Submitted:
26 January 2023
Posted:
27 January 2023
You are already at the latest version
Abstract
Keywords:
1. Introduction
- What are the journal name and year of publication of the articles, country context, education level and age of the participants, learning domain, teaching tools, research design, previous participant experience, research methodology, course duration, grant or project and research purpose?
- What is the impact of the content areas on student learning performance, motivation, attitude and perception?
2. Related Work
3. Methods
3.1. Review process
3.2. Analysis framework and coding
3.2.1. Research design
4. Research results and discussions
4.1. Research question one
4.1.1. Journal of publication, year of publication, country context
4.1.2. Education level and age of participants
4.1.3. Learning domain
4.1.4. Teaching tools
4.1.5. Research design
4.1.6. Previous experience
4.1.7. Research methodology
4.1.8. Course duration
4.1.9. Research purpose
4.2. Research question two
4.2.1. Student learning performance, motivation, attitude and perception
4.2.1.1. Learning performance
4.2.1.2. Learning motivation
4.2.1.3. Students' attitude
4.2.1.4. Students' perception
5. Limitation and future research
6. Conclusions
Supplementary Materials
Author Contributions
Funding
Informed Consent Statement
Conflicts of Interest
7. Appendix Available data about studies (N = 46).
| Study | Participants and education level | Country (first author) | Learning domain | Teaching tools | Research questions | Hypothesis | Pre/post-test | Interviews | With control group | Course duration | Research design | Previous experience | Project and grant | Research purpose |
| Computers & Education | ||||||||||||||
| Howland and Good (2015) [124]. | 55 young people aged 12-13, one secondary school, | The United Kingdom | Game creation | Flip | Yes | No | Yes | Yes | No | 8 weeks (2 lesson per week, each lesson 53 min.) | Not specified | No | Grant EP/G006989/1 from the Engineering and Physical Sciences Research Council. | How young people can use commercial game creation software to develop their own 3D video games. |
| Sáez-López, Román-González, and Vázquez-Cano (2016) [125]. | 107 primary school students from 5th to 6th grade, five different schools | Spain | Visual Programming | Scratch | No | No | Yes | No | Yes | The academic years 2013-14 and 2014-15 in 20 one-hour sessions | Mixed | Not specified | Not specified | To evaluate the use of Scratch in school lessons as an introduction to programming for total novices, in a younger age group at primary school. |
| Snodgrass Israel and Reese (2016) [98]. | 2 students who had different disabilities, 4th and 5th grade, one elementary school | USA | CT activities within visual Programming | Scratch | Yes | Yes | No | Yes | No | One unit at the end of the Spring 2015 school year, 45 min/week | Not specified | No | Not specified | Examine the participation of students with disabilities and their support needs during computing instruction. |
| Çakır, Gass, Foster, and Lee (2017) [114]. | 21 girls in grades five through eight, one middle school | Turkey and USA | Game-design | Unity's 2D development tools and C# (one or two functions and variables) | No | No | Yes | Yes | No | A full day event during the weekend, two workshops | Mixed | Yes | A grant from the Entertainment Software Association Foundation (ESAF). | To help young girls explore a sense of identity as a game designer was through the introductions of female role models in the game industry. |
| Chen, Shen, Barth-Cohen, Jiang, Huang, and Eltoukhy (2017) [58]. | 121 students 5th grade, one an elementary school | USA | CT and Robotics Programming | Text-based and visual programming language (similar to Scratch) | Yes | No | Yes | No | No | Six months, between 45 and 60 min per week | Not specified | Yes | Supported by a grant from the Entertainment Software Association Foundation. | Develope an instrument to assess fifth grade students' CT. |
| Durak and Saritepeci (2018) [122]. | 152 students, 5th-12th grade (21,7% of them were secondary sch.), different school | Turkey | CT | Not specified | Yes | Yes | No | No | No | 2015/16 school year | Quantitative | Not specified | Not specified | Determine how much various variables explain students' (CT) skills. |
| Hsu and Wang (2018) [126]. | 242 students 4th-grade, one elementary school | Taiwan | Puzzle-based game learning system, algorithmic thinking skills | TGTS (Turtle Graphics Tutorial System) | Yes | No | Yes | No | Yes | Ten weeks (once a week) | Quantitative | No | Not specified | Examine the effects of using game mechanics and a student-generated questions strategy to promote algoritm. thinking skills in TGTS. |
| Kong, Chiu, and Lai (2018) [37]. | 287, 4th to 6th grades, one school | Hong Kong | CT- part of a larger project that aims to promote CT education | Not specified | Yes | Yes | No | No | No | Not specified | Quantitative | No | Project from the Hong Kong Jockey Club Charities Trust | Promote CT education amongprimary schools. |
| Città et al. (2019) [127]. | 92 students 1st to 5th grade (6 to 10 years), one school | Italy | Mental rotation and CT | LEGO, “My Robotic Friends” and “Graph Paper Programming” lessons from code.org | Yes | Yes | No | No | No | Two 90-min sessions in each class | Not specified | Not specified | Not specified | Contextualize CT and programming concepts in the field of Enactivism. |
| Zhao and Shute (2019) [121]. | 69 eighth grade students (one middl school) | USA | Components of CT skills: Algorithmic thinking and Conditional logic | Video game Penguin Go | Yes | Yes | Yes | No | Yes | Three 60-min sessions during three weeks in 2017 | Qualitative | No | Not specified | Investigate the cognitive and attitudinal impacts of playing a video game that targeted the development of CTskills among middle school students. |
| Schlegel, et al. (2019) [117]. | 190 students, 64 were in the program both years, 3th to 5th-grade (one elementary school) | USA | Basic programming through a block-based interface | Not specified | No | Yes | Yes | No | No | Two academic school years (2015-2016, 2016-2017) | Quantitative | Not specified | NSF grant #DRL-1433770 | Whether engaging in Making led to changes in self efficacy, interest, and identification with both Making and science in elementary school. |
| Hsu, Chang, & Hung (2018) [74]. | Review article | Taiwan | A meta-review of the studies published in academic journals from 2006 to 2017 was conducted to analyze application courses, adopted learning strategies, and course categories of CT education. | Database SCOPUS, 1133 articles. | ||||||||||
| Xia and Zhong (2018) [88]. | Review article | China | This paper aims to review high-qualified empirical studies on teaching and learning robotics content knowledge in K-12 and explore future research perspectives of robotics education (RE) based on the reviewed papers. | 22 SSCI journal papers are included in this review. | ||||||||||
| Popat and Starkey (2019) [65]. | Review article | New Zealand | This study reviewed research to analyse educational outcomes for children learning to code at school. | Identified 172 potentially relevant research articles, ten articles were used in the review and included quantitative data. | ||||||||||
| Zhang and Nouri (2019) [75]. | Review article | Sweden | This systematic review presents a synthesis of 55 empirical studies, providing evidence of the development of computational thinking through programming in Scratch. | Systematic overview of CT education for K-9. | ||||||||||
| Computers in Human Behavior | ||||||||||||||
| Kalelioğlu, F. (2015) [128]. | 32 primary school students, 10 years, one school | Turkey | Teaching programming skills (block-code) | Code.org site (The Maze, The Artist 2) | Yes | No | Yes | Yes | Yes | Five-week (one hour per week) | Mixed | No | Not specified | Explore the effects of code.org programming on 4th grade primary school students’ reflective thinking skills towards problem solving skills. |
| Zhong, Wang, and Chen (2016) [129]. | 154, 6th grade pupils, one a primary School | China | Programming | Alice | Yes | No | Yes | Yes | No | 13 weeks, in the 2015 spring semester | Quantitative | Yes | The project “Collaborative Innovation Center for Talent Cultivating Mode in Basic Education. | Explore the impacts of two social factors on pair programming effectiveness. |
| Román-González et al. (2017) [36]. | 1251 Spanish students from 5th to 10th grade, 1110 students 10-15 age (24 different schools) | Spain | CT | Code.org, site (The Maze, The Canvas) | No | Yes | No | No | No | Elective subject of Computer Science, which is held twice a week (1 h each) | Quantitative | No | Not specified | Provide a new instrument for measuring CT and additionally giving evidence of the correlations between CT and other well-established psychological constructs in the study of cognitive abilities. |
| Ruggiero and Green (2017) [99]. | 11 students, 14 - 17 age (average 14 age). students have of special needs young people, secondary school -special needs | United Kingdom | Design game, the Project Tech | Not specified | No | No | No | No | No | Six-months (30 workshops, 90 min. per workshop) | Quantitative | No | Not specified | Draw from the game iterations a list of empirically grounded problem solving attributes that are associated with digital game design in a special needs classroom. |
| Pérez-Marín, Hijón-Neira, Bacelo, and Pizarro (2018) [130]. | 132, primary education students 4th – 5th grade (9–12 years in age), more than 32 schools | Spain | CT, a methodology based on metaphors | Scratch | Yes | Yes | Yes | No | No | 6 weeks,1 h per week | Quantitative | No | Research funded by the projects TIN 2015-66731-C2-1-R and S2013/ICE-2715. | Analyse whether MECOPROG has an impact on the students' programming knowledge and whether it can improve computational thinking in students. |
| Basogain, Olabe, Olabe and Rico (2018) [103]. | No Number, students of primary and secondary education (10-15 years old), 21 schools | Spain | CT | Scratch and Alice | No | No | No | Yes | No | Study-1, April-June 2016; and Study-2, December-2016/March-2017, 10 sessions, each lasting 2 hours | Not specified | No | The Research Development Grants of the University Basque System (2016-18) | Processes of CT aided by the visual programming environments. |
| Román-González et al. (2018) [116]. | 1251, 5th to 10th grade, 24 different schools | Spain | CT | The Maze, The Canvas | Yes | Yes | Yes | No | No | Optional Computer Science contents (in Primary School), with a frequency of twice a week. | Quantitative | No | Not specified | To extend the nomological network of CT with non-cognitive factors, through the study of the correlations between CT, self-efficacy and the several dimensions from the ‘Big Five’ model of human personality. |
| Cheng, G. (2019) [131]. | 431 students in 38 primary schools. | Hong Kong | Visual programming environment (VPE) | App Inventor | No | Yes | No | Yes | No | Between December 2015 and March 2016, 1 to 5 hours on programming activities in the last 4 weeks. | Mixed | No | Not specified | Designing an extension of the technology acceptance model to identify determinants influencing boys' and girls' behavioural intention to use VPE in the primary school context. |
| Yücel and Rızvanoğlu (2019) [123]. | 16 children (age between 11 and 14), one middle school | Turkey | A code learning game | Code Combat game | Yes | Yes | Yes | Yes | No | Play the first 10 levels maximum 1 h. | Mixed | No | Not specified | Provide insights about the first-time user experience in a home environment of 16 middle school children with a code learning game named “Code Combat”. |
| Papavlasopoulou, Giannakos, and Jaccheri (2019) [132]. | 44 children (8–17) -cycle 1, 105 children (13–16) years-cycle 2, 8 girls (10-14) years- cycle 3, one school | Norway | A block-based programming environment and collaboratively created a socially meaningful artifact (i.e., a game). | Scratch | Yes | No | Yes | Yes | No | Over the two years (cycle 1 two and cycle 2 six weeks, cycle 3 two day) | Mixed | No | The European Commission's Horizon 2020 SwafS-11-2017 Program (Project Number: 787476) | In this study, investigate children's learning experience as they constructed their own knowledge by using a digital programming tool (Scratch) and collaboratively creating socially meaningful artifacts: games. |
| Journal of Educational Computing Research | ||||||||||||||
| Akpinar and Aslan (2015) [133]. | 18 fifth grade and 12 sixth graders (12–14) age, one middle school | Turkey | Programming-video game | Scratch | Yes | No | Yes | No | No | Nine workshops (two 40-min, four 30 min of hands-on Scratch programming instruction and 50 min of developing games) | Quantitative | Not specified | Not specified | Explore the effects of middle school students’ development of video games with Scratch on their achievement of independent events in probability. |
| Zhong, Wang, Chen, and Li (2016) [108]. | 144 pupils sixth grade, one primary school | China | CT | 3D programming language Alice 2.4 | Yes | No | Yes | No | No | (18 weeks, 40 minutes per week) | Not specified | Yes | (13YJC880121) granted by Chinese Ministry of Education. | Propose what types of tasks could be made accessible and meaningful for assessing students’ CT. |
| Jakoš and Verber (2017) [134]. | 107 sixth grade pupils, three primary schools | Slovenia | Learning programing | Game “Aladdin and his flying carpet” | Yes | Yes | Yes | Yes | No | 2 months – 2 weeks for Phases 1 and 3, 45 min, and 1 month for Phase 2, 135 min | Not specified | No | Not specified | Investigate the effectiveness of using educational games for learning basic programing skills. |
| Tran, Y. (2019) [135]. | Over 200 students, five elementary schools | USA | CT | Blockly programming language- code.org | Yes | No | Yes | Yes | No | 10-weeks, an hour each week | Mixed | Yes | Not specified | Pre- and posttest changes in CT using adapted lessons from code.org’s. |
| Vasilopoulos and Van Schaik (2019) [136]. | 66 third-grade students (mean age 14), one secondary school | Greece | Visual programming | Koios programming language | No | Yes | No | No | No | Nine lessons (one per week) | Quantitative | No | Not specified | Produce a programming environment that could serve as an efficient tool for improving the teaching and learning of introductory programming in Greece. |
| Journal of Computer Assisted Learning | ||||||||||||||
| Falloon, G. (2016) [137]. | 32, 5- and 6-year-old students, one primary school | New Zealand | CT | Scratch Jnr | Yes | No | No | No | No | 4 sessions, 25-40 min, February 2015 to April 2015 | Not specified | No | Not specified | Students thinking skills when they have completed the basics of programming |
| Witherspoon, Schunn, Higashi, and Shoop (2018) [120]. | 136 (6th–8th grade), two middle school | USA | Virtual robotics curriculum, visual programming language | ROBOTCGGraphical, VEX IQ robots | Yes | No | Yes | No | No | 6- to 9-week course, treba proveriti | Not specified | Not specified | Grant/Award Number: 1418199; National Science Foundation. | Effects of units with different programming content within a virtual robotics context on both learning gains and motivational changes in middle school (6th–8th grade) robotics classrooms. |
| Benton, Kalas, Saunders, Hoyles, and Noss (2018) [138]. | 181 pupils (aged 10–11), from 6 primary schools | UK | Computational and mathematical thinking, visual blocks-based language | ScratchMaths | No | No | No | Yes | No | 2-year, computing and mathematics curriculums, six modules (three per year) | Not specified | Yes | Education Endowment Foundation, the SM project schools. | Develop computational and mathematicalthinking skills through learning to program. |
| Yildiz Durak, H. (2018a) [111]. | 62 fifth-grade students, one secondary school. | Turkey | Digital story use in programming teaching | Scratch | Yes | Yes | Yes | Yes | Yes | 10-week application process, course name Information Technologies and Software | Mixed | No | Not specified | Determine the effects and experiences of the use of digital story design activities in teaching applications of programming on academic achievement. |
| Yildiz Durak, H. (2018b) [115]. | 371 students, 5th to 8th grade, two middle schools | Turkey | flipped learning readiness (FLR), programming | Scratch | No | Yes | No | No | No | 15-week programming teaching during the spring semester of 2017 | Quantitative | Yes | Not specified | Investigate the effect of students' (FLR) on engagement, programming self-efficacy, attitude towards programming. |
| Educational Technology and Society | ||||||||||||||
| Su, Huang, Yang, Ding, and Hsieh (2015) [112]. | 37 students sixth-grade (average age 12), one elementary school | Taiwan | Programming course | Scratch | Yes | No | Yes | Yes | Yes | Three hours per week, 4-month, March to June 2013 | Quantitative | No | Not specified | Explore the effects of annotations and homework on learning achievement. |
| Basawapatna, A. (2016) [113]. | 45 7th grade students, one middle school | USA | visual programming, game design, IPAK JE CT, Pattern Programming | Simulation Creation Toolkit | No | No | No | No | No | 4 days, 16 pattern implementations | Not specified | Yes | The National Science Foundation under Grant Numbers 0833612, 0848962, 1138526. | Design game in the integration of Computational Thinking activities through simulation construction in the classroom environment. |
| Zhong, Wang, Chen, and Li (2017) [102]. | 150 pupils 6th grade, one primary school | China | Programming course | Alice and Scratch | Yes | No | Yes | Yes | No | 13 weeks | Not specified | Yes | The project “Collaborative Innovation Center for Talent Cultivating Mode in Basic Education. | Compare the learning achievement and attitude in different periods of switching roles. |
| Wang, Hwang, Liang, and Wang (2017) [139]. | 166 ninth graders, one junior high school | Taiwan | Visual programming | Scratch | Yes | No | Yes | No | Yes | 10 weeks of two hours per week | Quantitative | Not specified | Supported in part by the Ministry of Science and Technology, China, numbers NSC 102 2511 S 011 007 MY3 and MOST 104. | Evaluate the studen ts’ competence of using the programming statements and operations to develop Scratch programs based on the topics specified by the teacher. |
| Educational Technology Research and Development | ||||||||||||||
| Akcaoglu and Green (2019) [140]. | 19 6th grade students (average = 11 age), one middle school | USA | Game design course | Microsoft Kodu software | Yes | No | Yes | Yes | Yes | A once-a-week, hour-long session, the school year | Mixed | No | Not specified | If middle school students who attended a game design course showed improvements in their system analysis and design skills. |
| Sáez-López, Sevillano-García, and Vazquez-Cano (2019) [118]. | 93 sixth-grade students, four primary schools | Spain | Robotics and programming | mBot | Yes | Yes | Yes | No | Yes | Academic year 2016–2017 | Quantitative | Not specified | Not specified | Analyze the potential of visual block programming and robotics for use in primary education. |
| Strawhacker and Bers (2019) [141]. | 57 K-2nd grade participant children (One Kindergarten, one 1th and 2th grade classroom) | USA | Programming | ScratchJr | Yes | No | No | No | No | Twice-weekly 1-h lessons over 6 weeks | Mixed | No | Grant No. DRL1118664. | Cognitive domain that young children leverage when learning programming for the first time. |
| Interactive Learning Environments | ||||||||||||||
| Garneli and Chorianopoulos (2017) [142]. | 34- students, 15 age, third grade, one middle school | Greece | CT over video-game | Scratch | Yes | Yes | Yes | Yes | No | Five weeks, two-hour sessions per week | Qualitative | No | Not specified | Potential effects of constructing video games and simulations on student learning. |
| Chiang and Qin (2018) [143]. | 89 seventh grade students, one secondary school | China | Game-based construction learning | Scratch | Yes | No | Yes | Yes | No | A ten-week period during a weekly 45-minute session | Quantitative | No | By Beijing Wangjing Experiment School, grant number KJHX2015322. | Examine the impacts of Scratch-based games made by seventh grade students to solve equations, on their equation-solving performance and attitudes towards learning mathematics with the assistance of technology. |
| British Journal of Educational Technology | ||||||||||||||
| Costa and Miranda (2017) [66]. | Review article | Portugal | A systematic review of the literature include 232 studies published between the years 2000 and 2014 in the main databases. | The effectiveness of the use of Alice software in programming learning when compared to the use of a conventional programming language. | ||||||||||
| Lindberg, Laine, and Haaranen (2019) [82]. | Review article | Belgium | An investigation on the guidelines on programming education in K-12 in seven countries. | Review of existing acquirable games that utilize programming topics in their gameplay was conducted by searching popular game stores. | ||||||||||
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| Journal Name | 2015 | 2016 | 2017 | 2018 | 2019 | Total |
|---|---|---|---|---|---|---|
| Computers in Human Behavior | 686 | 855 | 693 | 447 | 455 | 3097 |
| Computers & Education | 235 | 161 | 147 | 212 | 198 | 953 |
| British Journal of Educational Technology | 116 | 89 | 103 | 80 | 201 | 589 |
| Educational Technology and Society | 115 | 103 | 92 | 83 | 30 | 423 |
| Interactive Learning Environments | 45 | 118 | 72 | 74 | 79 | 388 |
| Learning and Instruction | 62 | 58 | 71 | 83 | 73 | 347 |
| Electronic Library | 70 | 60 | 72 | 72 | 61 | 335 |
| Educational Technology Research and Development | 43 | 61 | 71 | 71 | 67 | 313 |
| The Turkish Online Journal of Educational Technology | 76 | 61 | 65 | 60 | 38 | 300 |
| Journal of Computer Assisted Learning | 47 | 44 | 46 | 89 | 63 | 289 |
| Journal of Educational Computing Research | 48 | 46 | 46 | 54 | 82 | 276 |
| IEEE Transactions on Learning Technologies | 29 | 32 | 42 | 43 | 39 | 185 |
| International Journal of Computer-Supported Collaborative Learning | 16 | 17 | 17 | 18 | 17 | 85 |
| Total | 7580 |
| Journal Name | Number of Studies |
|---|---|
| Computers & Education | 15 |
| Computers in Human Behavior | 10 |
| Journal of Educational Computing Research | 5 |
| Journal of Computer Assisted Learning | 5 |
| Educational Technology and Society | 4 |
| Educational Technology Research and Development | 3 |
| Interactive Learning Environments | 2 |
| British Journal of Educational Technology | 2 |
| Total | 46 |
| Primary | Middle | Secondary | Primary and secondary | Total | |
|---|---|---|---|---|---|
| programming | 9 | 1 | 2 | 1 | 13 |
| CT | 9 (1 special needs) |
3 | 1 | 3 | 16 |
| Game design | - | 4 | 3 (1 special needs) |
- | 7 |
| Robotics programming | 1 | 1 | 1 | - | 3 |
| Algorithmic thinking | 1 | - | - | - | 1 |
| Review articles | - | - | - | - | 6 |
| Total | 20 | 9 | 7 | 4 | 40/46 |
| Study | Impact on learning performance | Impact on learning motivation | Impact on learning attitudes | Impact on learning perceptions |
|---|---|---|---|---|
| Howland and Good (2015) | not specified | positive | not specified | not specified |
| Sáez-López et al. (2016) | positive | positive | positive | not specified |
| Snodgrass Israel and Reese (2016) | not specified | not specified | not specified | not specified |
| Çakır et al. (2017) | not specified | positive | positive | positive |
| Chen et al. (2017). | neutral | not specified | not specified | not specified |
| Durak and Saritepeci (2018) | not specified | not specified | negative | not specified |
| Hsu and Wang (2018) | positive | positive | positive | not specified |
| Kong et al. (2018) | not specified | not specified | neutral | not specified |
| Città et al. (2019) | not specified | not specified | not specified | positive |
| Zhao and Shute (2019) | not specified | neutral | positive | negative |
| Schlegel et al. (2019) | not specified | positive | not specified | positive |
| Kalelioğlu, F. (2015) | positive | not specified | positive | positive |
| Zhong et al. (2016) | positive | not specified | not specified | positive |
| Román-González et al. (2017) | positive | not specified | not specified | not specified |
| Ruggiero and Green (2017) | not specified | not specified | not specified | not specified |
| Pérez-Marín et al. (2018) | positive | not specified | not specified | not specified |
| Basogain et al. (2018) | not specified | not specified | not specified | not specified |
| Román-González et al. (2018) | positive | not specified | positive | positive |
| Cheng, G. (2019) | positive | not specified | positive | positive |
| Yücel and Rızvanoğlu (2019) | positive | positive | neutral | negative |
| Papavlasopoulou et al. (2019) | not specified | positive | positive | not specified |
| Akpinar and Aslan (2015) | not specified | not specified | not specified | not specified |
| Zhong et al. (2016) | not specified | not specified | not specified | not specified |
| Jakoš and Verber (2017). | positive | not specified | not specified | not specified |
| Tran, Y. (2019) | not specified | positive | positive | positive |
| Vasilopoulos and Van Schaik (2019) | positive | not specified | not specified | not specified |
| Falloon, G. (2016) | not specified | not specified | not specified | not specified |
| Witherspoon et al. (2018) | positive | negative | not specified | not specified |
| Benton et al. (2018) | not specified | not specified | not specified | not specified |
| Yildiz Durak, H. (2018a) | not specified | positive | positive | not specified |
| Yildiz Durak, H. (2018b) | positive | positive | positive | not specified |
| Su et al. (2015). | positive | not specified | not specified | positive |
| Basawapatna, A. (2016) | not specified | positive | not specified | not specified |
| Zhong et al. (2017) | not specified | not specified | positive | not specified |
| Wang et al. (2017) | positive | not specified | positive | not specified |
| Akcaoglu and Green (2019) | positive | not specified | not specified | not specified |
| Sáez-López et al. (2019) | positive | positive | not specified | not specified |
| Strawhacker and Bers (2019) | positive | not specified | not specified | not specified |
| Garneli and Chorianopoulos (2018) | positive | positive | not specified | not specified |
| Chiang and Qin (2018) | positive | not specified | positive | positive |
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