In education, it seems as if innovation and revolution play like the song of the Sirens in a culture of perpetual obsolescence. It seems as if we’ve got an unhealthy fetish for new-ness, indiscriminately choosing the convenient disposability of shrink-wrap over the sustainability of the well-worn.
Digital games can be amazing tools, but only when used to make it easier to contextualize the gifts we’ve received from Shakespeare, Socrates, Euclid, and others. The thing about tools is that their strength is usually derived from the way they approach a problem rather than in the particularity of the solution they offer. For example, consider the hammer: a great technological innovation that our human ancestors imagined more than 2 million years ago. What made it revolutionary was not so much in the material from which it was assembled, nor the particular object it bashed. Instead, the hammer was revolutionary because it forever transformed human experience by introducing the possibility of striking, and therefore altering, our natural surroundings. It changed the way we look at things.
Still today, a great deal of our teaching is essentially grounded in teaching the perspective that early tools enabled. We want our students to know that humans have the capacity to shape their own world. We want them to provide them with the skills necessary to do so. We want to teach them how to utilize the ways of knowing that were made possible through the technological innovations that enabled, produced, and shaped the civilizations of the past and the present.
Our current civilization is built on information technologies. Smartphones, the internet, and video games are all simply hunks of machinery that become special because they introduce new interactive narrative structures. They introduce non-linear ways of thinking about the world and organizing information.
Sponsored
When we look at a network, or a jumble of hyperlinks, or an interactive simulation like a video game, it immediately appears chaotic. This is because we are conditioned to make sense of it using the habitual linear narrative traditions that have defined “literacy” for a few thousand years. We try to identify beginnings, middles, and ends. But new narrative conventions require a different form of literacy: systems literacy.
Systems literacy is playful and inter-subjective. It defines order according to the way things interact with one another. It privileges the quality of the relationship between nodes rather than trying to figure out what is first, last, and in-between (value judgments). Systems work more like a sandboxes than ambitious ladders to the top.
In the current world, our schools should be focused on teaching both linear and non-linear ways of knowing. We need to remember that the goal of technology is ultimately to help us mentor our youth so that they become familiar with the many ways of knowing that humanity has discovered. It's not just to develop proficiency with today’s tools while maintaining yesterday’s predominant thinking.
This shift is precisely what seems to be happening at the Quest To Learn School. Curriculum experts and game designers work together to reimagine what school might look like if it drew its inspiration from video games. The New York City public school employs a standards-based integrated curriculum that “mimics the action and design principles of games by generating a compelling ‘need to know’ in the classroom,” as they describe it. The goal: to intrinsically motivate kids toward mastery. Students seek out knowledge because they need to know it in order to complete a project based task.
Quest To Learn doesn’t set out to change the learning objectives, but rather the process through which they are achieved. Of course, process and product are indistinct. Transform the shape of the container and you simultaneously alter the the kind of content that can fit inside. Sometimes you don’t notice all the implications just by looking at the surface. Students at the Quest To Learn School “encounter a series of increasingly complex, narrative challenges, games or quests, where learning, knowledge sharing, feedback, reflection and next steps emerge as a natural function of play.”
GAMES IN PRACTICE
When I visited Quest To Learn, I saw a school that looked very similar to any other school, except every student seemed engaged, empowered, and motivated. It wasn’t what I expected from a place that most people describe as “the video game school.” There weren’t screens all over the place. No fingers pounding game controllers. I didn’t see tons of gadgets or gizmos. But I did see a curriculum that was designed to approach from a video game perspective. The organizational structure through which material was presented was game-like.
Quest to Learn School: Jordan Shapiro/MindShift
“Failure is reframed as iteration” reads one poster that’s hanging by the elevators. Another explains how to break down complex ideas: “Systems are all around us -- games are playful systems.” Students are encouraged to analyze, interpret, and articulate using categories like space, components, rules, challenges, core mechanics, and goals. They apply this model, or other game-based systems-thinking models, to almost everything.
In one class, kids play Socratic Smackdown. Eighth-grade English Language Arts Teacher/Designer Rebecca Grodner created the game to teach the building blocks of argumentation while simultaneously making a space where students practice and assess their peers’ conversational etiquette. Students might earn points for using supporting evidence or playing devil’s advocate. They lose points for interrupting or insulting other players. They’re intrinsically motivated to learn the components of rhetoric, to understand how they function within a discursive system, and to be able to use them in everyday contexts.
In another class, the students play Rock-onimoes, a geology-themed version of dominoes that asks players to make connections by using words like sedimentary and magma. Again, they need to understand the relationships between the geological concepts. Success is a product of their to ability use complex concepts in context, not to memorize and regurgitate.
Quest To Learn shows us what happens when the old “factory model” of organization is replaced with a systems-based game-like paradigm. They call it games, systems, or design. That’s code for understanding content in context -- and for seeing the interconnectedness between elements.
“We need to do a better job at giving children and young people opportunities to rise, which means developing systems that enable that rise -- that enable them to move across networks and to engage in really hard problems with relevant resources. Games are all about creating spaces of possibility, where players feel they can do anything,” writes Katie Salen, who helped launch and design Quest To Learn while she was the founding executive director of the Institute of Play.
Systems are all about connections, networks, and the ways in which nodes relate to one another. This focus on connections might also be one of the building blocks of citizenry, humanity, and social community. Perhaps this is why one of Quest To Learn’s core values is “Collaboration Matters.” You can see it manifest among their students. They embody it. They know that “we need the support, ideas, and respect of others to truly succeed.”
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"disqusTitle": "What Happens When School Design Looks Like Game Design",
"title": "What Happens When School Design Looks Like Game Design",
"headTitle": "The MindShift Guide to Digital Games and Learning | MindShift | KQED News",
"content": "\u003cfigure id=\"attachment_36821\" class=\"wp-caption aligncenter\" style=\"max-width: 640px\">\u003cimg class=\"size-full wp-image-36821\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2014/07/j84a8474_0.jpg\" alt=\"Quest to Learn\" width=\"640\" height=\"427\" srcset=\"https://ww2.kqed.org/app/uploads/sites/23/2014/07/j84a8474_0.jpg 640w, https://ww2.kqed.org/app/uploads/sites/23/2014/07/j84a8474_0-400x267.jpg 400w, https://ww2.kqed.org/app/uploads/sites/23/2014/07/j84a8474_0-320x214.jpg 320w\" sizes=\"(max-width: 640px) 100vw, 640px\">\u003cfigcaption class=\"wp-caption-text\">Quest to Learn\u003c/figcaption>\u003c/figure>\n\u003cp>\u003cem>Part 13 of \u003ca href=\"http://ww2.kqed.org/mindshift/series/guide-to-games-and-learning/\" target=\"_blank\">MindShift's Guide to Games and Learning\u003c/a>.\u003c/em>\u003c/p>\n\u003cp class=\"dropcap-serif\">In education, it seems as if innovation and revolution play like the song of the Sirens in a culture of perpetual obsolescence. It seems as if we’ve got an unhealthy fetish for new-ness, indiscriminately choosing the convenient disposability of shrink-wrap over the sustainability of the well-worn.\u003c/p>\n\u003cp>Digital games can be amazing tools, but only when used to make it easier to \u003ca href=\"http://ww2.kqed.org/mindshift/2014/05/how-games-based-learning-teaches-problem-solving-in-context/\">contextualize the gifts\u003c/a> we’ve received from Shakespeare, Socrates, Euclid, and others. The thing about tools is that their strength is usually derived from the way they approach a problem rather than in the particularity of the solution they offer. For example, consider the hammer: a great technological innovation that our human ancestors imagined more than 2 million years ago. What made it revolutionary was not so much in the material from which it was assembled, nor the particular object it bashed. Instead, the hammer was revolutionary because it forever transformed human experience by introducing the possibility of striking, and therefore altering, our natural surroundings. It changed the way we look at things.\u003c/p>\n\u003cp>Still today, a great deal of our teaching is essentially grounded in teaching the perspective that early tools enabled. We want our students to know that humans have the capacity to shape their own world. We want them to provide them with the skills necessary to do so. We want to teach them how to utilize the ways of knowing that were made possible through the technological innovations that enabled, produced, and shaped the civilizations of the past and the present.\u003c/p>\n\u003cp>Our current civilization is built on information technologies. Smartphones, the internet, and video games are all simply hunks of machinery that become special because they introduce new interactive narrative structures. They introduce non-linear ways of thinking about the world and organizing information.\u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp>\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\">\u003c/p>\n\u003cp>When we look at a network, or a jumble of hyperlinks, or an interactive simulation like a video game, it immediately appears chaotic. This is because we are conditioned to make sense of it using the habitual linear narrative traditions that have defined “literacy” for a few thousand years. We try to identify beginnings, middles, and ends. But new narrative conventions require a different form of literacy: \u003ca href=\"http://ww2.kqed.org/mindshift/2014/07/games-can-advance-education-a-conversation-with-james-paul-gee/\">systems literacy\u003c/a>.\u003c/p>\n\u003cp>Systems literacy is playful and inter-subjective. It defines order according to the way things interact with one another. It privileges the quality of the relationship between nodes rather than trying to figure out what is first, last, and in-between (value judgments). Systems work more like a sandboxes than ambitious ladders to the top.\u003c/p>\n\u003cp>In the current world, our schools should be focused on teaching both linear and non-linear ways of knowing. We need to remember that the goal of technology is ultimately to help us mentor our youth so that they become familiar with the many ways of knowing that humanity has discovered. It's not just to develop proficiency with today’s tools while maintaining yesterday’s predominant thinking.\u003c/p>\n\u003cp>This shift is precisely what seems to be happening at the \u003ca href=\"http://q2l.org/\">Quest To Learn School\u003c/a>. Curriculum experts and game designers work together to reimagine what school might look like if it drew its inspiration from video games. The New York City public school employs a standards-based integrated curriculum that “mimics the action and design principles of games by generating a compelling ‘need to know’ in the classroom,” as they describe it. The goal: to intrinsically motivate kids toward mastery. Students seek out knowledge because they need to know it in order to complete a project based task.\u003c/p>\n\u003cp>Quest To Learn doesn’t set out to change the learning objectives, but rather the process through which they are achieved. Of course, process and product are indistinct. Transform the shape of the container and you simultaneously alter the the kind of content that can fit inside. Sometimes you don’t notice all the implications just by looking at the surface. Students at the Quest To Learn School “encounter a series of increasingly complex, narrative challenges, games or quests, where learning, knowledge sharing, feedback, reflection and next steps emerge as a natural function of play.”\u003c/p>\n\u003cp>\u003cstrong>GAMES IN PRACTICE\u003c/strong>\u003c/p>\n\u003cp>When I visited Quest To Learn, I saw a school that looked very similar to any other school, except every student seemed engaged, empowered, and motivated. It wasn’t what I expected from a place that most people describe as “the video game school.” There weren’t screens all over the place. No fingers pounding game controllers. I didn’t see tons of gadgets or gizmos. But I did see a curriculum that was designed to approach from a video game perspective. The organizational structure through which material was presented was game-like.\u003c/p>\n\u003cfigure id=\"attachment_36819\" class=\"wp-caption aligncenter\" style=\"max-width: 640px\">\u003cimg class=\"size-large wp-image-36819\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2014/07/PANO_20140624_131530-640x233.jpg\" alt=\"Jordan Shapiro/MindShift\" width=\"640\" height=\"233\">\u003cfigcaption class=\"wp-caption-text\">Quest to Learn School: Jordan Shapiro/MindShift\u003c/figcaption>\u003c/figure>\n\u003cp>“Failure is reframed as iteration” reads one poster that’s hanging by the elevators. Another explains how to break down complex ideas: “Systems are all around us -- games are playful systems.” Students are encouraged to analyze, interpret, and articulate using categories like space, components, rules, challenges, core mechanics, and goals. They apply this model, or other game-based systems-thinking models, to almost everything.\u003c/p>\n\u003cp>In one class, kids play \u003ca href=\"http://www.instituteofplay.org/work/projects/print-play-games-2/socratic-smackdown/\">Socratic Smackdown\u003c/a>. Eighth-grade English Language Arts Teacher/Designer Rebecca Grodner created the game to teach the building blocks of argumentation while simultaneously making a space where students practice and assess their peers’ conversational etiquette. Students might earn points for using supporting evidence or playing devil’s advocate. They lose points for interrupting or insulting other players. They’re intrinsically motivated to learn the components of rhetoric, to understand how they function within a discursive system, and to be able to use them in everyday contexts.\u003c/p>\n\u003cp>[contextly_sidebar id=\"43245470412e360d3a276e622d83cd20\"]\u003c/p>\n\u003cp>In another class, the students play Rock-onimoes, a geology-themed version of dominoes that asks players to make connections by using words like sedimentary and magma. Again, they need to understand the relationships between the geological concepts. Success is a product of their to ability use complex concepts in context, not to memorize and regurgitate.\u003c/p>\n\u003cp>Quest To Learn shows us what happens when the old “factory model” of organization is replaced with a systems-based game-like paradigm. They call it games, systems, or design. That’s code for understanding content in context -- and for seeing the interconnectedness between elements.\u003c/p>\n\u003cp>“We need to do a better job at giving children and young people opportunities to rise, which means developing systems that enable that rise -- that enable them to move across networks and to engage in really hard problems with relevant resources. Games are all about creating spaces of possibility, where players feel they can do anything,” \u003ca href=\"http://www.instituteofplay.org/wp-content/uploads/2011/02/QuestToLearn-DevelopingTheSchoolForDigitalKids.pdf\">writes Katie Salen\u003c/a>, who helped launch and design Quest To Learn while she was the founding executive director of the \u003ca href=\"http://www.instituteofplay.org/\">Institute of Play\u003c/a>.\u003c/p>\n\u003cp>Systems are all about connections, networks, and the ways in which nodes relate to one another. This focus on connections might also be one of the building blocks of citizenry, humanity, and social community. Perhaps this is why one of Quest To Learn’s core values is “Collaboration Matters.” You can see it manifest among their students. They embody it. They know that “we need the support, ideas, and respect of others to truly succeed.”\u003c/p>\n\u003cp>[ad floatright]\u003c/p>\n\u003cp>\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=\"http://ww2.kqed.org/mindshift/2014/05/math-science-history-games-break-boundaries-between-subjects-interdisciplinary-learning/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>.\u003c/em>\u003c/p>\n\n",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003cfigure id=\"attachment_36821\" class=\"wp-caption aligncenter\" style=\"max-width: 640px\">\u003cimg class=\"size-full wp-image-36821\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2014/07/j84a8474_0.jpg\" alt=\"Quest to Learn\" width=\"640\" height=\"427\" srcset=\"https://ww2.kqed.org/app/uploads/sites/23/2014/07/j84a8474_0.jpg 640w, https://ww2.kqed.org/app/uploads/sites/23/2014/07/j84a8474_0-400x267.jpg 400w, https://ww2.kqed.org/app/uploads/sites/23/2014/07/j84a8474_0-320x214.jpg 320w\" sizes=\"(max-width: 640px) 100vw, 640px\">\u003cfigcaption class=\"wp-caption-text\">Quest to Learn\u003c/figcaption>\u003c/figure>\n\u003cp>\u003cem>Part 13 of \u003ca href=\"http://ww2.kqed.org/mindshift/series/guide-to-games-and-learning/\" target=\"_blank\">MindShift's Guide to Games and Learning\u003c/a>.\u003c/em>\u003c/p>\n\u003cp class=\"dropcap-serif\">In education, it seems as if innovation and revolution play like the song of the Sirens in a culture of perpetual obsolescence. It seems as if we’ve got an unhealthy fetish for new-ness, indiscriminately choosing the convenient disposability of shrink-wrap over the sustainability of the well-worn.\u003c/p>\n\u003cp>Digital games can be amazing tools, but only when used to make it easier to \u003ca href=\"http://ww2.kqed.org/mindshift/2014/05/how-games-based-learning-teaches-problem-solving-in-context/\">contextualize the gifts\u003c/a> we’ve received from Shakespeare, Socrates, Euclid, and others. The thing about tools is that their strength is usually derived from the way they approach a problem rather than in the particularity of the solution they offer. For example, consider the hammer: a great technological innovation that our human ancestors imagined more than 2 million years ago. What made it revolutionary was not so much in the material from which it was assembled, nor the particular object it bashed. Instead, the hammer was revolutionary because it forever transformed human experience by introducing the possibility of striking, and therefore altering, our natural surroundings. It changed the way we look at things.\u003c/p>\n\u003cp>Still today, a great deal of our teaching is essentially grounded in teaching the perspective that early tools enabled. We want our students to know that humans have the capacity to shape their own world. We want them to provide them with the skills necessary to do so. We want to teach them how to utilize the ways of knowing that were made possible through the technological innovations that enabled, produced, and shaped the civilizations of the past and the present.\u003c/p>\n\u003cp>Our current civilization is built on information technologies. Smartphones, the internet, and video games are all simply hunks of machinery that become special because they introduce new interactive narrative structures. They introduce non-linear ways of thinking about the world and organizing information.\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp>\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\">\u003c/p>\n\u003cp>When we look at a network, or a jumble of hyperlinks, or an interactive simulation like a video game, it immediately appears chaotic. This is because we are conditioned to make sense of it using the habitual linear narrative traditions that have defined “literacy” for a few thousand years. We try to identify beginnings, middles, and ends. But new narrative conventions require a different form of literacy: \u003ca href=\"http://ww2.kqed.org/mindshift/2014/07/games-can-advance-education-a-conversation-with-james-paul-gee/\">systems literacy\u003c/a>.\u003c/p>\n\u003cp>Systems literacy is playful and inter-subjective. It defines order according to the way things interact with one another. It privileges the quality of the relationship between nodes rather than trying to figure out what is first, last, and in-between (value judgments). Systems work more like a sandboxes than ambitious ladders to the top.\u003c/p>\n\u003cp>In the current world, our schools should be focused on teaching both linear and non-linear ways of knowing. We need to remember that the goal of technology is ultimately to help us mentor our youth so that they become familiar with the many ways of knowing that humanity has discovered. It's not just to develop proficiency with today’s tools while maintaining yesterday’s predominant thinking.\u003c/p>\n\u003cp>This shift is precisely what seems to be happening at the \u003ca href=\"http://q2l.org/\">Quest To Learn School\u003c/a>. Curriculum experts and game designers work together to reimagine what school might look like if it drew its inspiration from video games. The New York City public school employs a standards-based integrated curriculum that “mimics the action and design principles of games by generating a compelling ‘need to know’ in the classroom,” as they describe it. The goal: to intrinsically motivate kids toward mastery. Students seek out knowledge because they need to know it in order to complete a project based task.\u003c/p>\n\u003cp>Quest To Learn doesn’t set out to change the learning objectives, but rather the process through which they are achieved. Of course, process and product are indistinct. Transform the shape of the container and you simultaneously alter the the kind of content that can fit inside. Sometimes you don’t notice all the implications just by looking at the surface. Students at the Quest To Learn School “encounter a series of increasingly complex, narrative challenges, games or quests, where learning, knowledge sharing, feedback, reflection and next steps emerge as a natural function of play.”\u003c/p>\n\u003cp>\u003cstrong>GAMES IN PRACTICE\u003c/strong>\u003c/p>\n\u003cp>When I visited Quest To Learn, I saw a school that looked very similar to any other school, except every student seemed engaged, empowered, and motivated. It wasn’t what I expected from a place that most people describe as “the video game school.” There weren’t screens all over the place. No fingers pounding game controllers. I didn’t see tons of gadgets or gizmos. But I did see a curriculum that was designed to approach from a video game perspective. The organizational structure through which material was presented was game-like.\u003c/p>\n\u003cfigure id=\"attachment_36819\" class=\"wp-caption aligncenter\" style=\"max-width: 640px\">\u003cimg class=\"size-large wp-image-36819\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2014/07/PANO_20140624_131530-640x233.jpg\" alt=\"Jordan Shapiro/MindShift\" width=\"640\" height=\"233\">\u003cfigcaption class=\"wp-caption-text\">Quest to Learn School: Jordan Shapiro/MindShift\u003c/figcaption>\u003c/figure>\n\u003cp>“Failure is reframed as iteration” reads one poster that’s hanging by the elevators. Another explains how to break down complex ideas: “Systems are all around us -- games are playful systems.” Students are encouraged to analyze, interpret, and articulate using categories like space, components, rules, challenges, core mechanics, and goals. 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They’re intrinsically motivated to learn the components of rhetoric, to understand how they function within a discursive system, and to be able to use them in everyday contexts.\u003c/p>\n\u003cp>\u003c/p>\u003cp>\u003c/p>\u003cp>\u003c/p>\n\u003cp>In another class, the students play Rock-onimoes, a geology-themed version of dominoes that asks players to make connections by using words like sedimentary and magma. Again, they need to understand the relationships between the geological concepts. Success is a product of their to ability use complex concepts in context, not to memorize and regurgitate.\u003c/p>\n\u003cp>Quest To Learn shows us what happens when the old “factory model” of organization is replaced with a systems-based game-like paradigm. They call it games, systems, or design. That’s code for understanding content in context -- and for seeing the interconnectedness between elements.\u003c/p>\n\u003cp>“We need to do a better job at giving children and young people opportunities to rise, which means developing systems that enable that rise -- that enable them to move across networks and to engage in really hard problems with relevant resources. Games are all about creating spaces of possibility, where players feel they can do anything,” \u003ca href=\"http://www.instituteofplay.org/wp-content/uploads/2011/02/QuestToLearn-DevelopingTheSchoolForDigitalKids.pdf\">writes Katie Salen\u003c/a>, who helped launch and design Quest To Learn while she was the founding executive director of the \u003ca href=\"http://www.instituteofplay.org/\">Institute of Play\u003c/a>.\u003c/p>\n\u003cp>Systems are all about connections, networks, and the ways in which nodes relate to one another. This focus on connections might also be one of the building blocks of citizenry, humanity, and social community. Perhaps this is why one of Quest To Learn’s core values is “Collaboration Matters.” You can see it manifest among their students. They embody it. They know that “we need the support, ideas, and respect of others to truly succeed.”\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.",
"airtime": "THU 10pm, FRI 1am",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/Commonwealth-Club-Podcast-Tile-360x360-1.jpg",
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"order": 10
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"how-i-built-this": {
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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": {
"id": "latino-usa",
"title": "Latino USA",
"airtime": "MON 1am-2am, SUN 6pm-7pm",
"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": {
"id": "live-from-here-highlights",
"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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"source": "american public media"
},
"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": {
"id": "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",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/Marketplace-Podcast-Tile-360x360-1.jpg",
"officialWebsiteLink": "https://www.marketplace.org/",
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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>",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/Mindshift-Podcast-Tile-703x703-1.jpg",
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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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"info": "\u003cem>Morning Edition\u003c/em> takes listeners around the country and the world with multi-faceted stories and commentaries every weekday. Hosts Steve Inskeep, David Greene and Rachel Martin bring you the latest breaking news and features to prepare you for the day.",
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"onourwatch": {
"id": "onourwatch",
"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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"source": "kqed",
"order": 12
},
"link": "/podcasts/onourwatch",
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"google": "https://podcasts.google.com/feed/aHR0cHM6Ly9mZWVkcy5ucHIub3JnLzUxMDM2MC9wb2RjYXN0LnhtbD9zYz1nb29nbGVwb2RjYXN0cw",
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},
"on-the-media": {
"id": "on-the-media",
"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",
"officialWebsiteLink": "https://www.wnycstudios.org/shows/otm",
"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",
"officialWebsiteLink": "https://our-body-politic.simplecast.com/",
"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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"info": "Analysis, background reports and updates from the PBS NewsHour putting today's news in context.",
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},
"perspectives": {
"id": "perspectives",
"title": "Perspectives",
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"info": "KQED's series of daily listener commentaries since 1991.",
"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2025/01/Perspectives_Tile_Final.jpg",
"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": {
"id": "politicalbreakdown",
"title": "Political Breakdown",
"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",
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