By now, you’ve probably heard the buzzwords: “game-based learning” and “gamification” are pervading headlines in education coverage. Video games have always been popular with kids, but now increasingly, educators are trying to leverage the interactive power of video games for learning. Why? It turns out games are actually really good teachers.
Think about the compounding way in which Angry Birds teaches the rules, one baby step at a time, one superpower after another. Video games teach players the skills needed to overcome particular kinds of challenges; then they require a demonstration of mastery in order to move onto the next level. Players may get three or four chances to show their ability to execute the new skill. If they fail, it’s back to the prior level. If they succeed, it’s on to the next.
Think about popular games, old and new: Pac-Man, Mario Brothers, Space Invaders, Minecraft. Even very small kids can learn to play really complex games. Kids play for hours until they master the game, until they discover the patterns. They talk about it with their friends. They share tips. They share tricks. They learn together.
All games facilitate some kind of learning. Even games that are not meant to be educational teach kids something -- even if it's just the rules of the game. The learning is so effective that it deserves our attention. Educational psychologists study it. Sociologists study it. Neuroscientists study it. They're all trying to figure out what makes the great games work. In some cases, researchers are attempting to isolate and identify the attributes of video games that stimulate engagement and perseverance. It is this kind of research that has led to the “gamification” trend.
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Gamification is popular in advertising, human resources, coffee shop loyalty programs, ongoing fast food promotions. Think of McDonald’s Monopoly game as an early example of intentional gamification. In general, gamification attempts to superimpose the stimulating motivational aspects of the game world onto the life world.
Across the country, teachers are using gamification in their classrooms every day. They gamify learning by replacing grades with levels and merit badges. Rather than simply delivering lectures and then testing for retention, gamification manifests when teachers create project-based units where completion, or the demonstration of mastery, is what allows the student to move on.
Perhaps students receive badges recognizing the successful completion of each assignment. Maybe future learning units are imagined like sequential game worlds--a certain number of badges are required to "open each portal." The portal is the next lesson or the next learning module. When learning is structured this way, students intuitively understand the cumulative nature of learning. They're motivated to master a compounding sequence of skills.
TAPPING INTO THE NATURAL INSTINCT TO LEARN
Any teacher can implement a "gamified" approach fairly easily -- you don’t need tablets or laptop computers. It's a matter of reframing traditional assignments as inquiry-based individual or group projects. It's also a matter of employing a more mastery-based assessment strategy that’s grounded in project-based learning and understanding the motivational benefits of a more game-like structure. Done well, gamifying the classroom encourages students to be motivated by the excitement of moving on to new challenges. Gaming emotions like “Fiero” become a commonplace part of the learning experience. Fiero is the rush of excitement that gamers experience when they overcome challenges. In Reality is Broken, a popular book that suggests ways to bring the wisdom of the game-world into the real-word, Jane McGonigal writes:
Fiero, according to researchers at the Center for Interdisciplinary Brain Science Research at Stanford, is the emotion that first created the desire to leave the cave and conquer the world. It’s a craving for challenges that we can overcome, battles we can win, and dangers we can vanquish.
Scientist have recently documented that fiero is one of the most powerful neurochemical highs we can experience. It involves three different structures of the reward circuitry of the brain, including the mesocorticolimbic center, which is most typically associated with reward and addiction. Fiero is a rush unlike any other rush, and the more challenging the obstacle we overcome, the more intense the fiero.
Obviously, when researchers stick their microscopes in people’s brains they don’t find neuro-receptors with the word “fiero” scribbled on them like tiny calligraphy on a minuscule grain of rice. But the word “fiero” was chosen by researchers for a reason -- to signify a particular neurochemical phenomena. Why that word?
The Italian word “fiero” comes from the same Latin root as our English word “fierce.” This is not only because the particular kind of pride that fiero describes makes us feel like an aggressive alpha predator at the top of the virtual food chain. Fiero also has to do with feeling of wildness. The Latin root “fiera” is also the origin of the English word “feral,” which means untamed or undomesticated.
The feeling of fiero, then, is less about pride and more about being your untamed self. Fiero is about the way you feel when you are liberated from restrictions and constraints and enabled to just be uninhibited, to play free. Gamers want those little rushes of fiero because, in a way, it's the opposite of feeling self-conscious, of feeling like they need to conform. It neurochemically reminds them that they have the ability to respond in an unrestrained way to the immediate circumstances of the world around them.
In the classroom, fiero makes students see that they're empowered players in their own education. They're released into the exciting adventure that learning can be. Without the intrinsic motivating power of fiero, however, gamification becomes nothing more than semantic spin: a language game in which a letter-based grade system is replaced by a points-based reward system. In these cases, gamification does little to address the shortcomings of a system that relies on high-stakes testing.
Be wary of gamifying your classroom in a way that disempowers students through extrinsic rewards. Remember, it is not the gold stars, points, or smiley faces that motivate gamers (nor students). Stars, points, and badges are simply symbolic representations marking a task well-done. All teachers, however, can attempt to harness the motivational power of fiero.
GAME-BASED LEARNING VS. GAMIFICATION
Game-based learning is another great way to empower your students to engage with intellectual problems. They get to experience the fiero rush that comes with knowing that they successfully overcame a challenge. That’s right: game-based learning is different from gamification. Gamification is about making a non-game into a game. Game-based learning usually refers to using actual digital video games as a classroom tool (although, traditional non electronic role playing and board games work exactly the same way, but perhaps not so efficiently), and there's a slew of video games, digital apps, and adaptive software platforms that can be used for instruction. Some are great, while others are not so helpful.
Each time we reframe class content in order to clarify something, we're reaching for a tool. Every time we try a different activity with the hope that this approach will deepen our students’ understanding, we're using a new tool. Teachers can never have too many tools in their tool boxes. Tools enable flexibility and great teaching requires being adaptable.
This blog series is an in-depth guide to game-based teaching tools. It's about making it easy for you to adopt games for teaching. It's not that we want you to replace what you’re already doing with video games. Instead, we want you to supplement and compliment your already successful strategies with another potentially powerful tool.
Over the next few weeks and months, we’ll explain the key ideas in game-based learning. We’ll discuss pedagogy, implementation, and assessment. We’ll summarize the research and provide suggestions for practical use. We’ll talk about the pros and cons of game-based learning. We’ll offer you a guide for adding games to your classroom.
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"bio": "Jordan Shapiro’s academic work and publishing blend psychology, philosophy, and business in surprising ways. His internationally celebrated writing on education, parenting, and game-based learning can be found on \u003ca href=\"http://www.forbes.com/sites/jordanshapiro/\">Forbes.com\u003c/a>. He teaches in Temple University's Intellectual Heritage Department where he’s also the Digital Learning Coordinator. He is the parent of two boys (six and eight years old) and the lead administrator at \u003ca href=\"http://www.projectlearnschool.org/\">Project Learn School\u003c/a> (an independent cooperative K-8 school in Philadephia). His most recent book \u003ca href=\"http://www.amazon.com/FREEPLAY-Video-Guide-Maximum-Euphoric/dp/147938643X/ref=sr_1_4?ie=UTF8&qid=1398114780&sr=8-4&keywords=freeplay\">FREEPLAY: A Video Game Guide To Maximum Euphoric Bliss\u003c/a>, considers how the games we play in our youth shape our adult lives.",
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"disqusTitle": "Tapping Into the Potential of Games and Uninhibited Play for Learning",
"title": "Tapping Into the Potential of Games and Uninhibited Play for Learning",
"headTitle": "The MindShift Guide to Digital Games and Learning | MindShift | KQED News",
"content": "\u003cfigure id=\"attachment_35195\" class=\"wp-caption alignnone\" style=\"max-width: 640px\">\u003cimg class=\"size-full wp-image-35195\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2014/04/78376979-e1398124877109.jpg\" alt=\"78376979\" width=\"640\" height=\"360\" srcset=\"https://ww2.kqed.org/app/uploads/sites/23/2014/04/78376979-e1398124877109.jpg 640w, https://ww2.kqed.org/app/uploads/sites/23/2014/04/78376979-e1398124877109-400x225.jpg 400w, https://ww2.kqed.org/app/uploads/sites/23/2014/04/78376979-e1398124877109-320x180.jpg 320w\" sizes=\"(max-width: 640px) 100vw, 640px\">\u003cfigcaption class=\"wp-caption-text\">\" credit=\"Getty\u003c/figcaption>\u003c/figure>\n\u003cp>\u003cem>Part 1 of the \u003ca href=\"http://ww2.kqed.org/mindshift/series/guide-to-games-and-learning/\" target=\"_blank\">MindShift's Guide to Game-Based Learning\u003c/a>.\u003c/em>\u003c/p>\n\u003cp class=\"dropcap\">By now, you’ve probably heard the buzzwords: “game-based learning” and “gamification” are pervading headlines in education coverage. Video games have always been popular with kids, but now increasingly, educators are trying to leverage the interactive power of video games for learning. Why? It turns out games are actually really good teachers.\u003c/p>\n\u003cp dir=\"ltr\">Think about the compounding way in which Angry Birds teaches the rules, one baby step at a time, one superpower after another. Video games teach players the skills needed to overcome particular kinds of challenges; then they require a demonstration of mastery in order to move onto the next level. Players may get three or four chances to show their ability to execute the new skill. If they fail, it’s back to the prior level. If they succeed, it’s on to the next.\u003c/p>\n\u003cp dir=\"ltr\">\u003cimg class=\"size-thumbnail wp-image-35200 alignright\" style=\"border: 0\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2014/04/MindShiftGames-140x140.png\" alt=\"MindShiftGames\" width=\"140\" height=\"140\">Think about popular games, old and new: Pac-Man, Mario Brothers, Space Invaders, Minecraft. Even very small kids can learn to play really complex games. Kids play for hours until they master the game, until they discover the patterns. They talk about it with their friends. They share tips. They share tricks. They learn together.\u003c/p>\n\u003cp dir=\"ltr\">All games facilitate some kind of learning. Even games that are not meant to be educational teach kids something -- even if it's just the rules of the game. The learning is so effective that it deserves our attention. Educational psychologists study it. Sociologists study it. Neuroscientists study it. They're all trying to figure out what makes the great games work. In some cases, researchers are attempting to isolate and identify the attributes of video games that stimulate engagement and perseverance. It is this kind of research that has led to the “gamification” trend.\u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp dir=\"ltr\">Gamification is popular in advertising, human resources, coffee shop loyalty programs, ongoing fast food promotions. Think of McDonald’s Monopoly game as an early example of intentional gamification. In general, gamification attempts to superimpose the stimulating motivational aspects of the game world onto the life world.\u003c/p>\n\u003cp>Across the country, teachers are using gamification in their classrooms every day. They gamify learning by replacing grades with levels and merit badges. Rather than simply delivering lectures and then testing for retention, gamification manifests when teachers create project-based units where completion, or the demonstration of mastery, is what allows the student to move on.\u003c/p>\n\u003cp dir=\"ltr\">\n\u003caside class=\"pullquote alignleft\">When learning is structured like a game, students intuitively understand the cumulative nature of learning. They're motivated to master a compounding sequence of skills.\u003c/aside>\n\u003c/p>\n\u003cp dir=\"ltr\">Perhaps students receive badges recognizing the successful completion of each assignment. Maybe future learning units are imagined like sequential game worlds--a certain number of badges are required to \"open each portal.\" The portal is the next lesson or the next learning module. When learning is structured this way, students intuitively understand the cumulative nature of learning. They're motivated to master a compounding sequence of skills.\u003c/p>\n\u003cp dir=\"ltr\">\u003cstrong>TAPPING INTO THE NATURAL INSTINCT TO LEARN\u003c/strong>\u003c/p>\n\u003cp dir=\"ltr\">Any teacher can implement a \"gamified\" approach fairly easily -- you don’t need tablets or laptop computers. It's a matter of reframing traditional assignments as inquiry-based individual or group projects. It's also a matter of employing a more mastery-based assessment strategy that’s grounded in \u003ca href=\"http://ww2.kqed.org/mindshift/2014/03/moving-towards-inquiry-how-to-reinvent-project-based-learning/\" target=\"_blank\">project-based learning \u003c/a>and understanding the motivational benefits of a more game-like structure. Done well, gamifying the classroom encourages students to be motivated by the excitement of moving on to new challenges. Gaming emotions like “Fiero” become a commonplace part of the learning experience. Fiero is the rush of excitement that gamers experience when they overcome challenges. In \u003ca href=\"http://www.amazon.com/Reality-Broken-Games-Better-Change/dp/0143120611/ref=sr_1_1?s=books&ie=UTF8&qid=1356197215&sr=1-1&keywords=reality+is+broken\">Reality is Broken, \u003c/a>a popular book that suggests ways to bring the wisdom of the game-world into the real-word, Jane McGonigal writes:\u003c/p>\n\u003cp dir=\"ltr\" style=\"padding-left: 30px\">Fiero, according to researchers at the Center for Interdisciplinary Brain Science Research at Stanford, is the emotion that first created the desire to leave the cave and conquer the world. It’s a craving for challenges that we can overcome, battles we can win, and dangers we can vanquish.\u003c/p>\n\u003cp dir=\"ltr\" style=\"padding-left: 30px\">Scientist have recently documented that fiero is one of the most powerful neurochemical highs we can experience. It involves three different structures of the reward circuitry of the brain, including the mesocorticolimbic center, which is most typically associated with reward and addiction. Fiero is a rush unlike any other rush, and the more challenging the obstacle we overcome, the more intense the fiero.\u003c/p>\n\u003cp dir=\"ltr\">Obviously, when researchers stick their microscopes in people’s brains they don’t find neuro-receptors with the word “fiero” scribbled on them like tiny calligraphy on a minuscule grain of rice. But the word “fiero” was chosen by researchers for a reason -- to signify a particular neurochemical phenomena. Why that word?\u003c/p>\n\u003cp dir=\"ltr\">The Italian word “fiero” comes from the same Latin root as our English word “fierce.” This is not only because the particular kind of pride that fiero describes makes us feel like an aggressive alpha predator at the top of the virtual food chain. Fiero also has to do with feeling of wildness. The Latin root “fiera” is also the origin of the English word “feral,” which means untamed or undomesticated.\u003c/p>\n\u003cp dir=\"ltr\">The feeling of fiero, then, is less about pride and more about being your untamed self. Fiero is about the way you feel when you are liberated from restrictions and constraints and enabled to just be uninhibited, to play free. Gamers want those little rushes of fiero because, in a way, it's the opposite of feeling self-conscious, of feeling like they need to conform. It neurochemically reminds them that they have the ability to respond in an unrestrained way to the immediate circumstances of the world around them.\u003c/p>\n\u003cp dir=\"ltr\">In the classroom, fiero makes students see that they're empowered players in their own education. They're released into the exciting adventure that learning can be. Without the intrinsic motivating power of fiero, however, gamification becomes nothing more than semantic spin: a language game in which a letter-based grade system is replaced by a points-based reward system. In these cases, gamification does little to address the shortcomings of a system that relies on high-stakes testing.\u003c/p>\n\u003cp dir=\"ltr\">Be wary of gamifying your classroom in a way that disempowers students through extrinsic rewards. Remember, it is not the gold stars, points, or smiley faces that motivate gamers (nor students). Stars, points, and badges are simply symbolic representations marking a task well-done. All teachers, however, can attempt to harness the motivational power of fiero.\u003c/p>\n\u003cp dir=\"ltr\">\u003cstrong>GAME-BASED LEARNING VS. GAMIFICATION\u003c/strong>\u003c/p>\n\u003cp dir=\"ltr\">Game-based learning is another great way to empower your students to engage with intellectual problems. They get to experience the fiero rush that comes with knowing that they successfully overcame a challenge. That’s right: game-based learning is different from gamification. Gamification is about making a non-game into a game. Game-based learning usually refers to using actual digital video games as a classroom tool (although, traditional non electronic role playing and board games work exactly the same way, but perhaps not so efficiently), and there's a slew of video games, digital apps, and adaptive software platforms that can be used for instruction. Some are great, while others are not so helpful.\u003c/p>\n\u003cp dir=\"ltr\">[contextly_sidebar id=\"9a20200cf99c6e41e97e64e31b6300f5\"]\u003c/p>\n\u003cp>Each time we reframe class content in order to clarify something, we're reaching for a tool. Every time we try a different activity with the hope that this approach will deepen our students’ understanding, we're using a new tool. Teachers can never have too many tools in their tool boxes. Tools enable flexibility and great teaching requires being adaptable.\u003c/p>\n\u003cp dir=\"ltr\">This blog series is an in-depth guide to game-based teaching tools. It's about making it easy for you to adopt games for teaching. It's not that we want you to replace what you’re already doing with video games. Instead, we want you to supplement and compliment your already successful strategies with another potentially powerful tool.\u003c/p>\n\u003cp dir=\"ltr\">Over the next few weeks and months, we’ll explain the key ideas in game-based learning. We’ll discuss pedagogy, implementation, and assessment. We’ll summarize the research and provide suggestions for practical use. We’ll talk about the pros and cons of game-based learning. We’ll offer you a guide for adding games to your classroom.\u003c/p>\n\u003cp>[ad floatright]\u003c/p>\n\u003cp dir=\"ltr\">\u003cem>The \u003ca href=\"http://ww2.kqed.org/mindshift/series/guide-to-games-and-learning/\" target=\"_blank\">MindShift Guide to Games and Learning\u003c/a> is made possible through the generous support of the \u003ca href=\"www.joanganzcooneycenter.org/\" target=\"_blank\">Joan Ganz Cooney Center\u003c/a> and is a project of the \u003ca href=\"http://www.joanganzcooneycenter.org/initiative/games-and-learning-publishing-council-analyzing-a-rising-sector/\" target=\"_blank\">Games and Learning Publishing Council\u003c/a>.\u003cbr>\n\u003c/em>\u003c/p>\n\n",
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"excerpt": "In the classroom, fiero -- excitement that gamers experience when they overcome challenges -- makes students see that they're empowered players in their own education. They're released into the exciting adventure that learning can be. Without the intrinsic motivating power of fiero, however, gamification becomes nothing more than semantic spin: a language game in which a letter-based grade system is replaced by a points-based reward system. In these cases, gamification does little to address the shortcomings of a system that relies on high-stakes testing.",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003cfigure id=\"attachment_35195\" class=\"wp-caption alignnone\" style=\"max-width: 640px\">\u003cimg class=\"size-full wp-image-35195\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2014/04/78376979-e1398124877109.jpg\" alt=\"78376979\" width=\"640\" height=\"360\" srcset=\"https://ww2.kqed.org/app/uploads/sites/23/2014/04/78376979-e1398124877109.jpg 640w, https://ww2.kqed.org/app/uploads/sites/23/2014/04/78376979-e1398124877109-400x225.jpg 400w, https://ww2.kqed.org/app/uploads/sites/23/2014/04/78376979-e1398124877109-320x180.jpg 320w\" sizes=\"(max-width: 640px) 100vw, 640px\">\u003cfigcaption class=\"wp-caption-text\">\" credit=\"Getty\u003c/figcaption>\u003c/figure>\n\u003cp>\u003cem>Part 1 of the \u003ca href=\"http://ww2.kqed.org/mindshift/series/guide-to-games-and-learning/\" target=\"_blank\">MindShift's Guide to Game-Based Learning\u003c/a>.\u003c/em>\u003c/p>\n\u003cp class=\"dropcap\">By now, you’ve probably heard the buzzwords: “game-based learning” and “gamification” are pervading headlines in education coverage. Video games have always been popular with kids, but now increasingly, educators are trying to leverage the interactive power of video games for learning. Why? It turns out games are actually really good teachers.\u003c/p>\n\u003cp dir=\"ltr\">Think about the compounding way in which Angry Birds teaches the rules, one baby step at a time, one superpower after another. Video games teach players the skills needed to overcome particular kinds of challenges; then they require a demonstration of mastery in order to move onto the next level. Players may get three or four chances to show their ability to execute the new skill. If they fail, it’s back to the prior level. If they succeed, it’s on to the next.\u003c/p>\n\u003cp dir=\"ltr\">\u003cimg class=\"size-thumbnail wp-image-35200 alignright\" style=\"border: 0\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2014/04/MindShiftGames-140x140.png\" alt=\"MindShiftGames\" width=\"140\" height=\"140\">Think about popular games, old and new: Pac-Man, Mario Brothers, Space Invaders, Minecraft. Even very small kids can learn to play really complex games. Kids play for hours until they master the game, until they discover the patterns. They talk about it with their friends. They share tips. They share tricks. They learn together.\u003c/p>\n\u003cp dir=\"ltr\">All games facilitate some kind of learning. Even games that are not meant to be educational teach kids something -- even if it's just the rules of the game. The learning is so effective that it deserves our attention. Educational psychologists study it. Sociologists study it. Neuroscientists study it. They're all trying to figure out what makes the great games work. In some cases, researchers are attempting to isolate and identify the attributes of video games that stimulate engagement and perseverance. It is this kind of research that has led to the “gamification” trend.\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp dir=\"ltr\">Gamification is popular in advertising, human resources, coffee shop loyalty programs, ongoing fast food promotions. Think of McDonald’s Monopoly game as an early example of intentional gamification. In general, gamification attempts to superimpose the stimulating motivational aspects of the game world onto the life world.\u003c/p>\n\u003cp>Across the country, teachers are using gamification in their classrooms every day. They gamify learning by replacing grades with levels and merit badges. Rather than simply delivering lectures and then testing for retention, gamification manifests when teachers create project-based units where completion, or the demonstration of mastery, is what allows the student to move on.\u003c/p>\n\u003cp dir=\"ltr\">\n\u003caside class=\"pullquote alignleft\">When learning is structured like a game, students intuitively understand the cumulative nature of learning. They're motivated to master a compounding sequence of skills.\u003c/aside>\n\u003c/p>\n\u003cp dir=\"ltr\">Perhaps students receive badges recognizing the successful completion of each assignment. Maybe future learning units are imagined like sequential game worlds--a certain number of badges are required to \"open each portal.\" The portal is the next lesson or the next learning module. When learning is structured this way, students intuitively understand the cumulative nature of learning. They're motivated to master a compounding sequence of skills.\u003c/p>\n\u003cp dir=\"ltr\">\u003cstrong>TAPPING INTO THE NATURAL INSTINCT TO LEARN\u003c/strong>\u003c/p>\n\u003cp dir=\"ltr\">Any teacher can implement a \"gamified\" approach fairly easily -- you don’t need tablets or laptop computers. It's a matter of reframing traditional assignments as inquiry-based individual or group projects. It's also a matter of employing a more mastery-based assessment strategy that’s grounded in \u003ca href=\"http://ww2.kqed.org/mindshift/2014/03/moving-towards-inquiry-how-to-reinvent-project-based-learning/\" target=\"_blank\">project-based learning \u003c/a>and understanding the motivational benefits of a more game-like structure. Done well, gamifying the classroom encourages students to be motivated by the excitement of moving on to new challenges. Gaming emotions like “Fiero” become a commonplace part of the learning experience. Fiero is the rush of excitement that gamers experience when they overcome challenges. In \u003ca href=\"http://www.amazon.com/Reality-Broken-Games-Better-Change/dp/0143120611/ref=sr_1_1?s=books&ie=UTF8&qid=1356197215&sr=1-1&keywords=reality+is+broken\">Reality is Broken, \u003c/a>a popular book that suggests ways to bring the wisdom of the game-world into the real-word, Jane McGonigal writes:\u003c/p>\n\u003cp dir=\"ltr\" style=\"padding-left: 30px\">Fiero, according to researchers at the Center for Interdisciplinary Brain Science Research at Stanford, is the emotion that first created the desire to leave the cave and conquer the world. It’s a craving for challenges that we can overcome, battles we can win, and dangers we can vanquish.\u003c/p>\n\u003cp dir=\"ltr\" style=\"padding-left: 30px\">Scientist have recently documented that fiero is one of the most powerful neurochemical highs we can experience. It involves three different structures of the reward circuitry of the brain, including the mesocorticolimbic center, which is most typically associated with reward and addiction. Fiero is a rush unlike any other rush, and the more challenging the obstacle we overcome, the more intense the fiero.\u003c/p>\n\u003cp dir=\"ltr\">Obviously, when researchers stick their microscopes in people’s brains they don’t find neuro-receptors with the word “fiero” scribbled on them like tiny calligraphy on a minuscule grain of rice. But the word “fiero” was chosen by researchers for a reason -- to signify a particular neurochemical phenomena. Why that word?\u003c/p>\n\u003cp dir=\"ltr\">The Italian word “fiero” comes from the same Latin root as our English word “fierce.” This is not only because the particular kind of pride that fiero describes makes us feel like an aggressive alpha predator at the top of the virtual food chain. Fiero also has to do with feeling of wildness. The Latin root “fiera” is also the origin of the English word “feral,” which means untamed or undomesticated.\u003c/p>\n\u003cp dir=\"ltr\">The feeling of fiero, then, is less about pride and more about being your untamed self. Fiero is about the way you feel when you are liberated from restrictions and constraints and enabled to just be uninhibited, to play free. Gamers want those little rushes of fiero because, in a way, it's the opposite of feeling self-conscious, of feeling like they need to conform. It neurochemically reminds them that they have the ability to respond in an unrestrained way to the immediate circumstances of the world around them.\u003c/p>\n\u003cp dir=\"ltr\">In the classroom, fiero makes students see that they're empowered players in their own education. They're released into the exciting adventure that learning can be. Without the intrinsic motivating power of fiero, however, gamification becomes nothing more than semantic spin: a language game in which a letter-based grade system is replaced by a points-based reward system. In these cases, gamification does little to address the shortcomings of a system that relies on high-stakes testing.\u003c/p>\n\u003cp dir=\"ltr\">Be wary of gamifying your classroom in a way that disempowers students through extrinsic rewards. Remember, it is not the gold stars, points, or smiley faces that motivate gamers (nor students). Stars, points, and badges are simply symbolic representations marking a task well-done. All teachers, however, can attempt to harness the motivational power of fiero.\u003c/p>\n\u003cp dir=\"ltr\">\u003cstrong>GAME-BASED LEARNING VS. GAMIFICATION\u003c/strong>\u003c/p>\n\u003cp dir=\"ltr\">Game-based learning is another great way to empower your students to engage with intellectual problems. They get to experience the fiero rush that comes with knowing that they successfully overcame a challenge. That’s right: game-based learning is different from gamification. Gamification is about making a non-game into a game. Game-based learning usually refers to using actual digital video games as a classroom tool (although, traditional non electronic role playing and board games work exactly the same way, but perhaps not so efficiently), and there's a slew of video games, digital apps, and adaptive software platforms that can be used for instruction. Some are great, while others are not so helpful.\u003c/p>\n\u003cp dir=\"ltr\">\u003c/p>\u003cp>\u003c/p>\u003cp>\u003c/p>\n\u003cp>Each time we reframe class content in order to clarify something, we're reaching for a tool. Every time we try a different activity with the hope that this approach will deepen our students’ understanding, we're using a new tool. Teachers can never have too many tools in their tool boxes. Tools enable flexibility and great teaching requires being adaptable.\u003c/p>\n\u003cp dir=\"ltr\">This blog series is an in-depth guide to game-based teaching tools. It's about making it easy for you to adopt games for teaching. It's not that we want you to replace what you’re already doing with video games. Instead, we want you to supplement and compliment your already successful strategies with another potentially powerful tool.\u003c/p>\n\u003cp dir=\"ltr\">Over the next few weeks and months, we’ll explain the key ideas in game-based learning. We’ll discuss pedagogy, implementation, and assessment. We’ll summarize the research and provide suggestions for practical use. We’ll talk about the pros and cons of game-based learning. We’ll offer you a guide for adding games to your classroom.\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"id": "code-switch-life-kit",
"title": "Code Switch / Life Kit",
"info": "\u003cem>Code Switch\u003c/em>, which listeners will hear in the first part of the hour, has fearless and much-needed conversations about race. Hosted by journalists of color, the show tackles the subject of race head-on, exploring how it impacts every part of society — from politics and pop culture to history, sports and more.\u003cbr />\u003cbr />\u003cem>Life Kit\u003c/em>, which will be in the second part of the hour, guides you through spaces and feelings no one prepares you for — from finances to mental health, from workplace microaggressions to imposter syndrome, from relationships to parenting. The show features experts with real world experience and shares their knowledge. Because everyone needs a little help being human.\u003cbr />\u003cbr />\u003ca href=\"https://www.npr.org/podcasts/510312/codeswitch\">\u003cem>Code Switch\u003c/em> offical site and podcast\u003c/a>\u003cbr />\u003ca href=\"https://www.npr.org/lifekit\">\u003cem>Life Kit\u003c/em> offical site and podcast\u003c/a>\u003cbr />",
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"info": "The Commonwealth Club of California is the nation's oldest and largest public affairs forum. As a non-partisan forum, The Club brings to the public airwaves diverse viewpoints on important topics. The Club's weekly radio broadcast - the oldest in the U.S., dating back to 1924 - is carried across the nation on public radio stations and is now podcasting. Our website archive features audio of our recent programs, as well as selected speeches from our long and distinguished history. This podcast feed is usually updated twice a week and is always un-edited.",
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"order": 10
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"airtime": "SUN 7:30pm-8pm",
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"info": "Inside Europe, a one-hour weekly news magazine hosted by Helen Seeney and Keith Walker, explores the topical issues shaping the continent. No other part of the globe has experienced such dynamic political and social change in recent years.",
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},
"latino-usa": {
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"info": "Latino USA, the radio journal of news and culture, is the only national, English-language radio program produced from a Latino perspective.",
"imageSrc": "https://ww2.kqed.org/radio/wp-content/uploads/sites/50/2018/04/latinoUsa.jpg",
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"apple": "https://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?s=143441&mt=2&id=79681317&at=11l79Y&ct=nprdirectory",
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"live-from-here-highlights": {
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"title": "Live from Here Highlights",
"info": "Chris Thile steps to the mic as the host of Live from Here (formerly A Prairie Home Companion), a live public radio variety show. Download Chris’s Song of the Week plus other highlights from the broadcast. Produced by American Public Media.",
"airtime": "SAT 6pm-8pm, SUN 11am-1pm",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/Live-From-Here-Podcast-Tile-360x360-1.jpg",
"officialWebsiteLink": "https://www.livefromhere.org/",
"meta": {
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"link": "/radio/program/live-from-here-highlights",
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"rss": "https://feeds.publicradio.org/public_feeds/a-prairie-home-companion-highlights/rss/rss"
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"marketplace": {
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"info": "Our flagship program, helmed by Kai Ryssdal, examines what the day in money delivered, through stories, conversations, newsworthy numbers and more. Updated Monday through Friday at about 3:30 p.m. PT.",
"airtime": "MON-FRI 4pm-4:30pm, MON-WED 6:30pm-7pm",
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"source": "American Public Media"
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},
"mindshift": {
"id": "mindshift",
"title": "MindShift",
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"info": "The MindShift podcast explores the innovations in education that are shaping how kids learn. Hosts Ki Sung and Katrina Schwartz introduce listeners to educators, researchers, parents and students who are developing effective ways to improve how kids learn. We cover topics like how fed-up administrators are developing surprising tactics to deal with classroom disruptions; how listening to podcasts are helping kids develop reading skills; the consequences of overparenting; and why interdisciplinary learning can engage students on all ends of the traditional achievement spectrum. This podcast is part of the MindShift education site, a division of KQED News. KQED is an NPR/PBS member station based in San Francisco. You can also visit the MindShift website for episodes and supplemental blog posts or tweet us \u003ca href=\"https://twitter.com/MindShiftKQED\">@MindShiftKQED\u003c/a> or visit us at \u003ca href=\"/mindshift\">MindShift.KQED.org\u003c/a>",
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"officialWebsiteLink": "/mindshift/",
"meta": {
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"order": 13
},
"link": "/podcasts/mindshift",
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"google": "https://podcasts.google.com/feed/aHR0cHM6Ly9mZWVkcy5tZWdhcGhvbmUuZm0vS1FJTkM1NzY0NjAwNDI5",
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"onourwatch": {
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"title": "On Our Watch",
"tagline": "Deeply-reported investigative journalism",
"info": "For decades, the process for how police police themselves has been inconsistent – if not opaque. In some states, like California, these proceedings were completely hidden. After a new police transparency law unsealed scores of internal affairs files, our reporters set out to examine these cases and the shadow world of police discipline. On Our Watch brings listeners into the rooms where officers are questioned and witnesses are interrogated to find out who this system is really protecting. Is it the officers, or the public they've sworn to serve?",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/On-Our-Watch-Podcast-Tile-703x703-1.jpg",
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"officialWebsiteLink": "/podcasts/onourwatch",
"meta": {
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"order": 12
},
"link": "/podcasts/onourwatch",
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"google": "https://podcasts.google.com/feed/aHR0cHM6Ly9mZWVkcy5ucHIub3JnLzUxMDM2MC9wb2RjYXN0LnhtbD9zYz1nb29nbGVwb2RjYXN0cw",
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"title": "On The Media",
"info": "Our weekly podcast explores how the media 'sausage' is made, casts an incisive eye on fluctuations in the marketplace of ideas, and examines threats to the freedom of information and expression in America and abroad. For one hour a week, the show tries to lift the veil from the process of \"making media,\" especially news media, because it's through that lens that we see the world and the world sees us",
"airtime": "SUN 2pm-3pm, MON 12am-1am",
"imageSrc": "https://ww2.kqed.org/radio/wp-content/uploads/sites/50/2018/04/onTheMedia.png",
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"meta": {
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"link": "/radio/program/on-the-media",
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},
"our-body-politic": {
"id": "our-body-politic",
"title": "Our Body Politic",
"info": "Presented by KQED, KCRW and KPCC, and created and hosted by award-winning journalist Farai Chideya, Our Body Politic is unapologetically centered on reporting on not just how women of color experience the major political events of today, but how they’re impacting those very issues.",
"airtime": "SAT 6pm-7pm, SUN 1am-2am",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/Our-Body-Politic-Podcast-Tile-360x360-1.jpg",
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"meta": {
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},
"link": "/radio/program/our-body-politic",
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"google": "https://podcasts.google.com/feed/aHR0cHM6Ly9mZWVkcy5zaW1wbGVjYXN0LmNvbS9feGFQaHMxcw",
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},
"perspectives": {
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"officialWebsiteLink": "/perspectives/",
"meta": {
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"order": 15
},
"link": "/perspectives",
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"planet-money": {
"id": "planet-money",
"title": "Planet Money",
"info": "The economy explained. Imagine you could call up a friend and say, Meet me at the bar and tell me what's going on with the economy. Now imagine that's actually a fun evening.",
"airtime": "SUN 3pm-4pm",
"imageSrc": "https://ww2.kqed.org/radio/wp-content/uploads/sites/50/2018/04/planetmoney.jpg",
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"politicalbreakdown": {
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"tagline": "Politics from a personal perspective",
"info": "Political Breakdown is a new series that explores the political intersection of California and the nation. Each week hosts Scott Shafer and Marisa Lagos are joined with a new special guest to unpack politics -- with personality — and offer an insider’s glimpse at how politics happens.",
"airtime": "THU 6:30pm-7pm",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/Political-Breakdown-2024-Podcast-Tile-703x703-1.jpg",
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"officialWebsiteLink": "/podcasts/politicalbreakdown",
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"order": 6
},
"link": "/podcasts/politicalbreakdown",
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"google": "https://podcasts.google.com/feed/aHR0cHM6Ly9mZWVkcy5tZWdhcGhvbmUuZm0vS1FJTkM5Nzk2MzI2MTEx",
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"pri-the-world": {
"id": "pri-the-world",
"title": "PRI's The World: Latest Edition",
"info": "Each weekday, host Marco Werman and his team of producers bring you the world's most interesting stories in an hour of radio that reminds us just how small our planet really is.",
"airtime": "MON-FRI 2pm-3pm",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/The-World-Podcast-Tile-360x360-1.jpg",
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"description": "\u003cimg class=\"alignleft size-full wp-image-35359\" src=\"http://blogs.kqed.org/mindshift/files/2014/04/MindShiftGames-140x1401.png\" alt=\"MindShiftGames-140x140\" width=\"140\" height=\"140\" />\u003cstrong>MindShift Guide to Digital Games and Learning \u003c/strong>\r\n\r\nHow can games unlock a rich world of learning? This is the big question at the heart of the growing games and learning movement that’s gaining momentum in education. \u003ca href=\"http://www.kqed.org/assets/pdf/news/MindShift-GuidetoDigitalGamesandLearning.pdf\">\u003cstrong>The MindShift Guide to Digital Games and Learning [PDF]\u003c/strong>\u003c/a> explains key ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use.\r\n\r\nThe MindShift Guide to Digital Games and Learning started as a series of blog posts written by Jordan Shapiro with support from the \u003ca href=\"http://www.joanganzcooneycenter.org/\">Joan Ganz Cooney Center\u003c/a> at Sesame Workshop and the \u003ca href=\"http://www.gamesandlearning.org/\">Games and Learning Publishing Council\u003c/a>. We’ve brought together what we felt would be the most relevant highlights of Jordan’s reporting to create a dynamic, in-depth guide that answers many of the most pressing questions that educators, parents, and life-long learners have raised around using digital games for learning. While we had educators in mind when developing this guide, any lifelong learner can use it to develop a sense of how to navigate the games space in an informed and meaningful way.\r\n\r\n\u003ca href=\"http://www.kqed.org/assets/pdf/news/MindShift-GuidetoDigitalGamesandLearning.pdf\">\u003cimg class=\"alignleft size-medium wp-image-38461\" src=\"http://blogs.kqed.org/mindshift/files/2014/11/MindShift-Guide-to-Digital-Games-and-Learning-Cover-300x388.gif\" alt=\"MindShift-Guide-to-Digital-Games-and-Learning-Cover\" width=\"300\" height=\"388\" />\u003c/a>\r\n\r\nHere's a preview of the table of contents:\r\n\r\nIntroduction: Getting in the Game (Page 4)\r\nAn overview of games in the classroom from Katie Salen Tekinbaş, executive director of the Institute of Play.\r\n\r\nWhat the Research Says About Gaming and Screen Time (Page 6)\r\nMuch of the research around digital games and screen time is evolving. Pediatricians, academics, educators, and researchers are working to find answers to how games and technology affect learners of all ages.\r\n\r\nHow to Start Using Digital Games for Learning (Page 14)\r\nSince each learning environment is unique, here are some steps to assessing your resources before committing to a particular game or platform. See how some educators are using digital games in the classroom and how they find support.\r\n\r\nHow to Choose a Digital Learning Game (Page 19)\r\nThe sheer volume of games classified as educational can be overwhelming. This section gives you a starting point for game selection by providing an understanding of the types of games available in the marketplace and how to go about selecting them.\r\n\r\nOvercoming Obstacles for Using Digital Games in the Classroom (Page 27)\r\nAs game use in the classroom continues to grow, barriers to deployment also need to be addressed. A recent survey of teachers outlines exactly which obstacles get in the way of successful implementation; solutions to those concerns are outlined in this section.\r\n\r\nHow Teachers Are Using Games in the Classroom (Page 30)\r\nExamples of how teachers use games are embedded throughout the guide (including video examples), but this section takes an in-depth look at how some teachers are using games in the classroom and their real-life struggles and victories.\r\n\r\nBelow, you'll find the blog posts that kicked off the \u003ca href=\"http://www.kqed.org/assets/pdf/news/MindShift-GuidetoDigitalGamesandLearning.pdf\">MindShift Guide to Digital Games and Learning\u003c/a>.",
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