What Can Educators Learn from “Zelda: Tears of the Kingdom”?

So there I was, stranded at the bottom of a pit in the depths.

Shadows all around me, puddles of glowing purple gloom everywhere, the burbles of monsters slowly approaching…

No time to climb out – let’s build a hover bike!

And before you know it, I was zooming up and outta there!

Until I ran out of battery and went careening back to the ground. But I was out of the pit!

“The Legend of Zelda: Tears of the Kingdom” is a really great game – even for a nearly 50-year-old public school teacher like me.

As classes dwindled down in June and the summer approached, I noticed some of my students who had finished their work bringing the game in on their portable Nintendo Switch consoles.

Like me, they were enthralled by the level of choice the newly released game presents.

Rarely is there one answer to a problem.

The previous Zelda game in the series, “Breath of the Wild” (2017), threw the doors wide by giving players an open world to explore. No longer did you have to go down a linear path of which dungeons to complete in which order to defeat the bad guy. You could go in whatever direction you wanted, doing almost anything in whatever order you pleased.

The new game takes that even further. “Tears of the Kingdom” gives you three open worlds to explore and offers you the ability to build a wide range of contraptions to create your own solutions to problems.

For example, when I was stuck in that pit, I could have tried to climb out, I could have stood my ground, or I could have built almost anything imaginable that might help.

It’s that kind of increased choice that makes this game special and of particular interest to educators.

After all, this is something many of our students enjoy doing in their free time. The game sold 10 million copies in its first three days, becoming the fastest selling Nintendo game in history. That’s roughly $700 million and growing.

This doesn’t mean edtech companies should rush in to take over. Teachers and public schools are still the best way to educate students.

But the way I see it, if teachers can make learning more intrinsic and exciting, it’s a plus. These are my three major takeaways from the experience:

1) Power of the Sandbox

There are many types of video games.

Some are focused on action – such as shooting down the most enemies. Some focus more on puzzles to solve. Yet others are focused on building things like farms or homes or even civilizations.

Sandbox games are more self-directed. The idea is to create a space where gamers can do pretty much whatever they want. There’s no imposed objective. You’re given simple tools that you can easily see how to manipulate and you’re left to decide how to use them.

It’s based on the metaphor of leaving small children in a sandbox and just letting them play.

The most popular model is the game Minecraft. In it, players are thrust into a world made entirely of blocks that can be combined and recombined to build anything they want. It’s almost like a virtual world of LEGO bricks.

Players build structures like dream homes or space ships. Some tell stories. Some recreate real or imagined structures like the Eiffel Tower or the Death Star from “Star Wars.”

While there are also dungeons you can fight through to get more materials for your creations, the main emphasis seems to be on building.

Minecraft, in itself, is a very popular game and has been so since 2011.

However, “Tears of the Kingdom” takes this a step further by making the sandbox a tool in a world with a specific objective.

Like most Zelda games, you play as a character, Link, who has to save the princess, Zelda, and the kingdom of Hyrule from a bad guy, Gannondorf. The difference is that one of your tools to do that in this game is an ability to combine certain items together into structures.

These aren’t just blocks. They can be as complex as fans or lasers.

You can try to build a flying machine, but you have to make sure the fans or rockets or whether you’re using to propel them are pointing exactly where you want them, don’t consume too much battery, etc.

It takes design, testing, a knowledge of basic physics, etc.

For example, one of my first attempts at a plane kept flipping over. The reason – my fans were placed in opposite directions so that the lift given by one was counteracted by the other. Another device only went straight up. The reason – rockets only provide lift in one direction and quickly give out.

Players can easily get lost in building things. Sometimes that can seem way more interesting than the overall objective of beating the bad guy and winning the game.

However, there are certain game objectives that help you become a better builder – give you longer battery life, etc. So the game rewards you for progressing along each route – the story objective and the sandbox.

It’s a fascinating game loop that may keep this adventure fresh with replayability long after the main objective is complete.

So how does that impact education?

We know students like self-directed learning. If they are at all interested in the subject, giving them the power of following their natural curiosity can lead to amazing results.

This is often used in STEM lessons, where kids are given an objective and various tools and told to try to figure out how to achieve that objective. Who can build the highest tower that won’t fall over? Who can build the fastest race car on this track? Who can build a boat out of cardboard and duct tape that will float longest in a swimming pool? Etc.

However, it can also be done in other disciplines. You might study how the writer Langston Hughes communicates his message in a poem like “Mother to Son” and then ask students to do the same kind of thing in their own poem. You might read several stories and poems by a single author like Edgar Allan Poe and then ask students to find similarities between the author’s work and life.

In each instance, it’s not about just giving students tools and leaving them alone to discover what to do with them. It’s up to the teacher to provide a goal or a direction in which to go. The students take it from there.

The freedom of the sandbox by itself can be thrilling to some students in certain disciplines. But it can also be terrifying. Both aspects are necessary to reach the most students. When learning can be both intrinsic but directed, that’s when students get the greatest results.

We often pretend that students can do just as well without instruction – and there can be marvelous gains by some students in this way. However, teachers are there for a reason. We know the curriculum and many avenues to understanding it. We can point students many ways to understanding that they might not discover on their own.

Games like “Tears of the Kingdom” show the importance of both choice and direction.

2) Importance of a Learning Community

One of the things I was surprised about the most in “Breath of the Wild” and this new Zelda game is the way each created an online gaming community.

In particular with “Tears”, I found several YouTubers who focused on the game and made videos about nearly every aspect of it.

There were walk-throughs of various parts of the game: how to find different armor, defeat bosses and mini-bosses, build the best things, etc. However, there were also videos focused just on individual’s personal experiences with the game and even conjectures on the lore.

It is unclear how some of the elements from the first game impact the second that the developers kept intentionally vague. The community of players stepped in to fill in these gaps with theories that would put the best literary analysis to shame.

For example, the first game was full of Sheika Shrines. In the second game, the shrines were gone from most of the same locations. Instead there were new Zonai shrines in disparate locations. Why the discrepancy? There seems to be a growing consensus that the Sheika shrines were either dismantled by the Hyrulians and/or destroyed by Gannondorf when he reawakened to begin the current upheaval.

All of this really enhances the gaming experience. Not only do you feel less isolated, but you feel validated. You’re part of the act of making meaning out of the whole experience – listening to others, adding to the conversation, etc.

For example, there are certain enemies that just scared the heck out of me – chief among them were Gloom Hands. These are puddles of slime that come out of nowhere and shoot hands out at your character that can squeeze you to death in seconds.

Then I saw several videos where YouTubers explained how Gloom Hands freaked them out, too, (some complete with funny videos of them screaming when being ambushed by these creatures) and how to deal with them.

By watching these videos, I got to be much better at the game than I would have been otherwise. Some vloggers were so calm and reassuring when they said these sorts of creatures were easy to deal with and nothing to panic over that I felt way more confident. Moreover, if I did come across something that gave me trouble, I knew where to turn for help and guidance.

How important this is in the classroom!

Teachers often fill this role, but if we can create a community in the classroom, itself, that is even better. When students can discuss assignments and help each other through obstacles, that is so much better than the teacher being the only person in a position to help.

I try to foster as much discussion as possible in my classes through Socratic Seminars and informal groups. However, if you can get small group work to function while still being focused and productive, you can increase this aspect, too.

It’s all about the classroom you can create. You need shared values, empathy and students who understand how to best interact with each other. It’s easier said than done but a worthy goal for sure.

3) The Danger of Outside Assessment

This may be the most overlooked lesson from games to the classroom.

One of the biggest differences between the gaming and school experience is whether someone is looking over your shoulder or not.

In a video game, the player decides what he or she wants to get out of the experience. Do you want to simply beat the game? Or do you want to 100% it – achieve every goal the programmers put into it.

How long you take and how much you complete is up to you.

Sometimes the gaming community can contribute to this by giving opinions about which goals are worthy of completion, etc. However, whether you have achieved everything you want and the ultimate assessment of such things are really up to the individual.

Things are different in class.

On one level, students are assessed by their teachers. They grade assignments, give tests, etc. However, this is similar to the game, itself. When you fight Gannondorf, the game tells you whether you’ve beaten him and sometimes how well this is accomplished.

For example, there are a few different endings to the game that you can get depending on how well (or completely) you achieved certain objectives.

I think that’s similar to what the classroom teacher does. It’s part of the experience taken in context and (hopefully) well understood by the student.

The difference comes from forces outside the classroom.

Students don’t just achieve grades. They are also subject to standardized tests. These are assessments created out of context of the classroom, graded by hired hands, that are used to determine how well the curriculum has been learned.

They are artificial, biased and politically motivated.

Imagine if after playing a video game someone from the government had to come in and give you a score. Imagine if they made you play another (different) game to determine how well you did on this one. Maybe you feel like you aced “Tears of the Kingdom” but they said you didn’t do so well on “MarioKart” and thus failed the experience.

Outside assessment can kill intrinsic learning. It can make everything extrinsic – will this be on the test? What do I need to pass the test? Etc.

It would poison the video game experience as it poisons the classroom one.

We only allow it because of strange outdated ideas about learning and psychology. We pretend it’s all behaviorism – students given this stimuli should produce this response. We know that’s not how the human mind works, but politics and capitalism refuse to let us move beyond it.

Someone is making money off of this and we can’t disrupt that with real reform.

Perhaps if we looked more closely at how things function in the world of video games, we’d have a better idea of how to change things for the better in the classroom.

To better understand learning, we should look to the whole child – and the whole child’s experience outside of school.

This includes Zelda, Gannondorf and Link.


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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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