This case study explored examples of pre-service teachers’ learning when experiencing discontinuity and (re)positioning themselves in various professional communities and cultures during an international teaching internship. Pre-service teachers’ experiences of discontinuity were defined as boundary experiences, when challenging or problematic socio-cultural differences significantly influenced their (inter)actions. Pre-service teachers’ attempts to (re)position themselves in the unfamiliar professional and cultural contexts are described as a state of continuity and examples of boundary crossing. Learning mechanisms of identification, coordination, reflection and transformation in the theory of boundary crossing were used to analyze 15 boundary experiences. The four learning mechanisms provided insight into how a multi-level approach (including personal, professional and cultural aspects) gives a more nuanced perspective on the dominant adjustment paradigm. The value of a boundary experience for preservice teachers’ learning during an international teaching experience resided mostly in raising awareness of existing, often taken-for-granted, personal and professional beliefs and their ability to switch between cultural and professional perspectives. The 15 boundary experiences in this study suggest that educators could focus more on pre-service teachers’ coping strategies, existential questions and cultural negotiation when they experience discontinuity, in addition to the current focus on learning outcomes, transformations, or cultural fit.
LINK
In this study it was hypothesized that collaborative learning in international higher education contributes to the development of intercultural competence. Two hundred and fifty-two students of an international business and management study programme of a Dutch university participated in two surveys on collaboration in a group learning activity and one survey on their development of intercultural competence. Additionally, three groups of four to six students took part in focus group interviews. The results indicated that when students perceive that the group process improves, the quality of the collaboration in terms of verbal interaction and equal contribution will also improve. Furthermore, the results revealed that a higher perceived quality of the collaboration relates to an increasing development of intercultural competence. The findings are discussed and related to implications for the use of group learning activities in international higher education. https://doi.org/10.1177/1028315319826226
Aim. Although cultural dimensions theory is a topical strand of quantitative cultural research, few intercultural simulation games use it. We present the design and review of the application of OASISTAN, an intercultural role-playing simulation game that is specifically based on cultural dimensions theory. Method. OASISTAN was first designed in 1999 for use in Master’s courses on cross-cultural management at Delft University of Technology in the Netherlands, attracting 20-23 year old students with a Bachelor degree in engineering and from various cultural backgrounds. Since its first design the game has been played approximately 45 times at Delft University of Technology in the Netherlands and three times at Harbin Institute of Technology in China in the years 2006-2008. We reviewed their experiences designing and facilitating OASISTAN since 1999. Results. The game has a no-tech role-play design and revolves around the geopolitically complex region of the Caspian Sea, specifically the fictional country of ‘Oasistan’. The game consists of students forming small teams of Oasistani, Western and non-Western public/private actors collaborating with each other to try and reach the common goal of oil exploration and production in this country. In total 15-30 students were involved. We found that OASISTAN allowed its players not only to intensely experience the difficulty and awkwardness of being confronted with cultural differences, but also to interpret and understand these differences through cultural dimensions. Students who played OASISTAN identified ten out of the 12 dimensions by Maleki and De Jong. The two dimensions that students were not able to identify are uncertainty avoidance and collaborativeness. Conclusion. OASISTAN shows how a game design field (i.e., intercultural simulation gaming) can be reinvigorated in light of new or updated scientific theories pertaining to the field’s subject matter (i.e., cultural dimensions). Several opportunities for future research are identified.
MULTIFILE