not simply for looking. It is for measuring, comparing, recording and explaining.

Low-Powered Microscopes Are Often Even More Useful

There is sometimes a tendency to think that higher magnification is always better.

It is not.

Low-powered microscopes, stereo microscopes and digital microscopes are incredibly useful because they allow students to look at larger objects in much greater detail than the naked eye can manage.

This is where the microscope becomes a bridge between biology, fieldwork and photography.

With a low-powered microscope, students can examine:

small insects
pond organisms
plant surfaces
seeds
flowers
moss
fungi
feathers
soil samples
crystals
shells
leaf damage
pollen grains
small fossils

These are the things that students might otherwise miss.

A leaf is not just green. Under magnification, it has veins, hairs, pores, damage marks, fungal spots, insect eggs and surface textures.

A small insect is not just a “bug”. It has legs, mouthparts, antennae, wing cases, eyes and body segments.

A flower is not just colourful. It has anthers, pollen, stigma, style, ovary and patterns that often relate to pollination.

Low-powered microscopy encourages students to observe properly. It slows them down. It teaches them to notice.

That is a valuable scientific skill.

Sharing the View with Microscope Cameras

One of the problems with traditional microscopy is that only one student can look at a time.

This can make it difficult to teach. One student sees something clearly. Another cannot find it. Another has focused on an air bubble and thinks it is a cell. Someone else has moved the slide completely away from the specimen.

Microscope cameras solve this problem.

By connecting a camera to the microscope, the image can be displayed on a screen so that everyone can see the same thing at the same time.

This transforms the lesson.

The teacher can point out what matters. Students can discuss what they are seeing. Misunderstandings can be corrected instantly. The image can be photographed, saved, labelled and used later in revision notes.

It also helps students who struggle with using the microscope at first. They can see what they are trying to find before attempting it themselves.

In my teaching, this is particularly powerful because it turns microscopy from an individual struggle into a shared investigation.

Everyone can be part of the discovery.

Microscopy Makes Biology More Practical

Students often think biology is mainly about learning facts.

Microscopy helps change that.

It makes biology investigative. Students are no longer just told that leaves have stomata; they can find them. They are not just told that stems have transport tissue; they can see the arrangement. They are not just told that cells are specialised; they can compare different cell types.

This is especially important for students preparing for exams.

Exam questions often ask students to interpret unfamiliar biological images. If students have regularly used microscopes, these questions feel less frightening. They are used to looking carefully, identifying structures and thinking about what the image shows.

Microscopy also improves scientific language.

Instead of saying, “I can see some lines,” students learn to say, “The cells appear elongated and arranged in rows.”

Instead of saying, “There are blobs,” they learn to say, “The stained nuclei are visible inside the cells.”

Instead of saying, “It looks messy,” they learn to say, “The tissue contains several different cell types.”

That precision matters.

Microscopes in Chemistry

Microscopes are not only for biology.

In chemistry, they can be used to look at crystals.

Crystals are a wonderful example of structure. To the naked eye, a solid may look like a powder or a small grain. Under a microscope, crystals may show sharp edges, regular shapes and repeating patterns.

This links beautifully with ideas about particles, bonding, solubility and crystallisation.

A simple crystallisation experiment becomes much more interesting when students can examine the crystals that form.

With a polarising microscope, the view can become even more striking. Some materials show colours and patterns that are not visible under ordinary light. This helps students understand that substances can interact with light in different ways depending on their structure.

Chemistry then becomes less abstract. Students are not just writing equations; they are seeing the physical results of chemical processes.

Microscopes in Physics

Microscopes can even be useful in physics.

Physics often involves small changes, tiny movements and careful measurements. A microscope or magnifying system can help students observe effects that would otherwise be too small to see clearly.

For example, magnification can support work involving small deflections, fine measurements, materials, surfaces, fibres, wave effects or tiny changes in position.

This reinforces an important idea: science often depends on extending our senses.

A thermometer extends our sense of hot and cold. A voltmeter extends our ability to detect electrical potential difference. A microscope extends our vision.

Good scientific equipment allows us to measure and observe beyond ordinary human limits.

Linking Microscopy and Macro Photography

Low-powered microscopy also links naturally with macro photography.

Both are about seeing the small world more clearly.

Macro photography allows students to photograph insects, flowers, leaves, fungi and pond life in a way that reveals detail. Microscopy takes that process further.

A garden, pond or field can become a living science resource. A photograph can capture the whole organism. A low-powered microscope can show surface detail. A high-powered microscope can reveal cells and tissues.

This creates a powerful learning sequence:

First, observe the organism in its environment.

Then, photograph it.

Then, examine part of it under low magnification.

Then, where appropriate, examine cells or prepared slides under high magnification.

This helps students connect ecology, organism biology, tissue structure and cell biology.

The subject becomes joined up.

Practical Examples from Lessons

When teaching plant biology, I like students to move between the whole plant and the microscopic structure.

A leaf can be discussed as an organ for photosynthesis. Then we can look at the leaf surface. Then we can examine stomata. Then we can look at a cross-section of a leaf and identify the palisade layer, spongy mesophyll and air spaces.

Suddenly, the textbook diagram makes sense.

When teaching transport in plants, students can look at stems and prepared slides showing vascular bundles. Xylem is no longer just a word to memorise. It becomes visible as part of a structure.

When teaching animal tissues, prepared slides help students understand that organs are built from different cell types working together.

When teaching ecology, low-powered microscopes help students examine samples from pond water, soil, moss or leaf litter.

When teaching chemistry, students can grow crystals and then examine their shape and structure.

When teaching practical skills, microscope cameras allow us to capture images and use them for labelling, revision and discussion.

Each example reinforces the same message: microscopy is not an isolated topic. It is a tool for understanding science.

Why Students Need Repeated Practice

Students do not become confident with a microscope after one lesson.

They need repeated practice.

They need to learn how to adjust the light, centre the specimen, change focus slowly, start on low power, increase magnification carefully and interpret what they see.

They also need to learn that not every slide is perfect. Sometimes the specimen is too thick. Sometimes the stain is uneven. Sometimes there are air bubbles. Sometimes what they first see is not the thing they are looking for.

That is not failure. That is real practical science.

Regular microscope use teaches patience and careful observation. It teaches students to adjust, check, compare and try again.

These are exactly the habits good scientists need.

From Looking to Understanding

The real value of microscopy is not just seeing something small.

The value comes when students ask:

What am I looking at?

How do I know?

What is its function?

How does its structure help it do that job?

How does this link to the topic we are studying?

How could I draw, measure or describe this accurately?

A microscope should lead to thinking, not just looking.

That is why it is such a valuable teaching tool.

A Personal Reflection

I have always felt that practical work should be woven through science teaching, not added as a rare event.

Microscopes are a perfect example of this.

If a school owns microscopes but only uses them once a year, students miss out. The equipment becomes something unusual rather than something useful.

In my own teaching, I want students to feel that microscopes are part of normal scientific investigation. If we are studying plants, we use them. If we are studying tissues, we use them. If we are looking at small organisms, crystals or fine structures, we use them.

The microscope should not sit in a cupboard waiting for “the microscope lesson”.

It should be ready whenever the science demands a closer look.

Conclusion: The Microscope Is a Window, Not a Lesson

Microscopy should not be a one-off experience.

It is not just a lesson about focusing lenses. It is a doorway into the hidden structure of living things. It helps students connect cells to tissues, tissues to organs, and organs to whole organisms. It supports practical biology, strengthens exam understanding, improves observation skills and encourages scientific curiosity.

It also reaches beyond biology. It can support chemistry, physics, environmental science and photography.

The world is full of things too small to see properly with our eyes alone. A microscope gives students access to that world.

And once they have seen it, science becomes richer, more detailed and much more real.

At Philip M Russell Ltd, microscopes are not brought out once and then put away.

They are part of how we explore science.

08 July 2026

A Level Maths: Why Do We Learn Partial Fractions and Algebraic Long Division?


A Level Maths: Why Do We Learn Partial Fractions and Algebraic Long Division?

A Level Maths introduces students to all sorts of new and interesting techniques. Some feel elegant. Some feel strange. Some look, at first, like clever tricks invented purely to make exam questions harder.

Two common examples are partial fractions and algebraic long division.

Students often enjoy learning these methods. There is something satisfying about breaking a complicated fraction into simpler pieces, or dividing one polynomial by another and seeing the answer fall neatly into place.

But then comes the very reasonable question:

“What is the point of learning this?”

That is a good question.

Mathematics should not just be about learning a method and applying it blindly. Students need to understand why a technique exists, where it is useful, and how it connects to later parts of the course.

Partial fractions and algebraic long division are not just isolated algebra tricks. They are part of a much bigger A Level Maths story: learning how to take complicated expressions and rewrite them in a form that is easier to understand, easier to graph, easier to integrate, and easier to use.


A Level Maths Is Not Just About Getting the Answer

At GCSE, students often learn techniques that feel quite direct.

Solve the equation.

Expand the brackets.

Factorise the expression.

Find the gradient.

Work out the area.

At A Level, the emphasis changes. Students are expected to become more flexible. They need to look at an expression and ask:

Can this be simplified?

Can it be rearranged?

Is there a more useful form?

Does this connect to graphs, calculus or modelling?

What is this expression really telling me?

This is where techniques like partial fractions and algebraic long division become important.

They are not just ways of “doing algebra”. They are ways of changing the form of an expression so that another part of mathematics becomes possible.


Algebraic Long Division: Making Awkward Expressions Behave

Algebraic long division is used when we divide one polynomial by another.

For example, consider:

(x² + 5x + 6) / (x + 2)

This expression simplifies quite easily because:

x² + 5x + 6 = (x + 2)(x + 3)

So:

(x² + 5x + 6) / (x + 2) = x + 3

That is straightforward.

But what about something less obvious?

(x³ + 2x² − x + 4) / (x + 1)

This does not immediately factorise in a helpful way. Algebraic long division gives us a systematic method for dividing the expression properly.

The result is:

(x³ + 2x² − x + 4) / (x + 1) = x² + x − 2 + 6 / (x + 1)

This is much more useful than the original expression because it separates the answer into two parts.

The polynomial part is:

x² + x − 2

The remaining fraction is:

6 / (x + 1)

That may not look dramatic at first, but it makes the expression much easier to understand and much easier to use later.


Why Algebraic Long Division Matters

One of the main reasons we use algebraic long division is to deal with improper algebraic fractions.

An algebraic fraction is improper when the numerator has the same or a higher degree than the denominator.

For example:

(x² + 3x + 5) / (x + 1)

The numerator is quadratic. The denominator is linear. Before we can use some other techniques, such as partial fractions, we often need to divide first.

So algebraic long division becomes the gateway to other areas of A Level Maths.

It helps students to:

simplify awkward expressions

prepare fractions for partial fractions

find oblique asymptotes

integrate rational functions

understand polynomial behaviour

connect algebra to graph sketching

This is one of the key messages students need to grasp:

Algebraic long division is not usually the final destination. It is often the step that allows the next piece of mathematics to work.


A Practical Example: Graph Sketching

Consider the function:

y = (x² + 3x + 4) / (x + 1)

At first, this looks like a messy rational function.

But if we divide, we get:

(x² + 3x + 4) / (x + 1) = x + 2 + 2 / (x + 1)

Now the graph becomes much easier to understand.

The fraction part is:

2 / (x + 1)

This shows that there is a vertical asymptote at:

x = −1

The polynomial part is:

x + 2

This shows that as x becomes very large, the graph behaves more and more like the straight line:

y = x + 2

So the algebra has helped us understand the shape of the graph.

This is a powerful moment for students. What looked like a strange algebraic exercise has suddenly become visual. The technique is not just about rearranging symbols. It reveals the behaviour of a function.


Partial Fractions: Breaking Complicated Fractions Into Simpler Ones

Partial fractions work in the opposite direction to adding algebraic fractions.

At GCSE, students learn to add fractions like this:

2 / (x + 1) + 3 / (x + 2)

They combine the two fractions into one fraction.

At A Level, partial fractions often ask students to reverse the process.

For example:

(5x + 7) / ((x + 1)(x + 2))

can be split into:

2 / (x + 1) + 3 / (x + 2)

At first, students may wonder why we would deliberately split one fraction into two.

The answer is simple:

The split-up version is often much easier to work with.

This becomes especially important when we reach integration.



Why Partial Fractions Matter in Integration

Many A Level students first see the real purpose of partial fractions when they meet integrals involving rational functions.

For example, integrating this expression looks awkward in its original form:

∫ (5x + 7) / ((x + 1)(x + 2)) dx

But after using partial fractions, we can rewrite it as:

[2 / (x + 1) + 3 / (x + 2)] dx

Now students can integrate term by term:

2 ln|x + 1| + 3 ln|x + 2| + C

This is where partial fractions stop being a trick and become a tool.

They allow students to turn a difficult integral into several easier ones.


The Hidden Skill: Choosing the Right Form

One of the biggest differences between GCSE and A Level Maths is that students must become better at choosing the most useful form of an expression.

The same expression can often be written in several different ways.

For example:

(x² + 3x + 4) / (x + 1)

can also be written as:

x + 2 + 2 / (x + 1)

Neither form is automatically better. It depends on what we are trying to do.

If we want to substitute a value, the original form may be fine.

If we want to understand the graph, the divided form is better.

If we want to integrate a complicated rational expression, the partial fraction form may be better.

This is a very important A Level habit:

Mathematicians do not just simplify. They transform expressions into the form that makes the next step possible.


What Students Often Find Difficult

When students first learn these techniques, the actual mechanics can seem manageable.

With partial fractions, they can usually follow the steps:

  1. Set up the partial fractions.
  2. Multiply through by the denominator.
  3. Substitute useful values of x.
  4. Solve for the constants.
  5. Rewrite the expression.

With algebraic long division, they can also follow a method:

  1. Divide the leading terms.
  2. Multiply back.
  3. Subtract carefully.
  4. Bring down the next term.
  5. Continue until the remainder is smaller than the divisor.

The real difficulty is often not the method itself. It is knowing when to use the method.

Students may ask:

How do I know this needs long division?

Why can’t I just use partial fractions immediately?

Why have we split the fraction up?

Why does this help with integration?

What has this got to do with graphs?

These questions are not signs of weakness. They are signs that students are beginning to think mathematically.


A Useful Classroom Way to Explain It

When I teach these topics, I often compare them to using the right tool in a workshop.

A screwdriver, a spanner and a drill are all useful, but not for the same job.

You do not use a drill because drills are “better”. You use it because the task requires it.

Algebra is the same.

Partial fractions are not better than a single fraction.

Algebraic long division is not better than factorising.

Expanding is not better than factorising.

Differentiating is not better than integrating.

Each form has a purpose.

A good A Level mathematician learns to ask:

What form do I need this expression to be in so that I can do the next thing?

That is the real skill.


A Personal Reflection From Teaching A Level Maths

One of the enjoyable things about teaching A Level Maths is watching students move from simply applying methods to understanding why the methods exist.

At first, partial fractions can feel like a puzzle. Students enjoy finding the missing constants, especially when the numbers work neatly. Algebraic long division can also feel satisfying because it has a clear process.

But the breakthrough comes later.

It comes when a student sees partial fractions appear again in integration and realises:

“Ah, that is why we did this.”

It comes when they divide a rational function and suddenly understand the asymptote on a graph.

It comes when they stop seeing topics as separate chapters and start seeing A Level Maths as one connected subject.

That is when real progress happens.


Why These Techniques Are Worth Learning

Partial fractions and algebraic long division help students develop several important mathematical skills.

They improve algebraic fluency.

Students become more confident manipulating expressions and spotting structure.

They strengthen problem-solving.

Students learn that a difficult problem can often be made easier by rewriting it.

They prepare students for calculus.

Many rational functions cannot be integrated neatly without these techniques.

They support graph sketching.

Dividing polynomials can reveal asymptotes and long-term behaviour.

They build mathematical confidence.

Students begin to see that complicated expressions are not something to fear. They can be taken apart, reorganised and understood.


The Bigger Lesson: Mathematics Is About Structure

The purpose of A Level Maths is not simply to collect techniques.

It is to develop a deeper understanding of structure.

Partial fractions show that a complicated fraction may be built from simpler pieces.

Algebraic long division shows that a rational expression can often be separated into a main polynomial part and a smaller remainder.

Together, they teach students a powerful idea:

When something looks complicated, do not panic. Look for structure.

That idea goes far beyond one exam question.

It applies to calculus, mechanics, statistics, computer science, engineering, physics, economics and many other areas where mathematical modelling is used.


Conclusion: Not Just Tricks, But Tools

Partial fractions and algebraic long division can seem at first like clever algebraic tricks. Students often enjoy doing them, but quite reasonably wonder why they have to learn them.

The answer is that these techniques help unlock later parts of A Level Maths.

They make awkward expressions easier to integrate.

They help reveal the shape of graphs.

They prepare students for more advanced problem-solving.

Most importantly, they teach students to think about the form and structure of mathematics.

At Philip M Russell Ltd, this is exactly the sort of thing we focus on in A Level Maths tuition. It is not enough to memorise a method for one question. Students need to understand how one technique connects to another, and why a method that seems abstract today may become essential tomorrow.

A Level Maths is full of these moments.

At first, a technique looks strange.

Then it becomes useful.

Eventually, it becomes obvious.

That is when students know they are really starting to think like mathematicians.

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