{"id":4793,"date":"2019-05-04T10:55:58","date_gmt":"2019-05-04T10:55:58","guid":{"rendered":"https:\/\/helpfulprofessor.com\/?p=4793"},"modified":"2024-05-29T18:33:42","modified_gmt":"2024-05-29T18:33:42","slug":"digital-game-based-learning","status":"publish","type":"post","link":"https:\/\/helpfulprofessor.com\/digital-game-based-learning\/","title":{"rendered":"Digital Game-Based Learning: 13 Pros and Cons"},"content":{"rendered":"\n<figure class=\"wp-block-image alignwide size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"724\" src=\"https:\/\/helpfulprofessor.com\/wp-content\/uploads\/2019\/05\/game-based-learning-versus-gamification-1024x724.jpg\" alt=\"game-based learning versus gamification\" class=\"wp-image-36707\" srcset=\"https:\/\/helpfulprofessor.com\/wp-content\/uploads\/2019\/05\/game-based-learning-versus-gamification-1024x724.jpg 1024w, https:\/\/helpfulprofessor.com\/wp-content\/uploads\/2019\/05\/game-based-learning-versus-gamification-300x212.jpg 300w, https:\/\/helpfulprofessor.com\/wp-content\/uploads\/2019\/05\/game-based-learning-versus-gamification-768x543.jpg 768w, https:\/\/helpfulprofessor.com\/wp-content\/uploads\/2019\/05\/game-based-learning-versus-gamification.jpg 1280w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<div style=\"height:18px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<p class=\"featurebox\">Game-based learning was once the realm of board games, card games and Lego.<\/p>\n\n\n\n<p>Now, the widespread availability of technology has mean digital games are now in classrooms around the world.<\/p>\n\n\n\n<p>This post presents what I see as the pros and cons of digital games in the classroom. While they are here to say, teachers need to reflect on how to use digital games in ways that limit the \u2018cons\u2019 and amplify the \u2018pros\u2019.<\/p>\n\n\n\n<p>To the scholars, the concept of \u2018digital play\u2019 is increasingly being seen as a positive.<\/p>\n\n\n\n<p>While many in society see digital games as \u2018idle activity\u2019, a growing body of research shows digital play has many of the positive attributes of non-digital forms of play. As <a href=\"https:\/\/doi.org\/10.1080\/09575146.2016.1167675\" target=\"_blank\" rel=\"noopener\">Marsh et al. (2016)<\/a> argue,<\/p>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\">\n<p>\u201cWhat changes in digital contexts is not so much the <a href=\"https:\/\/helpfulprofessor.com\/types-of-play\/\">types of play<\/a> possible, but the nature of that play.\u201d<\/p>\n<\/blockquote>\n\n\n\n<p>In other words, perhaps we should start looking at digital play as being beneficial for students\u2019 <a href=\"https:\/\/helpfulprofessor.com\/sociocultural-theory-education\/\">social development<\/a>, cognitive development, and even physical development in just the same way as we see non-digital play.<\/p>\n\n\n\n<p>Nonetheless, challenges persist \u2013 particularly around the potential side effects of spending too much time in our imaginary digital worlds.<\/p>\n\n\n\n<p>Let\u2019s take a look at the pros and cons\u2026<\/p>\n\n\n\n\n\n<h2 class=\"wp-block-heading\">The Pros (aka Advantages)<\/h2>\n\n\n\n<p>Personally, I think the pros of learning with computers in the classroom do outweigh the cons. Or, at least, I think you can minimize the cons while still taking advantage of the pros.<\/p>\n\n\n\n<p>But, at the end of the day, I feel that students <em>need<\/em> digital skills \u2013 so I\u2019d rather tackle computer gaming in the classroom head-on and see how I can make it work.<\/p>\n\n\n\n<p>So here\u2019s what I see as the major pros of digital game-based learning:<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">1. Digital Gaming Motivates and Engages Learners<\/h3>\n\n\n\n<p>I will start with the most obvious, but perhaps most powerful reason to bring digital games into the classroom: <strong>motivation and engagement<\/strong>.<\/p>\n\n\n\n<p>Digital gaming can be a significant motivator for learning. Boys, in particular, appear very much drawn to the world of digital gaming.<\/p>\n\n\n\n<p>Indeed, as a child, I was hooked on computer games. I played them the moment I got home from school and, yes, even in the morning before classes (much to my mother\u2019s chagrin).<\/p>\n\n\n\n<p>One rational explanation for why games are so engaging is <a href=\"https:\/\/helpfulprofessor.com\/multimodality-examples\/\">their multimodality<\/a>. They use lighting, movement, sound and images to attract and maintain our attention. As the <a href=\"https:\/\/guides.library.utoronto.ca\/c.php?g=448614&amp;p=3505475\" target=\"_blank\" rel=\"noopener\">University of Toronto<\/a> highlights:<\/p>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\">\n<p>\u201cGames are designed to deliver an optimal experience to the user\u201d<\/p>\n<\/blockquote>\n\n\n\n<p>Thus, we can use games as an engagement tactic. Once we have \u2018hooked\u2019 our students with games, we can weave learning scenarios into the games to teach our students \u2013 on the sly.<\/p>\n\n\n\n<p><strong>&gt;&gt;&gt;RELATED POST: <a href=\"https:\/\/helpfulprofessor.com\/teaching-strategies\/\">A List of 107 Effective Classroom Teaching Strategies<\/a><\/strong><\/p>\n\n\n\n<h3 class=\"wp-block-heading\">2. Digital Games often require Team Work<\/h3>\n\n\n\n<p>20 years ago we were lucky to have one computer tucked away in the corner of the classroom.<\/p>\n\n\n\n<p>I remember in my Year 5 classroom one person at a time would be given the privilege of using the computer to type up a story on the computer\u2019s word processor.<\/p>\n\n\n\n<p>Now, many schools have enough devices for one device per student.<\/p>\n\n\n\n<p>Furthermore, the growth of internet connectivity has enabled the devices in a classroom to talk to one another.<\/p>\n\n\n\n<p>These new technological affordances have meant students are no longer working in isolation online. Instead, they\u2019re playing complex games that require teamwork to complete puzzles.<\/p>\n\n\n\n<p>Thus, much like offline play, online play often necessitates that students learn, practice and apply their practical <a href=\"https:\/\/helpfulprofessor.com\/classroom-layouts\/\">team-work skills<\/a> like communicating, coordinating, collaborating and negotiating.<\/p>\n\n\n\n<p>As <a href=\"https:\/\/www.chronicle.com\/blogs\/profhacker\/games-in-the-classroom-part-1\/35596\" target=\"_blank\" rel=\"noopener\">Anastasia Salter<\/a> from The Chronicle of Higher Education argues:<\/p>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\">\n<p>\u201cThe structures of games both demand and reward teamwork and use systems of clearly-defined roles and objectives to create better outcomes than any individual could achieve.\u201d<\/p>\n<\/blockquote>\n\n\n\n<h3 class=\"wp-block-heading\">3. Ed Tech Automates Feedback and Progress Recording<\/h3>\n\n\n\n<p>Something I love about educational technologies is that they do a great job of developing datasets about students\u2019 progress.<\/p>\n\n\n\n<p>Perhaps the clearest example of this is <a href=\"https:\/\/duolingo.com\/\" target=\"_blank\" rel=\"noopener\">Duolingo<\/a>. Every time you play a game on Duolingo, it reports your scores and progress toward language fluency.<\/p>\n\n\n\n<p>It also monitors when you haven\u2019t been exposed to a certain type of language formation in a few days or weeks and makes sure to re-introduce those concepts to ensure they\u2019re always fresh in your mind.<\/p>\n\n\n\n<p>However, we still need teachers to interpret data output.<\/p>\n\n\n\n<p>For example, Duolingo thinks I\u2019m 73% fluent in Spanish. I\u2019m certainly not.<\/p>\n\n\n\n<p>Nonetheless, the potential for instant feedback for students and <a href=\"https:\/\/helpfulprofessor.com\/behaviorism\/\">behaviorist-style<\/a> rewards and punishments for getting problems right and wrong on computers can be a powerful motivator for learning and measuring progress.<\/p>\n\n\n\n<p><strong>Related: <a href=\"https:\/\/helpfulprofessor.com\/wearable-technology-for-education-examples-benefits-limitations\/\">How to use wearable technologies in the classroom<\/a><\/strong><\/p>\n\n\n\n<h3 class=\"wp-block-heading\">4. Digital Play Can Promote Creative and Lateral Thinking<\/h3>\n\n\n\n<p>While many parents and teachers tend to look at digital gaming as wasted time, many scholars highlight the incredible amount of creative decision-making that goes into gameplay in modern games.<\/p>\n\n\n\n<p>Online <strong>sandbox games<\/strong> are my favorite examples of creative and <a href=\"https:\/\/helpfulprofessor.com\/lateral-thinking-examples\/\">lateral thinking<\/a> in digital games.<\/p>\n\n\n\n<p>Sandbox games are \u2026 well, let me give you <a href=\"https:\/\/www.techopedia.com\/definition\/3952\/sandbox-gaming\" target=\"_blank\" rel=\"noopener\">Techopedia\u2019s<\/a> definition:<\/p>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\">\n<p>\u201cA sandbox is a style of game in which minimal character limitations are placed on the gamer, allowing the gamer to roam and change a virtual world at will. In contrast to a progression-style game, a sandbox game emphasizes roaming and allows a gamer to select tasks.\u201d<\/p>\n<\/blockquote>\n\n\n\n<p>The creative element of sandbox games is in its \u2018build your own adventure\u2019 feel. Students have to make their own decisions and create their own goals.<\/p>\n\n\n\n<p>Some examples of <a href=\"https:\/\/helpfulprofessor.com\/minecraft-sandbox-games-in-education\/\">sandbox games<\/a> include:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Grand Theft Auto<\/li>\n\n\n\n<li>Minecraft<\/li>\n\n\n\n<li>LegoWorlds<\/li>\n\n\n\n<li>Unturned<\/li>\n<\/ul>\n\n\n\n<p>Teachers can set rules around how to use the virtual worlds to, for example, build a 3D version of the worlds in their non-fiction stories, to promote imagination and creativity.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">5. Learning through Simulation encourages Experimentation and Risk Taking<\/h3>\n\n\n\n<p>Simulated learning environments enable students to envisage how their designs and ideas would work in the real-world.<\/p>\n\n\n\n<p>This could be as simple as using student-friendly design software to create bridges and housing floor plans.<\/p>\n\n\n\n<p>But, a nice thing about the use of simulation \u2013 even in traditional gameplay \u2013 is that students can take risks without significant negative payoffs. Usually, all students need to do is use an \u2018Undo\u2019 tool to delete their previous few actions or reset at the previous \u2018Save\u2019 checkpoint.<\/p>\n\n\n\n<p>In a world where risk taking seems increasingly under threat from our over-protective culture that <a href=\"https:\/\/helpfulprofessor.com\/social-constructions-of-childhood-examples\/\">bubble wraps children<\/a>, this is an opportunity for students to extend themselves.<\/p>\n\n\n\n<p>Nonetheless, I would not want children to become detached from reality: there remain significant concerns that gameplay can skew children\u2019s perceptions of what\u2019s real and fake and may even lead to <a href=\"https:\/\/www.researchgate.net\/publication\/266396813_Playing_Violent_Video_Games_and_Desensitization_to_Violence\" target=\"_blank\" rel=\"noopener\">de-sensitization of violence<\/a>.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">6. Computers can Personalize and Differentiate Content<\/h3>\n\n\n\n<p>Since Vygotsky\u2019s groundbreaking work on Zones of Proximal Development in the 1920s, we\u2019ve come to learn that differentiation of content is a necessity for learning.<\/p>\n\n\n\n<p>Some students will need easier content than other. Some students will need extension work.<\/p>\n\n\n\n<p>Computers can do some of this legwork for you, in two ways:<\/p>\n\n\n\n<p><strong>a) Computers can learn about your Student<\/strong><\/p>\n\n\n\n<p>When students are given tasks that are too hard, computers can learn to simplify the content. Similarly, when students ace one element of gameplay, the computers rapidly send them on to more difficult levels.<\/p>\n\n\n\n<p><strong>b) Students can go at their own Pace<\/strong><\/p>\n\n\n\n<p>The classic <a href=\"https:\/\/helpfulprofessor.com\/digital-media-examples\/\" target=\"_blank\" rel=\"noopener\">example of self-pacing through digital media<\/a> technologies is Kahn Academy. Their gamified videos, available for free on their website, enable students to watch videos before completing tasks. Students win tokens for doing well and \u2013 when they fail \u2013 will be prevented from moving on to the next level.<\/p>\n\n\n\n<p>Perhaps most beneficial, students can slowly re-watch Kahn Academy videos and re-take the \u2018tests\u2019 until they \u2018master\u2019 the content.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">7. Students Need Digital Literacies for Jobs of the Future<\/h3>\n\n\n\n<p>There aren\u2019t many jobs these days that you can do totally computer-free.<\/p>\n\n\n\n<p><a href=\"https:\/\/helpfulprofessor.com\/digital-literacy-examples\/\">Digital literacy is, simply, a necessity<\/a>.<\/p>\n\n\n\n<p>This is more than just the ability to check emails.<\/p>\n\n\n\n<p>Students need the skills to use digital technologies in ways that assist them to achieve specific tasks.<\/p>\n\n\n\n<p>My neighbor is a signwriter.<\/p>\n\n\n\n<p>20 years ago he actually <em>wrote<\/em> on signs.<\/p>\n\n\n\n<p>Now? It\u2019s all done on a computer.<\/p>\n\n\n\n<p>No one is immune from digital technologies. Simply, they\u2019re better at doing many tasks than we humans are. The only question is: whose children are going to get the jobs of the future? The children who don\u2019t know how to operate the machines, or the ones who know how to use digital technologies like it\u2019s second nature.<\/p>\n\n\n\n<p>We need our students to be \u2018<a href=\"http:\/\/www.ala.org\/tools\/future\/trends\/digitalnatives\" target=\"_blank\" rel=\"noopener\">digital natives<\/a>\u2019 \u2013 people raised with digital skills in every part of their lives \u2013 if we want them to get the high paying jobs of the future. (And yes, I\u2019m aware this is a <a href=\"https:\/\/sydney.edu.au\/education-portfolio\/ei\/teaching@sydney\/digital-native-myth\/\" target=\"_blank\" rel=\"noopener\">loaded term<\/a>).<\/p>\n\n\n\n<p>It\u2019s a reality, and the future\u2019s upon us. We need to prepare our students for it.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The Cons (aka Disadvantages)<\/h2>\n\n\n\n<p>Okay, now for the cons \u2013 and there\u2019s plenty!<\/p>\n\n\n\n<p>The cons of digital play in the classroom are real, and we shouldn\u2019t ignore them. They\u2019re important to pay attention to so we know how to help our student navigate the online world.<\/p>\n\n\n\n<p>But, hopefully, you can also turn the cons into a learning experience.<\/p>\n\n\n\n<p>So here\u2019s what I see as the cons of digital play:<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">8. The Digital World is Rude!<\/h3>\n\n\n\n<p>It seems that the internet has dramatically eroded social etiquette. Anonymous \u2018trolls\u2019 have the ability to sow discord and cause significant emotional damage to others with great ease.<\/p>\n\n\n\n<p>Why?<\/p>\n\n\n\n<p>Well, here\u2019s Professor Art Markman\u2019s opinion, as paraphrased in the <em><a href=\"https:\/\/www.scientificamerican.com\/article\/why-is-everyone-on-the-internet-so-angry\/\" target=\"_blank\" rel=\"noopener\">Scientific American<\/a><\/em>:<\/p>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\">\n<p>\u201cA perfect storm engenders online rudeness, including virtual anonymity and thus a lack of accountability, physical distance and the medium of writing.\u201d<\/p>\n<\/blockquote>\n\n\n\n<p>While we might see this as a severe negative of the digital medium in schools, we could also consider digital connectivity in classrooms as an opportunity to counter this behavior.<\/p>\n\n\n\n<p>In the safe and controlled environment of the classroom, teachers can model \u2018<a href=\"https:\/\/helpfulprofessor.com\/netiquette-rules\/\">netiquette<\/a>\u2019 \u2013 the art of positive online behavior.<\/p>\n\n\n\n<p>The question remains: at what age should children learn about the realities of our discourteous online world, and what strategies can we teach them to counter it?<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">9. Digital Play May be a Barrier to Physical Play<\/h3>\n\n\n\n<p>At the heart of many of our criticisms is that digital play <em>appears <\/em>passive.<\/p>\n\n\n\n<p>And while I believe there are many superb learning opportunities that come from playing games, there is one area where it undoubtedly fails: <strong>lack of physical exercise<\/strong>. <a href=\"https:\/\/www.livestrong.com\/article\/376383-obesity-in-children-video-games\/\" target=\"_blank\" rel=\"noopener\">Liverstrong.com<\/a> gives voice to this concern:<\/p>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\">\n<p>\u201cAlthough your child may say that he&#8217;s &#8220;playing&#8221; a video game, what he is doing may look more like sitting than other play-type activities. Unlike playing on a playground, playing at the park or playing a sport, playing a video game is largely passive for most children.\u201d<\/p>\n<\/blockquote>\n\n\n\n<p>Students can\u2019t spend too long gaming, clearly. Recommendations therefore insist students limit digital play to between 1 and 2 hours per day, maximum. As <a href=\"https:\/\/thriveglobal.com\/stories\/screen-time-guidelines-for-kids-of-all-ages\/\" target=\"_blank\" rel=\"noopener\">Lauren Stevens<\/a> argues:<\/p>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\">\n<p>\u201cThe first, and most important, thing you need to do is to model behavior by limiting your own screen time to a maximum of 2 hours per day \u2014 practice what you preach, parents!\u201d<\/p>\n<\/blockquote>\n\n\n\n<p>My personal policy is to ensure physical play remains a central part of students\u2019 lives.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">10. Games are often Designed to be Addictive<\/h3>\n\n\n\n<p>This is a huge concern for me, personally.<\/p>\n\n\n\n<p>That\u2019s because <em>I get addicted<\/em> to games so easily.<\/p>\n\n\n\n<p>Sometimes when playing <em>Candy Crush Saga <\/em>(a resoundingly un-educational game), I think:<\/p>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\">\n<p>\u201cThis feels just like a Slot Machine!\u201d<\/p>\n<\/blockquote>\n\n\n\n<p>The flashing lights. The catchy noises. The desire to beat the level <em>just this next time<\/em> can keep me hooked for hours.<\/p>\n\n\n\n<p>So, the question you\u2019ve got to ask is this: If I can get hooked as an adult, what chance do children have? With their under-developed brains, they\u2019ll be more susceptible than me!<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">11. Games often aren\u2019t Designed for Curriculum Alignment<\/h3>\n\n\n\n<p>We run the risk of giving students computer time to \u2018meet that requirement\u2019 on our curriculum documents.<\/p>\n\n\n\n<p>There\u2019s a big difference between using computers for idle play and using them for productive play. As I highlighted earlier, games need to be target to a students\u2019 Zone of Proximal Development. In other words, it needs to extend students\u2019 thinking!<\/p>\n\n\n\n<p>So, we need to ask questions like:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Is this game <em>actually<\/em> designed for learning?<\/li>\n\n\n\n<li>What curriculum outcomes is the game helping the students complete?<\/li>\n\n\n\n<li><a href=\"https:\/\/helpfulprofessor.com\/soft-skills-examples\/\">Which soft skills<\/a> is the game promoting?<\/li>\n<\/ul>\n\n\n\n<p>If a digital game isn\u2019t helping a child learn, maybe they\u2019re better off doing some non-digital play activities?<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">12. High Costs of Equipment are a Barrier to Entry and cause a Digital Divide<\/h3>\n\n\n\n<p>While the costs of digital technologies are dropping, they\u2019re certainly not free.<\/p>\n\n\n\n<p>This causes significant inequalities and what we might call a \u201c<a href=\"http:\/\/eprints.lse.ac.uk\/2768\/1\/Gradations_in_digital_inclusion_%28LSERO%29.pdf\" target=\"_blank\" rel=\"noopener\">digital divide<\/a>\u201d.<\/p>\n\n\n\n<p>The digital divide is what occurs when some students lack access to digital technologies, while others can grow up with close access to them. The result is that students in wealthier schools are much more confident with technologies and therefore more prepared for digital jobs of the future.<\/p>\n\n\n\n<p>By contrast, students in poor areas of even developed nations continue to lack access to digital technologies.<\/p>\n\n\n\n<p>This inequality can even be present across students in the same classroom. If we are setting digital games for homework, we need to consider whether all students will have access to digital technologies at home.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">13. Technology could take over the Thinking for Students<\/h3>\n\n\n\n<p>A significant concern I have is that digital games might be making children lazy.<\/p>\n\n\n\n<p>No, not just because they\u2019re not doing physical play.<\/p>\n\n\n\n<p>But \u2026 it\u2019s because technologies can do a lot of the <em>thinking<\/em> that students in the past had to do themselves!<\/p>\n\n\n\n<p>Calculators, for example, were considered by many to be a negative influence on learning when they were first introduced \u2026 who would learn their times tables if they always had a calculator!?<\/p>\n\n\n\n<p>So, today, digital games need to be carefully selected so they don\u2019t \u2018give away\u2019 answers. Instead they need to act as <a href=\"http:\/\/blog.marcfuertes.com\/en\/\" target=\"_blank\" rel=\"noopener\">cognitive partners<\/a>, helping students to learn <em>more<\/em> thanks to the support of a computer. The computer shouldn\u2019t <em>do the work for <\/em>the student, but help the student do the work more efficiently.<\/p>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\">\n<p>In other words: choose your digital games wisely to ensure learning is actually happening!<\/p>\n<\/blockquote>\n\n\n\n<h2 class=\"wp-block-heading\">Final Thoughts<\/h2>\n\n\n\n<p>Digital game-based learning has a bad reputation &#8211; but, as I&#8217;ve shown i this post, there are some great benefits of it, too. Try to maximize the pros and minimize the cons.<\/p>\n\n\n\n<p><strong>&gt;&gt;&gt;RELATED POST: <a href=\"https:\/\/helpfulprofessor.com\/cognitive-tools\/\">5 EXAMPLES OF COGNITIVE TOOLS IN EDUCATION<\/a><\/strong><\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter\"><img decoding=\"async\" src=\"https:\/\/helpfulprofessor.com\/wp-content\/uploads\/2019\/05\/Digital-Game-Based-Learning.jpg\" alt=\"digital game based learning\"\/><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>A university proessor outlines 13 pros and cons of digital game based learning in easy to understand terms. Point 11 will give you a lot to think about!<\/p>\n","protected":false},"author":1,"featured_media":4792,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_uag_custom_page_level_css":"","_lmt_disableupdate":"","_lmt_disable":"","site-sidebar-layout":"default","site-content-layout":"default","ast-site-content-layout":"default","site-content-style":"default","site-sidebar-style":"default","ast-global-header-display":"","ast-banner-title-visibility":"","ast-main-header-display":"","ast-hfb-above-header-display":"","ast-hfb-below-header-display":"","ast-hfb-mobile-header-display":"","site-post-title":"","ast-breadcrumbs-content":"","ast-featured-img":"","footer-sml-layout":"","theme-transparent-header-meta":"default","adv-header-id-meta":"","stick-header-meta":"","header-above-stick-meta":"","header-main-stick-meta":"","header-below-stick-meta":"","astra-migrate-meta-layouts":"set","ast-page-background-enabled":"default","ast-page-background-meta":{"desktop":{"background-color":"","background-image":"","background-repeat":"repeat","background-position":"center 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