Just because I am trying to learn, I decided to try to apply Cole's suggestion. Here is Cole's suggestion again:
You could try placing additional collision shapes on your paddle actor, make them sensors and give them distinct collision groups. Then, when they collide, you can check the collision group and know which part of the paddle was hit. Once you know that, you can apply an additional force to the ball via the "push actor toward" blocks.
Here is what I did - and where I am running into problems:
1. I drew a rectangle and placed it on the left and right side of the paddle shape. I created a unique collision group for the left collision rectangle and the right collision rectangle. I also created a center collision shape. I set the left and right collision shapes to sensors, but unchecked the "sensors" option for the center shape.

2. For these three collisions shapes, I setup the collision group to collide with only the breakout ball.
3. For the Ball, I created the following event just for the left paddle sensor to start with:

I can't get this to work. If the ball lands on either the left side of the paddle where I setup one of the collisions sensors, nothing happens to it. I'm hoping that hitting the left side will cause the ball's trajectory to change so that it doesn't just bounce straight up and down. Once I can get it to work on the left side, I will apply the same thing to the right side.
Any ideas why my setup isn't working?
TIA for any suggestions.