Learn to make study abroad explicit: Open badges, experiential learning, and narrating study abroad...

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Learn to Make Study Abroad Explicit: Open badges, experiential international learning, and narrating study abroad 2.0

Transcript of Learn to make study abroad explicit: Open badges, experiential learning, and narrating study abroad...

 

 

 

 

 

 

 

 

 

 

 

Learn  to  Make  Study  Abroad  Explicit:  Open  badges,  experiential  international  learning,  and  narrating  study  abroad  2.0  

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Table  of  Contents  

 

Contents  Introduction  ........................................................................................................................  3  

International  Academic  Credentialing  ................................................................................  3  

Towards  a  Theory  of  Intercultural  and  Participatory  Culture  .............................................  4  

Intercultural  Learning  ..................................................................................................................  5  

Motivation  to  Learn  ....................................................................................................................  6  

New  Media  and  Participatory  Culture  .........................................................................................  8  

Co-­‐Curricular  Learning,  Badges,  and  Participatory  Culture  ................................................  9  Badges  .........................................................................................................................................  9  

Digital  Badges  ............................................................................................................................  10  

Co-­‐Curricular  Learning  in  Study  Abroad  ....................................................................................  12  

Conclusion  ........................................................................................................................  12  

Works  Cited  ......................................................................................................................  14  

Annex  1:  Mozilla  Open  Badges  &  Co-­‐Curricular  Learning  Certificate  ...............................  17  

Introduction:  .............................................................................................................................  17  

What  is  a  badge  .........................................................................................................................  17  

The  CLC  and  Open  Badges  .........................................................................................................  17  

Google  Site,  Open  Badges,  &  the  CLC  .......................................................................................  18  

Google  Site  Authoring  Badges  ...................................................................................................  18  

What  the  Open  Badge  will  and  will  not  be:  ...............................................................................  19  

Why  issue  Open  Badges  to  recognize  Co-­‐Curricular  Learning?  .................................................  19  

 

 

 

 

 

 

 

Introduction    

Study  abroad  was  the  first  version  of  distance  education  in  the  higher  education  system.    It   still   is.     Instead   of   relying   on   new   communication   and   information   technology   to  connect   students,  professors,  and  higher  education   institutions,   students   travel   to   the  institution  where  the  professor  meets  them  in  person.    On  first  glance,  this  would  seem  to   run   counter   to   the   prevailing   direction   of   new   technology   and   higher   education,  where  movement   is   toward   open   education   resources,   massive   open   online   courses,  online   degree   programs   delivered   through   learning   management   systems,   and  collaborative  international  teaching  via  synchronous  (i.e.  live)  technologies.    In  as  much  as   new   technology   is   useful   on   any   residential   or   commuter   campus   in   the   United  States,  new  technology  is  equally  useful  in  the  study  abroad  curriculum.      

Study   abroad   is   academic   teaching/learning   in   an   intercultural   context,   and  many   see  that   the   goal   of   study   abroad   is   for   students   to   gain   competencies   that   facilitate  intercultural  communication.    As  such,  many  study  abroad  professionals  and  academics  lamenti  how  US  students  do  not  disconnect  from  new  media  and  technology  while  they  are  immersed  in  the  intercultural  study  abroad  experience,  and  it  is  not  uncommon  for  these  professionals  and  academics  to  blame  new  media  and  technology  when  students  do  not  develop  intercultural  competencies  during  study  abroad.      

Therefore,   the   challenge   of   using   new   media   and   technology   in   the   study   abroad  curriculum  is  to  find  purposeful  ways  to  support  the  goals  of  intercultural  learning  and  international  academics.    This  paper  will  explore  a  theoretical  basis  whereby  new  media  and   technology   supports   these   goals,   and   it   will   propose   a   pilot   program   whereby  students  author  rich-­‐text  narratives  about  study  abroad  and  co-­‐curricular  learning.    This  pilot   program   suggests   that  Mozilla’s  Open  Badges   infrastructure  may  be   grafted   into  The   College   of   Global   Studies’   Co-­‐Curricular   Learning   Certificate   program   in   order   to  motivate  students  to  develop  new  media  literacy  skills  as  they  narrate  their  intercultural  study  abroad  experiences.            

International  Academic  Credentialing    

Study   abroad   is   the   experience   of   learning   in   an   international   context   during   the  undergraduate   curriculum   in   higher   education.     Students   study   at   a   university   in   a  foreign  country  or  undertake  a  planned  educational   intervention  such  as  an   internship  or  a  project-­‐based  learning  experience.    Domain  content  learning  is  credentialed  on  an  

academic   transcript   according   to   the   course   syllabus,   through   a   process   by  which   the  course  syllabus   is  proposed  and  revised  by  an  academic  control  board,  and  eventually  approved  by   the   relevant  university  authority.     The  university  or   college   is   the   issuing  institution   for   a   credential   that   certifies   that   a   course   grade   signifies   the   student’s  learning   achievement.     The   student   receives   a   transcript   to   accredit   this   learning  achievement,   and   the   student   uses   this   transcript   as   a   credential   so   that   their   home-­‐institution  in  the  United  States  transfers  academic  credit  toward  their  course  of  study.          

There   is  no  standardized,  authoritative,  system  of  equivalencies  between  credit   issued  by   foreign   institutions   and   their   equivalent   credit   at   institutions   in   the  United   States.  Most  universities  or  colleges  have  their  own  equivalency  system,  or  use  an  equivalency  system  from  a  third  party  organization  such  as  International  Student  Exchange  Programs  (ISEP).     Based   on   these   equivalencies,   an   academic   authority   will   evaluate   the   study  abroad   course   syllabus,   and   perhaps   the   student’s   academic   work,   and   assign   credit  hours  or  points  from  an  equivalent  course  offered  at  the  home-­‐institution.    If  there  is  no  equivalent  course  at  the  home-­‐institution,  academic  credit  will  be   issued  for  a  general  subject  elective  course.    The  credit  is  then  processed  through  the  university  registrar,  or  other   university   authority,   and   the   student   advances   toward   fulfilling   the   state-­‐mandated  requirements  to  obtain  a  university  degree,  diploma,  or  certification.                      

Towards  a  Theory  of  Intercultural  and  Participatory  Culture    

Moving   towards   a   theory   of   intercultural   learning,   gamification,   and   participatory  culture  is  a  unique  epistemological  direction  in  study  abroad  and  higher  education.    On  the  one  hand,  the  data  suggests  that  students  need  a  monitored  and  hands-­‐on  learning  intervention   in   order   to   make   a   significant   improvement   in   intercultural   learning.    Students  need  a   teacher   to  correct  ethnocentric  misunderstandings,  explain   the  social  facts  and  norms  of  the  new  culture,  and  point  out  the  “natives  point  of  view”iithrough  insider   information.     In   other   words,   students   need   the   teacher   to   be   the   “key  informant”  if  they  are  to  achieve  intercultural  learning.    On  the  other  hand,  data  about  how  gamers  solve  problems  inside  the  design  grammar  of  video  games,  and  how  gamers  use   “agency”   (Ortner,   1984)   to   seek   solutions   to   these   problems   outside   of   the  proscribed,  authoritative,  intervention  (i.e.  the  game  manual),  suggests  that  interest  and  motivation  serve  as  the  essential  “key  informants”.    Students  report  that  study  abroad  is  transformational,   and   thus   highly   motivating.     It   follows   that   being   highly   motivated  would   provide   the   scaffolding   to   learn   intercultural   skills.     Empirical   research   has  discounted  this  notion  (Vande  Berg,  Paige,  &  Lou,  2012),  but  these  studies  do  not  take  

into   account   participatory   culture   and   new   media   literacy   (Jenkins,   2006,   Ito   et.   al,  2009).     Thus   the   question   follows:     If   study   abroad   students   are   motivated   to   learn  intercultural   skills,   and   have   the   new   media   tools   to   participate   with   each   other   in  creating  a  narrative  of  their  experience,  will  they  develop  intercultural  competence?                

 

Intercultural  Learning    

Intercultural   learning   has   been   repeatedly   looked   at   in   psychological,   intercultural,  anthropological,   and   developmental   research.     A   common   refrain   to   hear   is   that  students   report   study   abroad   to   be   ‘transformational’.     Like   informal   and   incidental  learning,   this   transformation   is   not   credentialed,   does   not   happen   at   one   discrete  momentiii   and   may   not   have   been   intended   by   the   student.     Self-­‐reports   of   the  transformation   that   study   abroad   students   realize   are   often   deconstructed   within  development  and   intercultural   theory.    Another   large  body  of   research  describes  how  motivation   is  key  to   learning  (Clark  et  al.  2006;  Bransford,  J.,  Brown,  A.,  &  Cocking,  R.,  2000;   Sawyer,   K.,   2006).     In   particular,   the   body   of   work   on   participatory   culture  suggests  that  interest,  incentives,  and  scaffolding  effectively  guide  learning.    Motivation  and   interest  are   two  of   the  most   influential  problems   in   the   learning   sciences,   and  as  such,  we  should  sit  up  and  take  notice  when  a  student  uses  the  word  transformational  to  describe  their  learning  experience.          

Intercultural  learning  lies  at  the  crossroads  of  one’s  understanding  of  the  self  and  their  new   cultural   reality.     According   to  Milton   Bennett   (2012),   a   learner   with   the   highest  level   of   integrated   intercultural   competency   is   “consciously   constructing   dynamic  identities  for  themselves  that  acknowledge  their  primary  socialization,  but  that  extend  who  they  are  into  alternative  worldviews  and  cultural  bridge  building”  (p.111).    Bennett  explains  this  intercultural  repertoire  with  an  analogy  which  likens  the  family  context  to  the   intercultural   context   -­‐just   as   an   individual   learns   to   be   different   their   with  grandmother   versus   their   spouse,   individuals   learn   to   do   cultural   context-­‐shifting  (Bennett,   2012,   p.110)   without   any   contradiction   in   their   perception   of   their   self-­‐identity.    Many  studies  have  compared  intercultural  learning  outcomes  for  students  who  participate  in  different  kinds  of  programsiv.    Results  conclude  that  “being  in  the  vicinity  of  an  event  in  another  culture  does  not  mean  that  one  has  an  intercultural  experience”  (Hammer,  2012,  p.126)  nor  does  the  duration  of  the  study  abroad  experience,  nor  does  “immersion”  in  a  new  culture,  result  in  much  greater  intercultural  learning  for  students  (Hammer,  2012,  p.126).      

When  study  abroad  students  have  cultural  mentoring,  they  show  the  most  intercultural  learning  (Paige  &  Vande  Berg,  2012,  p.38,  and  Engle  &  Engle,  2012,  p.303-­‐304).    These  findings   have   spurred   international   education   professionals   to   scaffold   intercultural  learning   through   credit   and   non-­‐credit   courses,   different   orientation   designs,   and  reflective   writing   and   narration   programs.     Hammer   (2012)   also   argues   “unexamined  cultural  experiences  do  not   facilitate   intercultural   competence  development”   (p.  131),  whereas  successful   reflective  activities  are  those   in  which  students  examine  their  own  “cultural   assumptions,   values,   and   practices   vis-­‐à-­‐vis   the   assumptions,   values,   and  practices  of  host  country  nationals”  (p.132).    Different  programs  have  conducted  these  activities   on-­‐line,   in-­‐person,   or   in   a   blended   format,   and   ideally   the   activities   should  encourage  students  to  become  involved  in  day-­‐to-­‐day  life  with  host  country  nationals.    

In  summary,  the  research  is  that  when  students  report  their  transformation  as  a  result  of  study  abroad,  psychometric  data  suggest  that  transformation  is  exaggerated,  at  least  in  terms  of  intercultural  development  theory.  The  gains  that  students  make  are  notable  only   if   informal   immersion   is   turned   into   deliberate   intervention   for   the   purpose   of  “acquisition  and  refinement  of  general   intercultural  skills  (competencies)  that  facilitate  interaction”  (La  Brack  &  Bathurst,  p.206).          

         

Motivation  to  Learn    

Video   games   are   about   solving   problems.     These   problems   are   not   hypothetical   low-­‐stakes  problems,  but  important  problems  which  must  be  solved  in  order  to  advance  in  the  game.    For  example,  in  Sid  Miers  Civilization  you  must  solve  the  problem  of  how  to  maintain   a   powerful  military  while   not   bankrupting   your   civilization.     If   your   treasury  goes   bankrupt   or   do   not   build   a   powerful   military,   it   is   certain   that   one   of   your  neighbors  will  attack  your  civilization  and  the  game  will  end.    The  game  offers  several  strategies  to  achieve  a  powerful  military  and  a  healthy  economy,  but  choosing  the  right  strategy  depends  on  many  other  choices  built  into  the  design  grammar  of  the  game.    A  sophisticated   Civilization   gamer   will   learn   which   array   of   choices   lead   to   not   being  conquered  by  the  neighboring  civilization.      

The  interesting  question  is  about  how  gamers  learn  to  solve  this  problem.    Kurt  Squire  (2011)   points   out   that   video   games   are   built   around   the  player   using   “walk-­‐throughs,  guides,  even  video…  forum  threads,  spreadsheets”  (p.13)  to  learn  to  solve  problems  in  the  game.    Gee  (2007)  points  out  that  game  “walk-­‐throughs”  (i.e.  game-­‐manuals)  can  be  70   or  more   single-­‐spaced   pages,   and   “do   not  make   a   lot   of   sense”   (p.98)   unless   the  

reader  has  “an  embodied  world  of  experience”  (98)  in  the  game.    Gee  makes  the  same  criticism  of  the  ”academic  language”  of  textbooks  in  school  subjects  like  science,  math,  or  social   studies,   saying   that   in  order   to  understand  specialized   language,   for  example  about  Biology,  a  reader  needs  experience  in  a  Biologist’s  “ways  of  talking  and  debating,  their   reasons   for   doing   so,   their   interests,   norms,   and   values”   (p.104).     Without   this  experience,   the   simple   fact   is   that   a   lot   of   students   don’t   have   the   interest   to   cross  reference,   look-­‐up,   or   define   specialized   vocabulary   in   order   to   understand   academic  texts   in  school,  and  thus  they  don’t  comprehend  fully  what   is  considered   important   in  the  school  curricula.      

If  students  are   interested   in  reading  these  texts,   is  the  situation  different?    A  study  by  Steinkuehler,  Compton-­‐Lilly,  and  King  (2010)  found  that  when  texts  are   interest-­‐driven  students  demonstrate  higher  reading  comprehension.    While  video  games  may  be  more  interesting   than  many  academic   texts,   they  are  also   social   and  participatory  activities.    Making  an  analogy  between  a  gamer  community  of  practice  and  school  curricula,  Squire  (2011)  points  out  that  “it’s  as  if  students  had  access,  not  only  to  the  teacher’s  notes  [the  game  handbook],  but  also  to  the  guidebook,  the  Cliff  notes,  and  experts   in  the  field   in  question”  (p.13),  and  the  students  wanted  to  get  information  from  all  of  these  sources.      The  point  is  not  that  school  curricula  should  be  turned  into  video-­‐games,  though  Squire  does   give   examples   of   this,   but   that   the   “school   based   culture   of   passive   knowledge  reception”   (p.35)   serves   to   “erect   strong   barriers   between   classrooms   and   authentic  communities  of   learning”  (p.13),  whereas  promoting  open,  participatory  culture  seems  to  be  how  individuals  learn  gaming  skills  and  new  media  literacy  skills.      

Squire   (2011)   points   out   that   “if   there   is   one   message   coming   out   of   the   learning  sciences  over  the  past  30  years,  it  is  that  learners  are  active  meaning  makers  who  create  knowledge  from  experiences”  (p.30).    Video  games  are  fun  experiences.    They  are  peer-­‐group  activities,  they  reward  achievement  and  expertise,  and  they  realistically  simulate  user   interests   like   car-­‐racing   (Grand   Theft   Auto),   war-­‐fighting   (Call   of   Duty),   or   city-­‐building   (Sim  City).    Video  games  are  not  “just  about   the  software,  but  also  about   the  participatory   communities   that   games   inspire”   (Squire,   2011,   p.61),   which   Gee   calls  affinity   groups.     These   are   groups   in   which   individuals   “recognize   certain   ways   of  thinking,  acting,  interacting,  valuing,  and  believing…  as  well  as  the  typical  sorts  of  social  practices   associated   with   a   given   semiotic   domain”   (p.   27-­‐28).     Whether   termed  communities   of   participation   (Lave  &  Wenger,   1991),   zones   of   proximal   development  (Vygotsky,  1978)  or  affinity  groups,  learning  scientists  promote  the  notion  that  learning,  particularly   in   new   media   and   technology,   occurs   best   through   collaboration   and  communication  between  experts,  novices,  and  apprentices.      

 

New  Media  and  Participatory  Culture    

New  media  literacy  is  “a  set  of  cultural  competencies  and  social  skills  that  young  people  need   in   the   new   media   landscape”   (Jenkins,   2006,   pg.4).     Tablets,   smartphones,  computers,   video-­‐audio   devices,   music   production   instruments,   or   other   types   of  computer-­‐aided  hardware   tools  mediate   these  skills,  as  do  video  games,   social  media,  website   authoring   sites,   and   other   software   tools.     An   individual   gains   the   cultural  competencies  and  social  skills  to  affiliate,  collaborate,  express,  and  circulate  with  others  who   are   using   new   media   tools   and   to   learn   from   experts   and   teach   novices.     As  Varenne  (2012)  points  out,  this  communication  is  how  so  many  people  have  learned  so  much  about  technology,  with  so  few  teachers  (p.12).    This  same  point  can  be  extended  to  explain  how  individuals  learn  to  solve  problems  in  video  games.    This  communication  is  the  essence  of  participatory  culture.    

Participatory   culture   is   an   eticv   term   to   describe   individuals   working   together   on  mapping   insect   species   for   a  project   in   scouts,   individuals  having   fun   creating   a   video  together   in   the   neighborhood   after   school,   or   individuals   communicating   about   their  shared  interest   in  a  video  game  chat  from  across  the  country.    Under  the  definition  of  new  media  literacy,  participatory  culture  is  when  “the  focus  of  literacy  shifts  “from  one  of   individual   expression   to   community   involvement”   (Jenkins,   2006,   p.7).     Ito   et   al.  (2009)   call   this   community   involvement  hanging   out,  messing   around,   or  geeking   out  when,  and  if,  the  individuals  are  using  new  media  production  tools  and  the  Internet  to  traffic   in  rich  media.    Through  ethnographic  work,   Ito  and  her  collaborators  document  the   “hypersocial”vi,   always-­‐on,   1)   friendship   driven   practices   and   2)   interest   driven  practices  which   are   the   two   “broad   framework[s]   for   identifying  what  we   saw   as   the  most   salient   social   and   cultural   distinctions   that   differentiated   new   media   practice  among  youth”   (p.10).    Hanging  out,  messing  around,  and  geeking  out  are,   in   turn,   the  three   genres   of   participation   which   correlate   with   “low   end”   to   “high   end”   skills  development   in  new  media   literacy.    The  group  of   teenagers   trying  out   skateboarding  tricks,   recording   the   videos  on   smartphones,  posting   the   videos  on  Youtube.com,  and  commenting   on   the  webpage   are   probably  hanging   out.     If   on   the   other   hand,   these  teenagers   started   editing   their   skateboarding   videos   with   audio-­‐visual   effects   and  tinkering  with  web-­‐design  software  to  create  a  website  for  the  videos,  then  they  have  probably  transitioned  to  messing  around,  or  as  Ito  et  al.  describe  it,  “begin[ning]  to  take  an   interest   and   focus   on   the   workings   and   content   of   the   technology   and   media  themselves”  (p.20).      

 

Co-­‐Curricular  Learning,  Badges,  and  Participatory  Culture    

In  a  wide-­‐ranging  book  on  the  millennial  generation  and  the  recent  political-­‐economic  moment   in  America,  Winograd   and  Hais   (2007)  write   that   the  pedagogy   that   colleges  and  universities  deliver  “will  need   to  be   redesigned”   (p.183)   in  order   to  appeal   to   the  millennial  student’s  penchant   for  “sharing  knowledge  among  peers”   (p.183),  “mashing  up   or   combining…   whatever   resources   are   available   to   suit   their   individual   needs”  (p.184),   and   the   reality   that  millennials   “love   to   use”   (p.186)   these   new  media   tools.    Katie  Davis   (2011)  used  qualitative  portraiture  of  an  undergraduate  college  student   to  describe   how   deeply   new   media   tools   are   ingrained   into   life   for   young   people.     As  Winograd  and  Hais  assert,   those  colleges  and  universities  that  “place  this   twenty-­‐first-­‐century   understanding   of   teaching   and   learning   at   the   core   of   their   business  model”  (p.185)   are   more   likely   to   leverage   this   disruption   into   a   new   definition   of   higher  education.     Their   advice   seems   prescient   now   that   the   ‘revolution’   in   Massive   Open  Online   Courses   (MOOCS)vii   and   other   open   educational   resources   has   entered   the  public’s   consciousness.     The   higher   education   field   is   just   beginning   to   debate   the  consequences  of  this  disruption,  all  the  while  the  MOOC  technology  ventures,  and  their  university  and  college  partners  are  moving  ahead  at  breakneck  speed.            

 

Badges        

Badges   are   an   expression   or   recognition   of   an   achievement.     In   culture   in   America  badges  are  associated  with  the  Scouts  and  the  Scouting  Movement  and  the  “badges  are  intended  to  stimulate  the  boy’s  interest  in  the  life  about  him  and  are  given  for  general  knowledge”   (Boy   Scouts   of   America   Handbook).     Badges   distinguish   accomplishments  and  the  accumulation  of  these  badges  determines  the  rank  that  the  individual  holds  in  the  hierarchy  of   scouting.    Badges  are   issued  by   the  authority   “Court  of  Honor  of   the  local   council”   (Boy  Scouts  of  America  Handbook)   to  an   individual  who  has  earned   the  status   of   “first-­‐class   scout”   and  who   demonstrates   specific   learning   goals   in   skills   like  Pioneering,  Personal  Health,  or  Leather  Working.    While  the  authority  issues  badges  for  verified  skills,  they  do  not  credential  “that  the  scout  is  qualified  to  make  his  living  by  the  knowledge  gained   in   securing   the  award   [badge]”   (Boy  Scouts  of  America  Handbook).    Inside   of   the   group,   the   accumulation   of   these   badges   leads   the   scout   to   progress   to  

“life-­‐scout”,   “star-­‐scout”,   and   the   highest   achievement   “eagle   scout”,   and   the   badges  mark   status   in   the   group   and   in   the   culture   outside   of   the   group,   and   may   lead   to  employment  or  educational  opportunities  for  the  earner.    However,  the  badges  do  not  credential   that   the   individual’s   skills   qualify   the   earner   for   any   reward  or   recognition,  such  as  employment,  beyond  the  Scouts  or  the  Scouting  Movement.      

 

Digital  Badges    

Open  Badges   for  Lifelong  Learning   is  a  collaboration  between  The  Mozilla  Foundation,  Peer  2  Peer  University,  and  The  MacArthur  Foundation  to  develop  the  infrastructure  for  an  open  resource  digital  badge  system.    They  define  a  digital  badge  as  “an  online  record  of   achievements,   tracking   the   recipient’s   communities   of   interaction   that   issued   the  badge  and  the  work  completed  to  get  it”  (Mozilla,  et  al.,  p.3).    The  purpose  of  this  badge  infrastructure   is   to   credential   learning,  other   than   traditional   classroom   learning.     The  project   means   to   move   industrial   era   education   design,   and   its   credentials,   into   the  digital  age  where   learning   is  an  “inclusive,   social,   informal,  participatory,  creative,  and  lifelong”   (Mozilla,  et  al.,  p.3)  pursuit,  carried  out  beyond  “a  single  classroom  or  online  space,  but  instead  encompass[ing]  many  spaces  in  broader,  networked,  distributed  and  extensible   environments”   (Mozilla,   et   al.,   p.4).     Participatory   culture   is   a   compelling  organization  paradigm  in  today’s  new  media  rich  environment,  and  if  Open  Badges  for  Lifelong   Learning   can   harness   the   behaviors   of   participatory   culture,   there   may   be  consequential  reverberations  in  higher  education.          

There   are   systemic   implications   of   removing   the   power   to   credential   learning   from  schools,   and   the   bodies   that   oversee   schools.     If   an   alternative   system,   like   a   badge  system  gains  traction,  it  would  mean  that  “the  authority  of  higher  education  would  be  greatly  weakened”   (Meyer  et  al.,  2005,  as  cited   in  Olneck,  2012,  p.4).    The  catalyst   to  acceptance   or   rejection   of   badges   will   be   if   Fortune   500   Companies   and   other  prestigious  employers  begin  to  compare  these  credentials  to  traditional  degrees.    If  this  happens,  as  David  Wiley  exclaims,  “the  gig   is  up  completely”   (Young,  2012,  as  cited   in  Olneck,  2012,  p.4).    Universities  and  colleges,  while  probably  not  facing  Wiley’s  scenario,  would  respond,  some  ignoring  the  alternative  system,  and  others  working  badges   into  courses  and  non-­‐course  programs.    On  the  other  hand,  a  backlash  might  occur  whereby  employers,   mystified   and   overwhelmed   with   the   proliferation   of   badge   credentials,  would  remunerate  a  traditional  university  degree  more  highly.      

The  validity  of  digital  badges  will  determine  if  universities  and  colleges  have  to  face  the  their  emergence  as  an  alternative  educational  credential.    Validity  answers  the  question  “does   something   perfectly   represent   the   thing   it’s   allegedly   designed   to   represent?”  (Casilli,   p.1),   and   the   reliability   of   Mozilla’s   Open   Badges   infrastructure   and   the  credibility   that   badges   are   not   falsely   obtained,   are   aspects   of   whether   third   parties,  employers   or   others,   will   accept   badges   as   valid   representations   (Knight   &   Mozilla,  2012;  Bixler  et  al,  2012).     In   terms  of  digital  badges,  several  questions  of  validity  arise  when   third   parties   assess   the   value   of   a   digital   badge   that   an   earner   presents   as   a  credential.     In   terms   of   academic   credit,   these   same   questions   about   validity   can   be  asked,  but  third  parties  usually  accept  the  credential  of  the  academic  transcript  to  mean  that   the   earner’s   skill/learning   does   represent   value.     Yet,   all   academic   credit   is   not  valued  equally.    A  credential  from  an  Ivy-­‐League  university  (usually)  returns  more  value  than  a  credential  from  a  community  college,  even  if  the  two  academic  transcripts  have  the   same   course   names   and   code   levels.     Therefore,   the   validity   of   a   skill/learning  credential  is  a  complicated  cultural  norm  that  is  established  in  a  community,  but  validity  is  not  immovable.      

A   new  media   and   technology   ecology   is   at   the   root   of   what   George   Siemens   (2005)  proposes   in  his   connectivist   learning   theory.    The   idea   is   that   “learning   (as  defined  by  actionable   knowledge)   can   reside   outside   of   ourselves   (within   an   organization   or   a  database),   is   focused  on   connecting   specialized   information   sets,   and   the   connections  that   enable  us   to   learn  more   are  more   important   than  our   current   state  of   knowing”  (Siemens,  2005,  www.elearnspace.org/Articles/connectivism.htm).    Badges  display  that  an   individual   can   use   their   connectivity   to   learn   new   skills,   and   that   he   or   she   cares  enough  about  this  learning  to  display  it  through  their  own  connections.    The  connectivist  theory  of  learning  builds  on  work  in  distributed  cognition  (Salomon,  G.,  1993,  as  cited  in  Barab,   S.,   2006,   p.156)   and   constructionism   (Kafai,   2006),   but   work   on   participatory  culture   and   new  media  more   fully   address   the   arrangement   of   the   social   behavior   of  these  connectivist  individuals.  Looking  at  this  sociology,  Mozilla  developed  the  software  infrastructure  of  Open  Badges  to  try  to  mainstream  how  individuals  accredit  what  they  learned  as  they  are  messing  around  or  geeking  out.        

The   evangelists   of   the   Open   Badges   project   hope   that   being   able   to   display   a   digital  symbol  of  what  individuals  achieve  messing  around  or  geeking  out  will  motivate  them  to  continue   to  develop   their   skills  and   interests.    Motivation  has   long  been  an   important  topic   in   the   learning   sciences   since   it   has   been   established   that   higher   motivation  correlates  with  more   learning   (Bransford,   et   al.,   2000).     The   hope   is   that   issuing   and  earning  badges  correlates  with  higher   intrinsic  or  extrinsic  motivation   to  achieve  skills  and  tasks.    For  example,  Abramovich  et  al.   (2013)   found  a  motivational  relationship   in  

that  student  expectation  of  success   increased  by  awarding  participation  badges  (p.13),  though   they   also   warn   against   negative   motivation   if   students   perceive   that   badges  pertain   to  skills  which  are  not   realistically  achievable   (p.14).    Others  posit   that  badges  are  effective  to  set  learning  goals,  as  a  reputational  symbol  of  the  earners  skill-­‐set  and  expertise,   as   symbols   of   status   and   affiliation,   and   as  markers   of   group   identification  (Antin  &  Churchill,  2011)  all  of  which  might  influence  motivation.      

 

Co-­‐Curricular  Learning  in  Study  Abroad    

Co-­‐curricular  learning  takes  place  outside  of  the  credentialed  undergraduate  curriculum.    In   the   model   of   study   abroad   put   for   by   The   College   of   Global   Studies,   intercultural  learning   is   not   embedded   into   courses.     Independent   co-­‐curricular   opportunities   are  supported   in   order   to   scaffold   students   in   developing   intercultural   competencies.        Students  independently  choose  a  topic  and  work  on  learning  about  the  topic  while  they  live  and  study  in  the  country.    The  goal  of  co-­‐curricular  learning  is  for  students  to  do  self-­‐directed,   “non-­‐academic   co-­‐curricular   and   extra-­‐curricular   learning   experiences…   such  as   community   service,   lecture   series,   excursions,   field   research,   workshops,   language  partnerships,   ect”   (Lalond-­‐Wyant,   2012).     Students   develop   a   “narrative   that   could  support  students’  endeavors  to  be  good  stewards  of  the  story  of  their  host  communities  when  they  return  to  the  US;  and  could  also  help  students  as  they  plan  for  cover  letters  and  interviews  that  speak  to  the  lessons  of  their  time  abroad”  (Lalond-­‐Wyant,  2012).    In  doing   so,   students   submit   a   narrative   text   to   document   their   co-­‐curricular   or   extra-­‐curricular   learning,   and   they   are   awarded   a   certificate   of   achievement   by   Arcadia  University.      

The   Co-­‐Curricular   Learning   Certificate   (CLC)™   is   recognition   of   learning   experiences  which  are  not  credentialed  as  academic  credit,  self-­‐directed  by  the  learner,  unstructured  by   a   curricular   authority,   exploratory   and   experiential,   and   interest-­‐driven.     This  vocabulary   is   similar   to   the   vocabulary   of   Open   Badges   and   not   wholly   unlike   the  vocabulary  of  participatory  culture.    For  this  reason,  Open  Badges  may  be  grafted  into  the  Co-­‐Curricular  Learning  Certificate  program  in  order  to  motivate  students  to  develop  new  media   literacy   skills   as   they   narrate   their   intercultural   study   abroad   experiences  using  rich-­‐text.    The  annex  1  section  describes  this  proposal.                      

Conclusion    

The  trajectory  of  study  abroad  is  optimistic  but  fraught  with  uncertainties.    Study  abroad  leaders  predict  that  as  many  as  five-­‐hundred  new  leadership  positions  will  be  created  in  the   study   abroad   field   in   the   next   five   years.     As   universities   and   college   leaders  scramble  to  internationalize  their  campus,  study  abroad  appears  that  it  will  continue  to  play  an   important  part   in   these  efforts.     Study  abroad  administrators  are  a  motivated  and   dedicated   group   of   university   professionals   who   believe   in   its   transformative  experience.    While  overall  student  participation  in  study  abroad  is  low  compared  to  the  number   of   undergraduates   in   higher   education,   students,   and   their   parents,   have  continued   to   invest   in   the  experience,  even   throughout   the   last  half-­‐decade   since   the  2008  financial  crisis.    As  global  economic,  political,  cultural  and  demographic  integration  continue,   individuals  with   intercultural  competence  and  knowledge  will  be  well  placed  to  understand  and  adapt   to   these  changes,  and  study  abroad   is  a   first  step  that  many  young  people  make  toward  this  goal.      

At   the   same   time,   study   abroad   leaders   are   taking   risks   if   they   feel   a   sense   of  complacency.     The   same   changing   international   environment   that  makes   intercultural  learning   valuable   means   that   doing   study   abroad   is   easier.     A   century   ago,   at   the  invention  of  the  modern  study  abroad  paradigm  in  higher  education,  many  logistical  and  institutional  barriers  made  studying  abroad  a  complicated  undertaking.    These  barriers  have   mostly   disappeared,   and   yet   the   study   abroad   field   operates   according   to   a  business  model   that  places   it  as  an   indispensable  connector  and  value-­‐adder  between  the   student   and   his   or   her   prospective   experience   overseas.     Information   and  communication   technology   already   allows   confident,   experienced,   independent  students   to   obviate   institutions   of   study   abroad   and   arrange   their   own   intercultural  learning  experience  for  academic  credit.    The  next  step  is  for  these  technologies  to  bring  intercultural   learning   into   the   student’s   class   and   residential   experience   at   his   or   her  home  university  or   college.     In  higher  education,  a  debate   is  already   raging  about   the  efficiencies   and   consequences   of   teaching   and   learning   brought   about   by   new  media  and  technology.    This  debate  will  arrive  at  the  doors  of  study  abroad.    Personally,  I  look  forward  to  it.        

 

 

 

 

 

 

 

 

Works  Cited    

Abramovich,  S.,  Higashi,  R.M.,  &  Schunn,  C.  (2013).  Are  badges  useful  in  education?:  It  depends  upon  the  type  of  badge  and  the  expertise  of  learner.  Education  Tech  Research  Development.  March  2013,  from  http://download.springer.com/static/pdf/503/art%253A10.1007%252Fs11423-­‐013-­‐  9289-­‐2.pdf?auth66=1364398853_eaf4db44b712278a1380306b6d651ce6&ext=.pdf  

Antin,  J.  &  Churchill  E.  (2012).  Badges  in  social  media:  A  social  psychological  perspective.  Retrieved  from:  http://gamification-­‐research.org/wp-­‐content/uploads/2011/04/03-­‐Antin-­‐Churchill.pdf  

Barab,  S.  (2006).  Design  based  research:  A  methodological  toolkit  for  the  learning  scientist.  Sawyer,  K.  (Ed.).  Cambridge,  MA:  Cambridge  University  Press.  

Bathurst,  L.,  &  La  Brack,  B.  (2012).  Shifting  the  locus  of  intercultural  learning.    Vande  berg,  M.,  Paige,  R.M.,  &  Hemming  Lou,  K.  (Eds.).    Sterling,  VA:  Stylus.      

Bennett,  M.  (2012).  Paradigmatic  assumptions  and  a  developmental  approach  to  intercultural  learning.  Vande  berg,  M.,  Paige,  R.M.,  &  Hemming  Lou,  K.  (Eds.).    Sterling,  VA:  Stylus.      

Bixler,  B.,  Layng,  K.,  ITS  Training  Services,  &  Penn  State  University  (2013).    Digital  badges  in  higher  education:  An  overview.    Retrieved  from:  https://docs.google.com/a/arcadia.edu/document/d/1UqNeLzIu0i0EkiqdJEivIJrqVJ5Afikl7OSKKOzQgI8/edit#heading=h.lx83gt1rit8  

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Annex  1:  Mozilla  Open  Badges  &  Co-­‐Curricular  Learning  Certificate    

Introduction:  The   Mozilla   Foundation’s   Open   Badge  project   is   for   online   representations   of  earned  skills.    Open  Badges  can  be  issued  by  an  organization  to  individuals  to  verify  the   achievement   of   a   skill,   and   the   user  can   display   a   collection   of   badges   –  online   and   offline   to   tell   a   story   about  achievements.      

 

What  is  a  badge  A   badge   is   a   symbol   or   indicator   of   an  accomplishment.     Open   Badges   are  designed   to   make   this   sort   of   learning  visible   and   consequential   in   terms   that  are   recognized   by   formal   educational  institutions   and   broader   career  pathways.     Badges   are   for   documenting  the   co-­‐curricular,   self-­‐directed   tinkering,  information   gathering,   project   based  learning,   and   community   experience.  Often   these   skills   are   digital   literacy   and  21st   century   skills.   (Mozilla   Foundation,  Open  Badges  for  Lifelong  Learning,  2012).  

 

The  CLC  and  Open  Badges  The  CLC  is  a  concrete  example  of  The  College  of  Global  Studies’  recognition  of  the  wide  breadth  of  rich  experiential  education  taking  place  beyond  the  curriculum  for  Arcadia  students  abroad.    The  CLC  program  is  also  a  tool  for  students  to  develop  their  narrative  about  what  they  are  taking  away  from  their   time  abroad  –  a  narrative  that  could  support  students’  endeavors   to  be  good  stewards  of  the  story  about  studying  abroad.    An  Open  Badge  will  be   issued  to  a  student  who  creates  and  verifies  a  design  skill  using  Google  Sites  Authoring  tools.    The  credibility  of  the  open  badge  will  be  that  it  contains  metadata,  a  URL  and  a  description  of  why  the  badge  was  issued,  associating   the  badge   image  with  The  College  of  Global   Studies.     This  metadata  and   language  will  be  a  credential  that  the  earner  has  the  skill  which  corresponds  to  the  badge   image.    Third  parties   will   be   able   to   verify   the   validity   of   the   badge   by   contacting   The   College   of   Global  

Studies,  and   in   the   future  third  parties,  such  as   the  student’s  home   institution  may  be  able   to  endorse  the  validity  of  the  badge  through  Mozilla’s  infrastructure.    The  validity,  credibility,  and  reliability   of   the   alternative   credential   (i.e.   badges)   are   central   to   propagating   the   social,  educational,   and   remunerated   value  of   badges   (Bixler   et   al.,   2013;  Mozilla   et   al,   2012;   Casilli,  2012;  Knight  &  Mozilla,  2012).  The   requirements,   the  architecture,  and   the   learning   rubric   for  issuing  badges  should  be  thoroughly  mapped  well  in  advance  of  implementation.              

 

Google  Site,  Open  Badges,  &  the  CLC  A  Google   Site   is   an   e-­‐portfolio   authoring   tool,   also   known   as   a  Wiki.     As   an   optional   activity,  students  can  use  a  CLC  Google  Site  as  an  e-­‐portfolio.    The  Template  will  consist  of  four  tutorial  pages   so   that   students   learn   to   create   the  elements  of   a  Google   Site.     Each   tutorial   page  will  scaffold  a  discrete  skill  such  as  to  “create  and  edit  a  page”  or  “embed  a  video”.    An  Open  Badge  will  be  issued  when  the  student  has  achieved  this  Google  Site  authoring  skill.      The  objective  is  to  motivate  a  student  to  learn  how  to  use  the  Google  Site  to  document  their  CLC  work.  

 

 

 

 

 

 

 

 

 

 

Google  Site  Authoring  Badges    

 

 

 

 Getting  Started  in  Google  Sites  

How  to  Create  a  Google  Site  

Add  Links  and  Websites  in  a  Google  Site  

Use  Gadgets  to  Embed  Media  in  a  Google  Site  

 

What  the  Open  Badge  will  and  will  not  be:  • The  Open  Badge  is  not  a  replacement  for  the  CLC.  • The  Open  Badge  is  not  to  recognize  academic  credit.  • The  Open  Badge  will  not  be  issued  by  The  College  of  Global  Studies.    • A  unique,  and  trademarked  icon/logo  of  The  College  of  Global  Studies  • The  Open  Badge  will  be  issued  by  Steve  Tippett,  Open  Badges  Administrator.  • The  Open  Badge  will  be  issued  on  the  honor  system.  • The  Open  Badge  will  have  a  link  to  The  College  of  Global  Studies  website  and  include  a  

description  about  the  criteria  for  which  the  Badge  was  issued.    

Why  issue  Open  Badges  to  recognize  Co-­‐Curricular  Learning?    Assessment  should  reflect  pedagogy.    The  pedagogy  of  the  Co-­‐Curricular  Learning  is  experiential,  and  thus  the  assessment  should  allow  students  to  make  that  experience  explicit.    New  media  mobile  devices  allow  students  to  produce  a  rich  text  to  describe  experiences  outside  of  the  classroom  and  their  related  learning.    The  Open  Badges  are  a  perfect  match  for  e-­‐portfolios.    Badges  are  meant  to  scaffold  and  encourage  students  to  develop  digital  literacy  skills  which  can  be  used  to  narrate  experiential  learning.    In  the  humanities,  experiential  education,  in  research,  and,  in  general,  badges  can  encourage  the  use  digital  storytelling  techniques.    A  badge  initiative  by  The  College  of  Global  Studies  is  an  endorsement  of  digital  storytelling  and  new  media  literacy.            

 

 

 

 

 

 

 

 

 

 

 

 

                                                                                                                         i  How  Facebook  Can  Ruin  Study  Abroad,  The  Chronicle  of  Higher  Education.    January,  14th,  2013.  ii  Term  first  coined  by  Bronsilaw  Malinowski  (1922):  Argonauts  of  the  Western  Pacific  (New  York:  E.P.  Dutton.  1961  [1922].    This  became  a  seminal  work  in  cultural  anthropology  and  participant  observation  methodology.        iii  See  Merizow,  J.  (2000).    Transformation  Theory  would  suggest  that  moments  of  crisis  are  important  for  the  shifting  of  frames  of  references,    iv  See  Georgetown  Consortium  Study,  2009  v  Etic  and  Emic  are  terms  used  by  ethnographers  to  differentiate  between  how  people  perceive  and  term  their  own  social  behavior  (emic)  or  how  social  scientists  describe  and  term  the  same  social  behavior  (etic)  vi  The  process,  defined  by  Ito,  through  which  young  people  use  specific  media  as  tokens  of  identity,  taste,  and  style  to  negotiate  their  sense  of  self  in  relation  to  their  peers  (Mobilizing  the  Imagination)  vii  Tom  Friedman  “Revolution  hits  the  Universities”  NY  Times,  January,  26th,  2013.