scholarly journals Contemplative and Transformative Learning for Character Development in Islamic Higher Education

ULUMUNA ◽  
2020 ◽  
Vol 24 (1) ◽  
pp. 1-23
Author(s):  
Ade Alimah

 Islamic higher education is supposed to develop Indonesians' characters due to its focus on teaching Islam. Moreover, the number of Islamic higher education institutions is vast, reaching 777. Indeed, their contribution to the character development of Indonesians may be significant. However, occurring religious-based prejudices and conflicts, as well as a high index of corruption, show the paradoxes and challenges of Islamic higher education. Although there has been no research demonstrating a statistically significant correlation between Islamic teaching and crime rate or moral issues, educators in Islamic higher education institutions should reflect on what should be done to enhance their leverage on character education. In this paper, two concepts of contemplative learning and transformative learning are discussed to find feasible ways of teaching Islam in the challenging contemporary world. Contemplative and transformative learning in character development requires educators to implement mindfulness and connectedness through integrating all entities of learners' cognition, emotion, intuition, and body, interrelating multi-disciplines, and connecting learning to the real world.

2020 ◽  
Vol 3 (3) ◽  
Author(s):  
Miguel Cueva Zavala

This research has a singular and notable importance, because if something should concern a Higher Education Institution, it is knowing what is the destiny within society of the human resource trained in its classrooms, that product that the institution delivers to the community who are its graduates and professionals. For the Institutions of Higher Education it is satisfactory on the part of employers, that the training received in the Institution of Higher Education is indicated, that the majority of graduates and professionals are incorporated into the occupational market; that is to say; some exercise their profession and others do it in occupations that do not correspond to their profession, which is justified, being aware that one of the great problems of the contemporary world is undoubtedly the lack of demand for human resources for stable work, which according to Authorized and reliable studies of every 10 people who join the economically active population, only 3 have real possibilities of fully joining the labor market, either in the private or public sector.


2016 ◽  
Vol 13 (1) ◽  
Author(s):  
Syifa Siti Aulia

This research was aimed at answering about globalizing challenges citizen, especially young citizen. Teaching and learning in higher education including Citizenship Education is still conventional emphasizing learning process as the process of inculcating the value of smart and good citizen mainly related to the establishment of global competence of citizens. This study uses qualitative approach to explore the meaninful of practices and sciences of Citizenship Education as character education and global competencies of citizens. Practically, this research was expected to provide for practitioners and scientists of education, especially for Citizenship Education as character development courses in college, especially in the formation of global competencies of young citizens.


2021 ◽  
Vol 4 ◽  
pp. 98-100
Author(s):  
Semen Gorokhovskyi ◽  
Yelyzaveta Pyrohova

With the rapid development of applications for mobile platforms, developers from around the world already understand the need to impress with new technologies and the creation of such applications, with which the consumer will plunge into the world of virtual or augmented reality. Some of the world’s most popular mobile operating systems, Android and iOS, already have some well-known tools to make it easier to work with the machine learning industry and augmented reality technology. However, it cannot be said that their use has already reached its peak, as these technologies are at the stage of active study and development. Every year the demand for mobile application developers increases, and therefore more questions arise as to how and from which side it is better to approach immersion in augmented reality and machine learning. From a tourist point of view, there are already many applications that, with the help of these technologies, will provide more information simply by pointing the camera at a specific object.Augmented Reality (AR) is a technology that allows you to see the real environment right in front of us with a digital complement superimposed on it. Thanks to Ivan Sutherland’s first display, created in 1968 under the name «Sword of Damocles», paved the way for the development of AR, which is still used today.Augmented reality can be divided into two forms: based on location and based on vision. Location-based reality provides a digital picture to the user when moving through a physical area thanks to a GPS-enabled device. With a story or information, you can learn more details about a particular location. If you use AR based on vision, certain user actions will only be performed when the camera is aimed at the target object.Thanks to advances in technology that are happening every day, easy access to smart devices can be seen as the main engine of AR technology. As the smartphone market continues to grow, consumers have the opportunity to use their devices to interact with all types of digital information. The experience of using a smartphone to combine the real and digital world is becoming more common. The success of AR applications in the last decade has been due to the proliferation and use of smartphones that have the capabilities needed to work with the application itself. If companies want to remain competitive in their field, it is advisable to consider work that will be related to AR.However, analyzing the market, one can see that there are no such applications for future entrants to higher education institutions. This means that anyone can bring a camera to the university building and learn important information. The UniApp application based on the existing Swift and Watson Studio technologies was developed to simplify obtaining information on higher education institutions.


2009 ◽  
Vol 23 (6) ◽  
pp. 437-443 ◽  
Author(s):  
Simon Stephens ◽  
George Onofrei

Graduate development programmes such as FUSION continue to be seen by policy makers, higher education institutions and small and medium-sized enterprises (SMEs) as primary means of strengthening higher education–business links and in turn improving the match between graduate output and the needs of industry. This paper provides evidence from case studies. The findings indicate that the practical application of academic principles in real-world settings provides a useful learning vehicle for academics, graduates and SMEs. Key success factors and strategies for overcoming obstacles emerged from the case studies. In light of these findings, the authors make tentative recommendations to aid the future delivery of similar programmes.


Author(s):  
Bernice Bain

Online education has grown to more than 6 million students with an average age of 33 years old (Kolowich, 2012; Selingo, 2012; Sheehy, 2012). Research indicates online programs are part of many institutions' strategic planning initiatives. Institutions are undergoing increased scrutiny from accrediting bodies, employers, and adult learners. To remain competitive and valid in this changing environment, a significant issue for leaders of online higher education institutions is how to effectively assess online cognitive learning outcomes, such as critical thinking. Adding to the challenge of online assessment of critical thinking is the contextual nature of critical thinking and two differing approaches to assessment. Leaders of online higher education institutions should seek a critical thinking assessment that is based on a theoretical framework of Transformative Learning and Adult Learning Theories. This is explored in this chapter.


2018 ◽  
Vol 10 (3) ◽  
Author(s):  
Mark Richard Johnson ◽  
Robert Mejia

In this paper, we argue that EVE Online is a fruitful site for exploring how the representational and political-economic elements of science fiction intersect to exert a sociocultural and political-economic force on the shape and nature of the future-present. EVE has been oft heralded for its economic and sociocultural complexity, and for employing a free market ethos and ethics in its game world. However, we by contrast seek not to consider how EVE reflects our contemporary world, but rather how our contemporary neoliberal milieu reflects EVE. We explore how EVE works to make its world of neoliberal markets and borderline anarcho-capitalism manifest through the political economic and sociocultural assemblages mobilized beyond the game. We explore the deep intertwining of  behaviors of players both within and outside of the game, demonstrating that EVE promotes neoliberal  activity in its players, encourages these behaviors outside the game, and that players who have found success in the real world of neoliberal capitalism are those best-positioned for success in the time-demanding and resource-demanding world of EVE. This thereby sets up a reciprocal ideological determination between the real and virtual worlds of EVE players, whereby each reinforces the other. We lastly consider the “Alliance Tournament” event, which romanticizes conflict and competition, and argue that it serves as a crucial site for deploying a further set of similar rhetorical resources. The paper therefore offers an understanding of the sociocultural and political-economic pressure exerted on the “physical” world by the intersection of EVE’s representational and material elements, and what these show us about the real-world ideological power of science fictional worlds.


2020 ◽  
pp. 102831532097603
Author(s):  
Mette Jørgensen ◽  
Amanda Mason ◽  
Rikke Pedersen ◽  
Roger Harrison

As many higher education institutions strive to internationalize and develop graduates as global citizens, new technologies are supposed to be creating opportunities for geographically dispersed students to meet and develop intercultural skills. We argue, however, that there is scant evidence that these opportunities are being fully exploited. In this article, we explore some of the reasons for this by using the lens of “third space” theories to interpret data from a preliminary study of an international virtual exchange project. We found that although the project afforded some scope for critical intercultural learning, this was limited by two key factors related to the second space of the traditional classroom: the skills and attitudes of the lecturers and asymmetries in project goals. We conclude by arguing that unless higher education institutions provide more fertile conditions for projects like these, further opportunities for intercultural learning will be missed.


2016 ◽  
Vol 2016 (1) ◽  
pp. 13821
Author(s):  
David J. Finch ◽  
Loren Falkenberg ◽  
Patricia Genoe McLaren ◽  
Kent Rondeau ◽  
Norman O'Reilly

1992 ◽  
Vol 85 (4) ◽  
pp. 310-313
Author(s):  
Jonita Sommers

“Why do I have to do this math? This is not something I need to know. I will not use it when I get out of school!” exclaimed Jesse and some of his classmates. Have you ever heard these comments? In the past, my students were learning the concepts, hut they were not associating the importance of mathematics and its uses in the real world. This year, I have tried to show the students in my eighth-grade mathematics class how mathematics will apply to their lives, whether they work on a ranch, work in the oil fields, or get a higher education after high school.


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