A 2011 overhaul of girl scouting programs abandoned the old badge system and adopted a set of three “Journeys.” It also aligned badges and leadership opportunities with 21st-century ideas revolving around social issues, professional opportunities for women, and science, technology, engineering and mathematics, the so-called STEM curriculum.
In 2011, there were three Journeys, with books and awards for each level: “It’s Your World—Change It!”, “It’s Your Planet—Love It!”, and “It’s Your Story—Tell It!”.
And from the Girl Scouts themselves:
A girl Discovers her special skills and talents, finds the confidence to set challenging goals for herself and strives to live by her values. This includes being proud of where she came from as well as where she’s going.
A girl Connects with others, which means she learns how to team up, solve conflicts, and have healthy relationships. These skills help her in school right now and prepare her for any career she chooses in the future.
A girl Takes Action and makes the world a better place, learning a lot about her community and the world along the way.
Reverse gamification! Less emphasis on a series of unconnected badges, and more on a (hopefully) coherent and meaningful journey. Although at first glance, I wonder if journeys might end up being too broad? It’s hard to strike a balance.