Five Things I Learned About Ed Tech While Playing ‘Zelda: Breath of the Wild’

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I don’t mean to brag, but I just beat “Zelda: Breath of the Wild.”

 

This summer I sat down with my 9-year-old daughter and together we played the most popular Nintendo Switch game for hours, days, weeks.

 

And at the end of all that time, I came away victorious – something I wasn’t sure I’d be able to do when I started.

 

There are so many buttons to learn, two joy sticks, various info screens and menus.

 

But when it was all over, I had cleared all four divine beasts. I got all 18 captured memories. I completed about 80 shrines. I mastered about 45 side quests. I shredded guardians, lynols and bokoblins. And, yes, I opened a major can of whoop ass on Calamity Gannon.

 

As the kids say, I’m jelly.

 

My video game skills are lit.

 

You can’t handle me, bro.

 

And so on.

 

 

But I’m not a kid. I’m a grown man.

 

Didn’t I have anything better to do?

 

Couldn’t I have found a more productive use for all that time?

 

Maybe. Maybe not. However, beyond the sheer fun, I did learn something from the whole experience.

 

As a public school teacher, I learned about my students by following in their footsteps.

 

That’s really why I started playing in the first place – my middle school kids this year loved that game.

 

I got more Zelda doodles, more Hyrule poetry, more Link fan fiction than you might at first believe.

 

The world of the game was really important to my children and having even a passing knowledge of that world helped me relate to them.

 

I even asked for a few tips after class.

 

One of my best students took her Switch out of her backpack and showed me a prime location to pick hot peppers so I could withstand the cold of Mount Hyrule (Don’t ask).

 

It was worth doing just for that – I showed my willingness to be the student and for them to be the teachers. I showed them we were all a community of learners.

 

At least, that’s my hope.

 

But now that the dog days of summer are here and my video game victory is complete, I keep thinking of the implications of my experience in Hyrule on the world of education.

 

Specifically, I’m thinking about education technology or Ed Tech.

 

I’m thinking about how we use various software packages to try to teach students and how they invariably fail at the task.

 

Well-meaning administrators hear about this program or that classroom management system or an assessment app and they spend beaucoup bucks on it.

 

We’re instructed to give up valuable instruction time so our kids can sit in front of a computer while a digital avatar attempts to do our job.

 

Kids listen to a cartoon person instruct them in the rudiments of grammar or literacy, play loose skills exercises and earn digital badges.

 

It may sound like fun to us, but they hate it.

 

The reason: nine times out of ten it’s little more than a standardized test given on a computer.

 

Sure, there are lots of bells and whistles, but the kids catch on mighty quickly. There is no student as bored as a student forced to play an educational video game.

 

I have real concerns with issues of student privacy and how the data being collected by these apps is used. I have real problems with how this technology facilitates dumbing down the curriculum – narrowing it to only that which can be measured on a multiple choice assessment. I take umbrage that these programs are used by some as “evidence” that human educators and brick and mortar schools are unnecessary. And I shed real tears at the massive amounts of funding being funneled to corporations that could be better spent in our own districts.

 

But playing this game has given me hope.

 

In seeing how “Zelda” succeeds with kids – because it succeeded with me – I think we can illuminate some ways ed tech goes awry.

 

I found five distinct lessons from the game, five areas where “Zelda” succeeds where ed tech fails.

 

Perhaps these could be used to improve the quality of ed tech devices to make them better at teaching students.

 

Or they could show why ed tech will never be as effective at teaching as flesh and blood instructors.

 

In any case, here is what I learned.

1) Focus on Fun

 

One of the biggest differences between ed tech and “Zelda” was the focus.

 

The games we make children play at school are designed to teach them something. That is their purpose. It is their raison d’être. The point behind the entire activity is to instruct, test and reward.

 

By contrast, the purpose of “Zelda” is fun.

 

Don’t get me wrong. “Zelda” can be very educational.

 

There are points where the game is actively trying to teach you how to do things usually associated with game play.

 

You have to learn how to make your character (Link) do what you want him to do. You have to learn how to manipulate him through the world. How to run, how to climb, how to heal, how to use weapons, how to cook and make elixirs, etc.

 

However, the point behind the entire game is not instructional. It’s fun – pure and simple.

 

If you have to learn something, it is all in service to that larger goal.

 

In the world of the game, learning is explicitly extrinsic. It helps you have more fun playing. Only the pursuit of winning is intrinsic or even conceptualized as being so.

 

In real life, this may not be the right approach to education, but it seems to be a rule of virtual experience. If it is superseded, the game becomes just another class assignment – lifeless, dead, boring.

 

If educational software is going to be effective in the classroom, it must find a way to bridge this divide. It must either put fun before pedagogy or trick the user into thinking it has done so.

 

I’m not sure this is possible or desirable. But there it is.

 

2) Logic and Problem Solving Work but not Curriculum

 

There are many aspects of “Zelda” one could consider educational.

 

However, when it comes to things that have importance outside of the game, the biggest would be problem solving and logic games.

 

A great deal of game play can be characterized under this umbrella.

 

The ostensible mission is to defeat the bad guy, Calamity Gannon. However, to do so you often have to solve various puzzles in order to have the strength and skills to take him down.

 

The most obvious of these puzzles are shrines. There are 120 special areas throughout Hyrule that Link needs to find and solve.

 

Each one involves a special skill and asks the gamer to decipher problems using that skill. For example, one asks you to manipulate fans so that the air flow makes windmills turn in a pattern. Another asks you to get a ball through an obstacle course.

 

In each case, the emphasis is on logic and critical thinking.

 

That has tremendous educational value. And it’s something I’ve seen done easily and well in many educational video games.

 

The problem is it doesn’t teach any particular curriculum. It doesn’t teach math, science, English or social studies – though it does help contribute to all of these pursuits.

 

 

Ed tech games are not nearly so coy. They often try to go right for the curriculum with disastrous results. Ed tech software, for instance, will have you find the grammatical error in a sentence or solve an equation in order to move on in the game.

 

That just doesn’t work. It feels false, extraneous and forced. It’s doesn’t seem like an organic part of the experience. It’s something contrived onto it from outside and reminds the gamer exactly why you’re playing – to learn.

 

3) Option to Seek Help

 

One of the most surprising things to me about playing “Zelda” on the Switch was how much of an on-line gaming community has formed around the whole experience.

 

If you get stuck in a particular area, you can find numerous sites on-line that will help you get passed it. You can even find gamer videos where YouTubers will show you exactly how they solved this or that problem. And they don’t all have the same solution. Some provide elegant, well-detailed advice, and others seem to stumble on it and offer you their videos as proof they could actually get the job done somehow.

 

It’s a lot different from when I was a kid playing video games. Back then (30 years ago) you had your friends but there were few other places to go for help. There were fan magazines and a few video game companies had tip hotlines. But other than that, you were on your own.

 

One of my favorite YouTubers this summer was Hyrule Dude. His videos were clear, informative and helpful. However, I didn’t always agree with his solutions. But they invariably helped me find things that would work for me.

 

It reminded me a bit of Khan Academy and other learning sites.

 

If kids really want to grasp something today, they have so many places they can go on-line. As educators, it’s hard to incorporate them into a classroom environment because there are certain things we want kids to find out for themselves.

 

For instance, as a language arts teacher, I want my students to do the assigned readings on their own. Yet I know some of them try to skip to the on-line summaries they can find and use that instead of reading the text. I have no problem if they access good summaries and analysis but I don’t want them to take the place of trying to comprehend the text on their own first.

 

I think there are ways to use this larger social media community to help support learning without spoiling the hard work kids need to put in on their own. But it’s something we need to think about more and find better ways to incorporate.

 

4) Open Ended

 

One of the most striking things about this new “Zelda” is how much choice the gamer has. In most games you have to complete the first board and then the second and so on until you win.

 

On the Switch, the world you’re thrust into is incredibly open ended. You can do pretty much what you want, when you want. Or at least you can try.

 

At first, your character is limited to one area of the world – a plateau. But once you complete a certain number of the challenges there, you get the paraglider which allows you to access most of the rest of the world.

 

It’s a huge area to explore – impossible to travel the entire length of it without spending hours of game play. And it’s entirely up to you where to go and what to do next.

 

The central mission of the game is to defeat Calamity Gannon in Hyrule Castle. However, that would be incredibly difficult early on. You’re advised to get the four Divine Beasts first. And you can do them in any order you want.

 

Moreover, I mentioned shrines earlier. When you complete four shrines, you can either increase your hearts (the amount you can be hurt without dying) or your stamina (how long your character can do something hard like climbing or swimming without having to rest). Technically, you don’t have to complete more than a few shrines, but doing so makes your character stronger and better able to get the Divine Beasts and defeat Gannon.

 

There are also side-quests (totally optional) that reward your character with money, items, etc.

 

I think this is the secret to the game’s success. It’s why game play is so immersive and addictive.

 

Ed tech software is exactly the opposite. You must do section A before section B before section C. It’s little more than a multiple choice test with only limited possible answers of which only one is correct.

 

In “Zelda” there are often multiple ways to achieve the same end. For instance, I would assume the programmers wanted me to fight my way through every room of Hyrule Castle to get to Calamity Gannon. However, I simply climbed over the walls and swan through the moats – a much quicker and efficient method.

 

If we could recreate this freedom of movement and multifarious solutions within educational software, we might really be onto something. But, frankly, it’s something that even traditional video games have difficulty being able to recreate.

 

5) Choice to Play or Not

 

And speaking of choice, there is the choice whether to play or not.

 

Video games are one of the things kids choose for leisure. When we force kids to play them in school, that choice is gone.

 

They become a task, a trial, an assignment.

 

Moreover, not every child enjoys video games.

 

We can’t mandate kids learn from games – even the best of ed tech games. At best, they should be an option. They could be one tool in the toolbox.

 

In summary, I think the goal of the ed tech industry is deeply flawed.

 

Ed tech will never adequately replace brick-and-mortar schools and flesh and blood teachers.

 

At best, it could provide a tool to help kids learn.

 

To do so, games would have to primarily be focused on fun – not learning. They would have to be organized around critical thinking and logic – not curriculum. They would need to utilize the on-line community for help but not cheating. They would need to be open ended worlds and not simply repackaged standardized testing. And finally, students would need the choice whether to play them or not.

 

Unfortunately, I am skeptical that the ed tech industry would even attempt to incorporate these ideas in its products.

 

They are market driven and not student driven. The corporate creatures behind these products don’t care how well they work. They only want to increase profitability and boost market share.

 

Cheaper commodities are better – especially when the consumer isn’t the student forced to play the game but the politician or administrator in charge of school policy.

 

Ed tech’s potential as a positive tool in a school’s toolbox has been smothered by the needs of business and industry. Until we recognize the harm corporations do in the school, we will be doomed to dehumanizing students, devaluing teachers and wasting our limited resources on already wealthy big business.

 


 

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When Students Stay Up All Night Playing Fortnite and You’ve got to Teach Them in the Morning

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There is something monstrously unfair about our teacher evaluation systems.

 

If your students fail because they were up all night playing video games, it’s your fault.

 

Seriously.

 

When students fail at academic tasks, there is no responsibility attributed to the students, no responsibility attributed to the parents and certainly no responsibility given to society.

 

It’s all just thrown on the teacher because, hey, someone’s got to be responsible. And it might as well be them.

 

I’ve written scores of articles about how standardized tests forced on students by the federal government are unfair.

 

They are developmentally inappropriate, culturally biased, and subject to a deep conflict of interest because the people making the tests get more money if test takers fail.

 

The tests drive the curriculum instead of the other way around. The scores needed to pass change from year-to-year invalidating annual comparisons. And many lawmakers pushing for these assessments are funded by the school privatization industry that uses failing test scores to sell its own fly-by-night brand of education.

 

These are real problems our education system faces every day.

 

But we mustn’t forget an even more fundamental one: we’re all responsible for student success or failure.

 

Not just teachers. EVERYONE.

 

Society, lawmakers, business people, parents – but those most responsible are the students, themselves.

 

Case and Point—

 

Over the last few months a word has entered my students’ vocabulary that hadn’t been there before: Fortnite.

 

It’s not that they’re so interested in an antiquated term for a two-week period. It’s the name of a popular multiplayer on-line shoot-em-up video game for PlayStation 4, Xbox One, Windows, and Mac. Players build forts with teammates to defend against other players or enemies.

 

Apparently, many of my students got it for Christmas. Or since there’s a free on-line version, they were turned on to it by others who had gotten the deluxe version as a present.

 

It started as an undercurrent of trash talk. “You suck at Fortnite.” “You can’t beat me on Fortnite.” “You just wish you could take me on Fortnite.”

 

And then it started to manifest physically.

 

Those same kids would come in to school with Fortnite Face – glassy red eyes, heads slumped on the table and the inability to stay awake for more than 10 minutes at a time.

 

It’s not all of my students, but it’s a significant percentage. Almost all boys. And almost all at a distinct learning disadvantage.

 

Teaching them is like teaching someone in a deep sea diver suit. They can’t really see or hear you very well. And any message you get back from them sounds like it’s coming from the bottom of the ocean.

 

When I noticed it, I cleared as much of my schedule as I could to call parents. It’s hard because administration decided not to fill positions in my department for teachers who retired last year – so all our classes are larger. And they gave me a new class I haven’t taught in years so the planning load is more cumbersome.

 

Plus I have as many special education students as legally allowed in every class, which requires mountains of extra paperwork and monitoring for each child.

 

And of course the phone in my room doesn’t call out and the cell reception is terrible, so I have to move to one of the few phones that will actually allow me to contact parents and try to communicate my concerns.

 

Most parents I talked to noticed the same things I had. Fortnite was taking over their children’s lives. Their kids were playing the game at every opportunity and ignoring most everything else.

 

However, most parents I couldn’t reach. Those cricket burner phones get disconnected quick. Others go straight to a voicemail box that’s so full it won’t accept new messages. Others allow me to leave a message that will never be returned.

 

But sometimes I did get through. And sometimes parents didn’t simply throw up their hands and say they don’t know what to do. Sometimes a parent actually laid down ground rules or took the game away.

 

However, if I’m being honest, contacting parents did not solve my problem.

 

I’m not blaming them. Most of my students live below the poverty line. That means their folks are working two or three jobs just to make ends meet. Or they’re grandparents raising their sons’ or daughters’ kids. Or they’re foster parents with a full house.

 

They’re doing the best they can. But it doesn’t end up stopping the addiction.

 

And – let’s be honest – it is an addiction.

 

For the first time in 2018, the World Health Organization recognized video game addiction as a real thing. Not every video game. Not every time someone sits down to play a video game. But video games can lead to addictive behavior.

 

That’s what I’m seeing in my students.

 

So after talking with as many parents as I could, I came to a mostly dead end.

 

My next step was to try to use student interests to influence instruction.

 

We were in the middle of a poetry writing unit. So I allowed students to write their poems about Fortnite.

 

That perked up a few heads.

 

Here’s a cinquain about Fortnite. Here’s an acrostic, a narrative, a concrete poem in the shape of a soldier or his gun.

 

To be honest, none of them were masterpieces.

 

They were just the normal trash talk and braggadocio written down in verse.

 

So I got an idea. Use the heightened competitive urge to push artistry.

 

We came to limericks – a difficult but fun type of poetry with five lines, a specific rhyme scheme and meter.

 

We read funny examples, we sang the rhythm together in chorus – da Dum da da Dum da da Dum – and then I set them the task of writing their own limericks.

 

With one twist. Whoever wrote the best limerick would get a homework pass.

 

That got them going like a shot.

 

All of my Fortniters perked up.

 

They wrote like I’d never seen.

 

Each wanted to one-up the others. And no one wrote about the game.

 

By the end of class, we had some pretty good poems. I wouldn’t say they are the best ever written, but they were miles better than where we were before.

 

So what does it all mean?

 

When we talk about video games these days, the conversation usually strays toward violence.

 

Pundits caution that video games will desensitize children and make them more prone to aggression and acting out. It might even contribute to the creation of school shooters.

 

Wrong.

 

In general, video games don’t make children more violent. Fortnite is a game where students shoot each other with guns all night long and it hasn’t made my students any more aggressive or violent than they already were.

 

Many cultures like the Japanese are much more into video games than ours and they have fewer violent incidents or school shootings.

 

However, video game addiction is a real thing and it impacts learning.

 

Some corporations want to try to harness this addiction to push learning. Hence the move to personalized or competency based education. That’s pure rubbish.

 

It’s a way to monetize education without paying attention to what’s best for kids. The same with gamification – using game theory to drive instruction.

 

And don’t think I’ve lost sight of my own use of competition in class. I haven’t.

 

Games and competition can be used to positive ends in moderation.

 

You can motivate reluctant kids to do things they wouldn’t normally do with competition. But it doesn’t work for everyone and it doesn’t work all the time.

 

It needs to be a novelty. Any tool can be overused.

 

Even video games aren’t bad in moderation. I used to be a gamer, myself.

 

The problem is when it becomes an addiction.

 

Our social structures can’t handle it.

 

Game corporations only care if it makes money. Parents are often stressed to the limit just to provide the basics.

 

The only group we require to be responsible is teachers.

 

And that’s just not going to work.

 

Video game addiction is another area where it becomes painfully clear how much work we all need to do to help our children succeed.

Gamification – The Hottest New Trend to Monetize Education

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When I was a kid, Super Mario Bros. was my jam.

 

After school, I couldn’t wait to take on the role of plucky plumber Mario or his brother Luigi. I’d jump on a few turtle shells, bounce over a bottomless pit and smash just the right secret brick to get my flashing star power up and wipe the floor with endless levels of Koopa Troopas.

 

But through it all, I never really learned anything.

 

With the possible exception of a few Italian stereotypes, the only knowledge I gained was where the warp zones were, which blocks to hit and the muscle memory necessary to defeat the next bad guy.

 

However, now-a-days that’s all changed.

 

Someone in marketing and accounting has decided that the same techniques I used to save Princess Toadstool would make an exceptional method of pedagogy.

 

They call it gamification, the process of making academic lessons, courses and objectives look more like video games.

 

Sure, the process has applications in the business world and advertising, but its biggest market has been education.

 

In fact, the Gamification industry is worth $2 billion worldwide and some estimate it to jump to $22 billion by 2022.

 

Want to teach grammar? Welcome to the good ship Verb sailing on the seas of Nouns and Pronouns. Interjections, A-hoy!

 

Wish your students knew fractions? Let them blast away the wrong numbers so only the correct numerator matches with the correct denominator.

 

That kind of thing.

 

It’s incredibly popular in some circles.

 

Advocates claim it increases student engagement and enthusiasm, provides instant feedback and the opportunity for social interactions.

 

Critics say it reduces students’ attention spans, narrows the curriculum and replaces human interaction with canned interfaces.

 

But when something is bringing in this kind of cash for big business, it’s kind of beside the point whether it works or not.

 

It’s the latest form of snake oil out of the cobra factory, and your teacher may be forced to pour it into your children’s brains.

 

That’s just Education 2018. Under the old model, the hucksters would have to approach each teacher one-at-a-time and convince them to try the shinny new toy in the box. But when you remove teacher autonomy, that frees all the used car salesmen to go right to the one person in your district – often the technology coordinator or academic coach – who controls the purse strings and convince him or her to buy what they’re selling.

 

In short, I’m not a fan.

 

In fact, I think gamification is one of the dumbest fads to hit public schools since standardized testing.

 

Don’t get me wrong.

 

Games can have limited use in the classroom.

 

My students love reviewing already mastered material in teams or competing against each other individually.

 

But there’s a big difference between playing Jeopardy or Kahoot with soon-to-be-tested material and plopping kids on an app or software package that pretends to teach them the concept.

There’s a world of difference between a 10-minute detour and an entire curriculum structured around game theory.

 

The biggest problem seems to be this.

 

Games are not intrinsically valuable.

 

They are good or bad based on the amount of fun they provide the user.

 

Be honest. No one really cares if Link puts together the Tri-force. No one is losing any sleep over rampaging Metroids on the loose. No one is putting out an Amber Alert the next time Princess Peach is inevitably kidnapped by Bowser. The only thing that matters is if meeting these objectives and countering these fictional bad guys is fun and exciting.

 

However, the same is not true for the ends of education.

 

People care whether you can read and write. You may lose sleep over being unable to add, subtract, multiple and divide. Co-workers will be alerted if you don’t comprehend the basics of science and history.

 

And the higher the skill we’re aiming for, the greater the degree of importance.

 

Gamification divorces these two ends. It turns education from an intrinsic activity into an extrinsic one.

 

This is a big deal.

 

Students shouldn’t struggle through a reading passage so they’ll get a score or a badge. They should actually care about what they’re reading.

 

My students and I just finished reading Lois Lowry’s “The Giver,” and they loved it.

 

After the first few chapters, they weren’t reading for a grade or to please me, their teacher. They truly wanted to know what would happen next. And to fully understand that, they had to exercise and refine their reading skills.

 

Look at it like this.

 

When I was playing Super Mario Bros., I often took a few warp zones to the last board so I could beat Bowser quickly and win the game. But that means I skipped over most of the first seven boards.

 

This didn’t matter because the only reason to play was to win. But if those first boards had included something important to the experience, skipping them would have greatly diminished my experience.

 

Gamification reduces learning until its meaningless. Why would anyone want to know something unless it carried with it a video game like reward?

 

And that’s merely the worst part.

 

In practice, most of the applications and software being pushed on kids to increase enthusiasm and motivation aren’t really very much fun at all. After a few times through, there isn’t much reason to plow through exposition heavy content with little to do. This material doesn’t connect to students’ lives, it doesn’t foster authentic competition, it doesn’t stoke their sense of wonder – it’s just a boring set of hoops to jump through to satisfy the instructor.

 

Admittedly, it does provide instant feedback, but that doesn’t matter if students don’t care about the matter at hand.

 

Social interactions are possible here but rarely have I seen this opportunity explored. A good group project will get students more engaged socially than messaging back and forth about the software challenge du jour.

 

Education can be so much more than this.

 

Students are being robbed of authentic interactions, authentic instruction and authentic learning.

 

Not all things should be turned into a game.

 

Gamification is another example of trying too hard to market something to people who won’t actually be using it in the hopes that they won’t notice it doesn’t actually work that well.

 

The consumer isn’t the gamer – it’s the administrator who buys the program. And the people best suited to assess the program’s success – teachers and students – aren’t even part of the equation.

 

It’s about monetization, not education.

 

Mario may grab a bunch of coins on his way to save the princess, but it is the corporations who are getting rich off this sad fad.

 

All that glitters is not gold, just as all that is new and technological is not cutting edge.

 

 

Can we stop letting big business drive the field and let education be determined by educators?

 

 

Otherwise, it will be game over for an entire generation of kids duped into accepting crap for curriculum.