Interconnected components of holistic development, such as being thankful, addressing basic psychological needs, and acting effectively toward others, should be a priority for college athletes. Athletes at the College level need all-encompassing support systems to ensure their health, happiness, and success because of the special difficulties they have juggling their academic, athletic, and personal schedules. Problems with work-life balance, stress, and performance expectations all impede College Student Athletes’ holistic development. A thorough plan that considers all of the social, emotional, and psychological aspects impacting athlete development is necessary to overcome these obstacles. An Integrated Holistic Development Program for College Athletes (IHDP-CA) is suggested in this paper as a method that incorporates various aspects of positive psychology, mindfulness, resilience training, and the enhancement of interpersonal skills. Athletes at the College level can benefit from this all-encompassing program’s emphasis on helping others, developing an attitude of gratitude, and meeting basic psychological requirements. Sports counseling services, schools, and College athletic teams can all benefit from the IHDP-CA. A more positive and supportive sporting environment can be achieved when the program takes a more holistic approach to athletes’ needs, improving their mental health, social connections, and overall performance. The possible effect of the IHDP-CA on the holistic development outcomes of College Student-Athletes will be predicted through simulation analysis. To gain a better understanding of the program’s long-term viability, efficacy, and scalability, this analysis will run simulations of different situations and tweak program settings.
The current examines the influence of Islamic values on smoking behaviors among undergraduate students at Yarmouk University in Irbid, Jordan (N: 334). Tobacco use, in religious and cultural terms, is viewed as abhorrent; it is a significant concern for this population group. The study intends to identify how Islamic values affect the perception of students on smoking and, consequently, their smoking behavior. A self-administered questionnaire assessed sociodemographic data and the past 30 days of cigarette use. Descriptive statistics, such as frequencies and percentages, midpoint and standard deviation, and inferential statistics, such as chi-square tests, t-tests, ANOVA, Pearson correlation, and hierarchical regression, were used to analyze smoking behaviors, Islamic values, and demographic attributes. The study shows that Islamic values have a strong negative attitude towards smoking; students attributed smoking to religion, family and social expectations and perceptions, health and economic implications. Further, the hierarchical regression analysis revealed that cigarette use, hookah and e-cigarette, gender, and attitude towards Islamic values were suitable predictors for cigarette use. This study advances knowledge regarding smoking behaviors from the cultural-religious perspective. It highlights the importance of historically and culturally informed gender-sensitive prevention programs that address smoking-related beliefs, attitudes, and practices. Collaboration with the Ministry of Health and media outlets to integrate Islamic values into public health campaigns can reduce smoking among university students by aligning cultural and religious beliefs with health messaging.
STEAM (science, technology, engineering, arts, and mathematics) education has recently been encouraged and attracted much national attention. This qualitative study aimed to conduct a thematic analysis of college student STEAM open responses to provide an examination of college students’ perceptions of their STEAM experiences into the STEAM field. Based on transformative learning theory, a thematic analysis of 756 written responses to seven prompts by 108 college student participants revealed three primary themes: (1) exciting and challenging difficulties, and transdisciplinary learning in STEAM; (2) STEAM learning of gradual process, problem-oriented instruction, and creative problem solving; and (3) metacognition development in STEAM. The findings revealed that undergraduates’ STEAM perceptions provide strong support for STEAM implementation to enhance teaching effectiveness in higher education.
While some conflict can serve as a more sophisticated stimulus to student achievement, significant or unresolved conflict can delay or even frustrate even the best-planned curriculum. The aim of our study is to get a clear picture of the conflicts with whom and to what extent the international students studying on our campuses have conflicts that affect their performance, and how they can manage them. In our study, based on a questionnaire survey (n = 480), we revealed that the international students at our university have the most conflicts with other foreign students, and the least with Hungarians, including their teachers. On the other hand, we found that according to the Thomas-Kilmann Conflict Instrument, they solve their problems by the Compromising and Accommodating style. The results obtained by detailed socio-demographic aspects show significant differences, mainly between gender, age, and country groups. Knowledge of the revealed facts and connections can offer conscious and careful solutions to understand and reduce tensions, and this can improve the understanding and management of conflict in the classroom, in collaborative projects, and even in non-teaching environments on campuses.
This paper presents a practical approach to empowering software entrepreneurship in Saudi Arabia through a unique course offered by the Software Engineering department at Prince Sultan University. The course, SE495 Emergent Topics in Software Engineering: Software Entrepreneurship, combines software engineering and entrepreneurship to equip students with the necessary skills to develop innovative software solutions that solve real-world problems. The course covers a range of topics, including platform development, market research, and pitching to investors, and features guest speakers from the industry. By the end of the course, students will have gained a deep understanding of the software development process and its intersection with entrepreneurship and will be able to develop a working prototype of a software solution that solves a real-world problem. The course’s practical approach ensures that students are well-prepared to navigate the complexities of the digital and software sectors and succeed in an ever-changing business landscape.
This study analyzes the perception of university students regarding the use of virtual reality (VR) in higher education, focusing on their level of knowledge, usage, perceived advantages and disadvantages, as well as their willingness to use this technology in the future. Using a mixed-methods approach that combines questionnaires and semi-structured interviews, both quantitative and qualitative data were collected to provide a comprehensive view of the subject. The results indicate that while students have a basic understanding of VR, its use in the educational context is limited. A considerable number of students recognize VR’s potential to enhance the learning experience, particularly in terms of immersion and engagement. However, significant barriers to adoption were identified, such as technical issues, the high cost of equipment, and inadequate access to technological infrastructure. Additionally, there is a need for broader training for both students and faculty to ensure the effective use of this technology in academic environments. The semi-structured interviews confirmed that perceptions of VR vary depending on prior exposure to the technology and access to resources. Despite the challenges, most students appreciate VR’s potential to enrich learning, although its effective adoption will depend on overcoming the identified barriers. The study concludes that strategies must be implemented to facilitate the integration of VR into higher education, thus optimizing its impact on the teaching-learning process.
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