Investigating Initiatives to Promote the Advancement of Education
4.0: A Systematic Mapping Study
Deivid Eive Silva
1a
, Tayná Lopes¹, Marialina Corrêa Sobrinho
2b
and Natasha Valentim
1c
1
Department of Informatics, UFPR, Federal University of Paraná, Curitiba, Brazil
2
PPGSND, UFOPA, Federal University of Western Pará, Santarém, Brazil
Keywords: Education 4.0, Industry 4.0, Systematic Mapping Study, 21st-Century, Skills and Competencies.
Abstract: The digitization of the industry, known as Industry 4.0, is changing the modes of production and service.
These changes arouse the need to prepare employees to work on the production lines. In this perspective arise
the concept of Education 4.0 to preparing young with the competencies and skills required in the 21st-Century,
such as creativity, problem-solving, and mastery of technologies. This paper presents a Systematic Mapping
Study that had the aim to identify initiatives in Education 4.0 and Industry 4.0 developed to promote the
advancement of education. Following a formal protocol, automatic and manual searches were carried out. Of
the 1732 studies returned by automatic and manual searches, 78 were extracted, because it meets the inclusion
criteria defined. The results showed that (a) there is a growing interest in this topic in recent years and tends
to increase the number of searches due to its value for industry; and (b) there is greater interaction between
the university and the industry, which allows the student to gain not only knowledge but also gain valuable
experience in the industry. Based on the results, we found that learning in the context of Education 4.0 allows
students to have an education more aligned to the contemporary world.
1 INTRODUCTION
Education 4.0 can be defined as a student-centered
learning model to prepare young people for the
challenges of the 21st Century, how to deal with
emerging technological resources and processes
(Ciolacu et al., 2017a). Moreover, Education 4.0 is
aligned with Industry 4.0 (digitalization of the
industry), in which the use of Information and
Communication Technology is essential (Winanti et
al., 2018), such as robotics, cloud computing,
artificial intelligence, among others.
In Education 4.0, it is expected that students are
prepared for much more than repetitive activities
(Messias et al., 2018). Thus, students need to be
prepared to adapt and have a dynamic mindset
(Winanti et al., 2018). It is believed that it will be
possible to create new technologies and ways of work
through 21st-Century skills and competencies, such
as creativity, problem-solving and collaboration. For
example, a creative individual can invent ways to
a
https://orcid.org/0000-0003-1066-0750
b
https://orcid.org/0000-0002-3928-5432
c
https://orcid.org/0000-0002-6027-3452
apply technologies, create new products and services
(Makarova et al., 2018). In the Education 4.0, the
development of competencies and skills becomes
relevant. However, one of the biggest challenges
facing Education 4.0 is precisely to adapt the
curriculum to work with these skills and
competencies. For students to develop these skills and
competencies, it is necessary to create learning spaces
to allow students to carry out research, solve
problems, collaborate with other people and evaluate
their actions (Angrisani et al., 2018).
In literature, competencies can be defined as a
combination of knowledge, skills, and attitudes
(Angrisani et al., 2018). Thus, we understand that
competence contains the skill, and can be considered
a performance of a type of task that can be achieved
from the students' skills. In turn, skills are recognized
as a capacity to know make through practical
activities (Perrenoud, 1999).
This paper aims to present the results of a
Systematic Mapping Study (SMS) about initiatives of
458
Silva, D., Lopes, T., Sobrinho, M. and Valentim, N.
Investigating Initiatives to Promote the Advancement of Education 4.0: A Systematic Mapping Study.
DOI: 10.5220/0010439704580466
In Proceedings of the 13th International Conference on Computer Supported Education (CSEDU 2021) - Volume 1, pages 458-466
ISBN: 978-989-758-502-9
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
Education 4.0 and Industry 4.0 to promote the
advancement of education. In this way, automatic and
manual searches were performed, following the
recommendations of Kitchenham and Charters
(2007). As one of the data extraction strategies, eight
research sub-questions were answered. The
respective answers provided an overview of
Education 4.0. The results show that (a) there is a
growing interest in this topic in recent years and the
number of researches increased due to its value to the
industry; (b) the teacher is challenged to prepare
young people with 21st-Century skills and to work
with technological resources and processes; and (c)
there is greater interaction between the university and
the industry, which allows the student not only to
develop knowledge but also to acquire valuable
experience in the industry. Besides, this SMS presents
new directions and positions on activities in the
context of Education 4.0.
This paper is organized as follows: Section 2
shows the research method used for SMS. Section 3
presents a discussion of the results. Section 4 shows
threats to validity. Finally, Section 5 presents the final
considerations and next steps for the research.
2 RESEARCH METHODOLOGY
The protocol was based on the rules for systematic
literature reviews of Kitchenham and Charters
(2007). The detailed protocol is available in a
technical report through the following link
(https://figshare.com/s/2f876265037e0bb84d6a).
The study aimed to identify the initiatives in
Education 4.0 and Industry 4.0. The goal was
organized according to the GQM (Goal-Question-
Metric) paradigm (Basili and Rombach, 1988), as
seen in Table 1.
Table 1: The goal of SMS according to GQM paradigm.
To analyze
scientific publications
For the purpose
of
to characterize
In relation to
technologies applied in the context
of Education 4.0 that promote
pertinent competencies and skills of
the Industry 4.0
From the point
of view of
researchers of Informatics in
Education and Computing
Education
In the context
of
publications available on search
engines of digital libraries
(SCOPUS, ACM, and IEEE) and
manual searches (SBIE and RBIE)
2.1 Research Questions
The SMS's main question is “What initiatives are
being proposed in the context of Education 4.0 and
Industry 4.0 to contribute to the challenges of the 21st
Century?”. In this way, we intend to identify the
advances, possibilities, and technologies developed
for this context. In sequence, eight research sub-
questions (SQs) were defined to categorize the
initiatives found. A data extraction strategy was
adopted and possible answers were defined for the
SQs to facilitate the initiatives' classification
(available in the technical report).
2.2 Search Strategy
The selection process for scientific publications
involves several sources of information, including
online digital libraries, journals, and conferences. For
this SMS, a predefined search strategy was used
(Kitchenham, 2004). A search strategy allowed
maintaining the research's integrity, minimizing bias
and maximizing the number of sources examined,
such as scope, languages, search string, and selection
criteria (available in the technical report).
The selection procedure was organized in 2
stages. In the first stage (1º Filter), each paper's title
and abstract were evaluated according to the inclusion
and exclusion criteria. In the second stage (2° Filter),
a complete reading of the papers that were left in the
1st filter was performed because the strategy of
reading only the title and abstract would not be
enough to identify whether the paper is indeed
relevant to the research context. In both stages, the
inclusion and exclusion criteria were used to judge
whether papers should finally be included or
excluded. This SMS was attended by three
researchers. If there were disagreements, it was
discussed until a consensus was reached. The data
collection period was from January 2015 to
December 2018.
2.3 Quantitative of Papers
When the search string was applied in the automatic
and manual search sources, 1732 articles were
returned, as shown in Table 2. A total of 223 papers
were selected during the first filter. The second filter
registered 78 selected papers. There were duplicate
papers that appeared in more than one digital library.
In this case, the repeated paper was considered only
once, according to the search order of the sources
selected in this SMS, i.e., SCOPUS, ACM,
IEEExplore, SBIE, and RBIE, respectively.
Investigating Initiatives to Promote the Advancement of Education 4.0: A Systematic Mapping Study
459
All the initiatives of Education 4.0 found in this
SMS are represented in Table 3, according to search
source and its reference. Due to the number of
publications in this SMS, we coded the references
(ref01 to ref78) available in a technical report
(https://figshare.com/s/2f876265037e0bb84d6a).
Table 2: Total papers selected in the 1st and 2nd filter.
Source Returned 1º Filter 2º Filter
SCOPUS 725 141 46
ACM 38 3 1
IEEEXplore 152 24 3
SBIE 705 39 20
RBIE 112 16 8
TOTAL 1732 223 78
Table 3: References of Education 4.0 Initiatives.
Source References
SCOPUS
(ref02); (ref03); (ref04); (ref06);
(ref07); (ref08); (ref09); (ref11);
(ref12); (ref16); (ref19); (ref20);
(ref21); (ref22); (ref24); (ref25);
(ref27); (ref28); (ref30); (ref31);
(ref36); (ref38); (ref39); (ref40);
(ref42); (ref45); (ref46); (ref47);
(ref51); (ref53); (ref54); (ref55);
(ref57); (ref58); (ref62); (ref63);
(ref64); (ref68); (ref71); (ref72);
(ref73); (ref74); (ref75); (ref76);
(ref77); (ref78).
ACM (ref13).
IEEEXplore (ref23); (ref29); (ref34).
SBIE
(ref05); (ref15); (ref17); (ref32);
(ref33); (ref35); (ref41); (ref43);
(ref44); (ref48); (ref49); (ref52);
(ref56); (ref59); (ref60); (ref61);
(ref65); (ref67); (ref69); (ref70).
RBIE
(ref01); (ref10); (ref14); (ref18);
(ref26); (ref37); (ref66); (ref50).
3 RESEARCH RESULTS
This section presents and discusses the results
obtained of 8 sub-questions, i.e., SQ1, SQ1.1, SQ2,
SQ3, SQ4, SQ4.1, SQ5, and SQ6. This analysis was
peer-reviewed.
3.1 Publication Year
The selected studies were published from 2015 to
2018. Education 4.0 was mentioned the first time in
2015 (Ciolacu et al., 2017b). From 2015 onwards, the
term 4.0 gained space in discussions between
teachers, managers, and specialists in education in
general. In Brazil, it was noticed that since 2017,
educational institutions' websites started to discuss,
reflect and encourage practices with the thematic 4.0,
such as the Technological Institute of Aeronautics
(ITA, 2017). Besides, Brazilian events start to
disseminate the ideas and challenges of Education 4.0,
as the Education 4.0 Seminar in Curitiba (Curitiba,
2018). Therefore, it is believed that this discussion may
have helped to increase the number of publications on
this topic. According to the studies selected in this
SMS, it was noticed that in 2017 there was a greater
increase in the number of publications related to
Education 4.0 in the world This growth may mean
greater interest in this topic and its impacts on society.
3.2 Application Context (SQ1)
The results related to SQ1 show that 80.77% of
initiatives of the Education 4.0 were developed in the
academy, implying that most studies on training for
21st-Century skills and competencies are produced in
educational institutions. Therefore, academia has
played a relevant role in preparing students for the
challenges of the 21st-Century.
Learning in the context of Education 4.0 allows
students to have an education more aligned with the
contemporary world. Consequently, it allows for
greater chances of employability in the profile of the
current industry. In this perspective, a didactic
training approach was found to narrow the
relationship between theory and practice in the
classroom. The initiative indicates the insertion of
short theoretical parts with longer practical parts. A
strategy used offers students more opportunities to
change the production process (ref63).
In contrast, it was found that 15.38% of the
initiatives are developed in the industry. Therefore,
some companies already understand the concept 4.0
and conduct training with their employees to meet the
needs of Industry 4.0. In this sense, an appropriate
technology was identified for carrying out training,
especially for small and medium-sized companies.
The methodology is developed according to five
factors, such as time (a basic unit takes about half an
hour), input content (which type of information needs
to be provided to students), approach, output
(expected results), and documents (collection of
experience acquisition). The steps of the proposed
methodology enable the development of holistic
training that can improve employees' learning
experience and conduct systematic training (ref75).
Finally, it was identified that 3.85% of the
publications represent initiatives initiated in the
academy and completed in the industry, allowing
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460
students to have a greater experience. Thus, the
connection between the university and the industry
allows the student to develop knowledge and gain
valuable experience. This practice benefits the
student because many jobs require experience and
practical skills (ref73).
3.2.1 Application at the Academy (SQ1.1)
As the SMS's goal is to promote educational
advancement, we sought to identify within SQ1 which
levels of education address the context of Education
4.0. The SQ1 has a sub-question SQ1.1 that deals with
the context of application in the academy since most of
the selected studies are aimed at educational
institutions. The results of SQ1.1 indicate that 67.69%
of technologies for Education 4.0 were developed in
Higher Education, followed by 30.77% of Basic
Education and 1.54% of Technical Education. Despite
the few studies found in basic education research, some
authors reported the importance of alignment between
school and university (ref53). Therefore, some
researchers recognize the importance of aligning
education levels, ranging from Basic Education to
Higher Education.
In general, it was perceived that Education 4.0
seeks to improve teaching and learning processes
such as the relationship between school and
university, the links between students and teachers
with 21st-Century skills and competencies.
3.3 21st-Century Skills and
Competencies (SQ2)
In Education 4.0, the need to develop students' skills
and competencies becomes one of the priorities
because it allows preparing more autonomous,
responsible, creative, and apt young people to deal
with the challenges of the 21st Century. The results
for SQ2 show that 34 publications addressed the
Collaboration, i.e., ability to work as a team to
achieve a common goal; 32 of the papers discussed
the Problem-solving, i.e., ability to find solutions to
specific problems; 17 papers addressed the Creativity,
i.e., ability to invent, create and innovate processes
and products; 15 papers showed Communication, i.e.,
ability to communicate effectively and understand
teammates; 11 papers discussed Computational
Thinking, i.e., ability to solve problems in a
structured way from the fundamentals of computing;
11 papers addressed the Autonomy, i.e., ability to act
by the own means; 9 papers addressed the Innovation,
i.e., ability to think and develop new things; 9 papers
discussed the Decision-Making, i.e., a cognitive
ability that results from choosing an option among
several possibilities; 9 papers discussed the Learn to
learning, i.e., active action to learn new content, to
know how to do something or to know a new area of
knowledge; and 6 papers addressed the Leadership,
i.e., ability to position yourself with authority.
Besides, we present a list of the other skills and
competencies identified in this SMS with the number
of papers citing it. The skills and competencies are:
Responsibility (4 papers): ability to perform tasks
with commitment and seriousness; Information
proficiency (4 papers): ability to handle data; Critical
thinking (4 papers): ability to judge and reflect on
what you believe or what you should do;
Entrepreneurship (3 papers): ability to plan,
coordinate and develop projects, services or
businesses; Technology domain (3 papers): ability to
deal with emerging technological resources;
Knowledge acquisition and transfer (3 papers): ability
to plan, specify, and share knowledge; Metacognition
(3 papers): self-awareness, knowledge of the learning
process; Scientific skills (3 papers): ability to deal
with research processes; Flexibility (3 papers): ability
to adapt to changes; Resilience (2 papers): ability to
deal with adverse situations; Adaptability (2 papers):
ability to adapt as needed; Logical reasoning (2
papers): cognitive ability to solve problems;
Networking (1 paper): ability to relate and create
business opportunities; Motivation (1 paper):
capacity of motivation to achieve your goals;
Empathy (1 paper): ability to understand the other
person's feeling or reaction by imagining themselves
in the same circumstances; Self-discipline (1 paper):
ability to put yourself in discipline (1 paper),
Interpretation (1 paper): ability to understand clearly
the sense of a problem; and Ethics and Morality (1
paper): ability to act with integrity and good conduct.
3.4 Emerging Technologies (SQ3)
In Industry 4.0, automation and computerization of
companies are perceived. Thus, one of the required
skills is to know how to use technologies to support
the industry in this transformation process. This SMS
sought to investigate which emerging technologies
are being disseminated in Industry/Education 4.0.
The results of SQ3 revealed that the majority of
papers addressed Programming (18). This technology
was presented in 18 publications, and it is one of the
most used technologies today, being associated with
the development of important 21st-Century skills,
such as problem-solving, computational thinking, and
logical reasoning. In this SMS, some ways of working
with the programming with students were identified
Investigating Initiatives to Promote the Advancement of Education 4.0: A Systematic Mapping Study
461
to develop skills and competencies. Thus, it was
observed that the teaching of programming can be
organized in 2 phases: theory and simulation. In the
1st phase, instruments and materials can be used to
support the teaching, as tutorials. In the 2nd phase, a
tool can be inserted to support the teaching and
learning processes of programming (ref41).
In addition, other technologies were mentioned in
the selected papers, such as Robotics (17):
development and use of robots; 3D printing (12):
additive manufacturing process where a three-
dimensional model is created by successive layers of
material; Gamification (11): using game techniques
to captivate people through challenges and rewards;
Cloud computing (11): computing services, including
servers, storage, databases, among others, that
contribute to virtualization and availability of
resources and materials for teachers and students
through the internet; Augmented Reality (9):
integration of virtual elements to real-world
visualizations; Internet of Things (9): the digital
interconnection of everyday objects with the Internet;
Virtual Reality (7): interface between a user and an
operating system through 3D graphics or 36
images; Virtual Learning Environment (7):
environments that assist in setting up courses on the
Internet; Simulation (6): software capable of
reproducing a process or operation in the real world;
Big Data (5): the knowledge of how to deal with large
data sets; Multimedia Resources (5): a range of
materials such as sounds, images, texts, and videos;
Cyber-Physical Systems (4): a system composed of
collaborative computational elements to control
physical entities; and Unplugged Computing (3):
teaching computing without using computers. Also,
other technologies have been identified in SMS, but
less frequent, such as Artificial Intelligence (2): use
of the computer to automate common tasks performed
by humans; Intelligent Teletutor (2): computational
environments used in metacognitive training; Chatbot
(2): a computer program that uses artificial
intelligence to imitate conversations with users;
Massive Open Online Course (2): open course
accessible through virtual learning environments;
Machine learning (1): data analysis method that
automates the construction of analytical models;
Learning Manager System (1): platforms that use
students, manage and monitor the classroom;
Learning objects (1): any digital resource that can
support the teaching and learning processes; Social
Networks (1): environment composed of people or
organizations, connected by one or more types of
relationships; and Storytelling (1): storytelling to
streamline and disseminate knowledge.
3.5 Ways of Working (SQ4)
The results of this sub-question show that the most
used form of work to support the training of students
and professionals is methodology. One of the
methodologies identified in this SMS was STEM (an
acronym for working in areas such as Science,
Technology, Engineering, and Mathematics). This
methodology was used to link the university with
high schools to prepare a workforce to fill in the gaps
of skills focused Industrial Internet of Things (ref53).
Also, 22 methods were found, such as CMTrain,
used for professional training (ref58); PICE, used to
improve the innovation process (ref77);
MINTReLab-MOOC, created to integrate theory with
practice (ref28); MEF, created to insert computational
resources in Physics classes (ref31); DMA, used to
assess the level of digital maturity in the industry
(ref24); TTD, used in training for decision making
(ref47); EPF, used to teach programming in
elementary schools (ref38); VET, used to support
educational vocation and vocational training (ref78);
CSCW, used to support Computer Supported
Collaborative Work (ref74); SCRUM, used to
support project management and planning (ref13);
SAHI, used to support Intelligent Hybrid Learning
(ref29); CHPL, used to support problem-based
cooperative learning (ref34), among others.
Eleven models were found, such as PILOT, used
to combine online learning and offline training
(ref75); ILM, Intelligent Laboratory Model,
supported by educational technologies) (ref08); DM,
Didactic Model inspired by the Learning Factory
(ref62); CM, Collaborative Model based on
innovation (ref30); and MI, Model to Integrate the
pillars of Industry 4.0 in engineering education
(ref20). Besides, 8 Learning Factories were found
aimed at enabling industrial production at
universities. In sequence, 7 approaches were
identified, such as DITA, used to guide the
production, selection, filtering, and sampling of
content for a business team (ref42); BW, used to
investigate the modification of Behavior the Work
(ref07); PSSC, used as a Potential Solution to the
Social Changes brought about by industry 4.0 (ref68);
AAP, used to assist in articulating ideas, organizing
steps for skill development (ref71); AAI, created to
support training in Industry 4.0 (ref36); LCA, used to
assist in the Sustainable Manufacturing Life Cycle
Assessment (ref51); and APC, used to support
Practice and Collaboration in the development and
use of applications (ref17).
Besides, 7 applications were found, such as
Collabora, an environment developed to support the
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462
evaluation of collaboration in the discipline of
Statistical Probability (ref33); T-mind, an application
designed to stimulate Computational Thinking skills
through Gamification (ref49); The last tree and
Treasure hunt, two games developed for exercise
Computational Thinking playfully (ref35; ref52);
Toth, a recommendation system developed to support
Project Based Learning activities and also to assist the
Collaboration between students (ref01); PAT2Math,
an intelligent tutoring system designed to assist
students in solving mathematical equations and
encouraging Metacognition skills (ref37).
In sequence, 5 types of categories were created,
such as categorization of competencies and skills and
general features related to Education 4.0 (ref04;
ref21; ref22; ref25; ref54). Also, 4 technologies are
related to Adapting the Curriculum for Education 4.0
(ref06; ref10; ref16; ref40), 4 are processes, being 2
are used to identify and work with critical
competencies in companies (ref39; ref19); and 2 are
to facilitate the skills of Problem Solving and
Computational Thinking (ref05; ref56).
Finally, 3 Frameworks were found, such as P21,
used to encourage Life skills and Innovation skills
(ref55); CTE, used to support Career and Educational
Training (ref73); R&D, used to produce a digital
artifact, from the skills and competencies (ref64). In
sequence, 2 are related to the Teaching Factory
created to support students in the development of
useful skills for a career in manufacturing; 2 methods
developed to support programming teaching and
encourage Computational Thinking skills; 1 Project
developed to promote interdisciplinary work on
Industry 4.0 topics; 1 FabLab carrying out curricular
and extracurricular activities, focusing on cooperative
work, gamification and learning by doing; and 1
questionnaire to identify non-technical skills in the
profile of software engineers.
3.5.1 Active Learning Methodology (SQ4.1)
In addition to SQ4, this SMS also had the sub-
question SQ4.1 that sought to investigate pedagogical
approaches worked in the context of Education 4.0.
Active methodologies are educational practices that
encourage students to participate in activities that lead
to reflection, questioning, the search for
understanding concepts, and how to apply them in a
real context. Therefore, active methodologies can
allow more dynamic, interactive, and student-
centered classes, where 21st-Century skills can be
worked on (ref01). In active learning, both teachers
and students are active actors in the process (ref18).
The results for this sub-question pointed out that
15 publications are related to Project-Based Learning.
This methodology consists of an educational strategy
or methodology to promote the contextualized and
planned accomplishment of tasks that usually involve
real situations (ref01). In this SMS, 15 studies
described on Problem-Based Learning
characteristics. This methodology is composed by the
use of real-world problems to encourage students to
develop critical thoughts and problem-solving skills,
acquiring knowledge about essential concepts in the
studied area (ref56). Besides, 13 studies that address
by Collaborative Learning were selected. This
methodology is characterized by teamwork, where
the teacher can stimulate attendance and observe the
pace of learning, and use his authority in the
classroom to encourage independence (ref70).
In sequence, other active learning methodologies
were identified, such as Computer-Supported
Collaborative Learning (3): the science that studies
how people can learn in groups with the help of
computers, having a relationship with Collaborative
Learning mentioned previously (ref33); Blended
Learning (2): combination of online and offline
learning (ref23); Flipped classroom (2): a complete
inversion of the teaching model, being one of the
variations of blended learning (ref29); Enterprise-
Centered Learning (2): use of real processes and
problems directed to the context of the company
(ref16); Scenario-Based Learning (2): a practical
approach that allows students to work with
simulations of real-life situations and allows them to
acquire knowledge (ref78); Simulation-Based
Learning (2): unlike Scenario-Based Learning, there
is the use of software to reproduce real situations to
be worked on (ref41); Case-Based Learning (2): a
strategy that uses real cases to allow students to make
decisions and get acquainted with the characters and
circumstances in order to present a solution (ref29);
Inquiry-Based Learning (1): a strategy to actively
engage the student with an idea or topic in a
discussion initiated by the teacher after an
explanation (ref71); Digital Game-Based Learning
(1): a strategy to focus on the design, development,
use, and application of games in education (ref51);
Design Thinking (1): set of ideas and insights to
address problems related to future information
acquisition, knowledge analysis, and proposed
solutions (ref13); Problem-Based Corporate Learning
(1): an industry-focused problem-solving strategies
(ref34); Challenge-Based Learning (1): a strategy to
provoke questions and exercise the ability to find an
answer (ref29); Creative Learning (1): a strategy to
develop, experiment and characterize methodologies
Investigating Initiatives to Promote the Advancement of Education 4.0: A Systematic Mapping Study
463
and learning environments capable of promoting
creativity (ref15); and Assisted Learning (1): the
teacher provides the students with targeted guidance,
offering tips and assistance (ref43).
3.6 Technical and/or Pedagogical
Support (SQ5)
The results of this sub-question show that 39.74% of
publications, both students and professionals are
guided during activities, whether to solve problems,
use new technology or complete a challenge. It was
observed that the teacher acts as a facilitator and must
be available for complex issues (ref29; ref23).
Besides, facilitators must support students in terms of
motivation and improve their communication and
teamwork skills and provide adequate support so that
students can build new knowledge and improve their
metacognitive skills (ref34).
However, 60.26% of the papers identified in this
SMS do not comment about the participation of the
facilitators. This implies that most publications still
do not discuss the role, importance, and difficulties in
this facilitator in the Education 4.0 scenario, even that
this professional has a relevant role within the
process. The facilitator motivates, encourages, and
makes your students learn more and better.
In general, given the challenges of the 21st
Century and that Revolution 4.0 brings, it may be of
interest to the facilitator to know the possibilities of
the new emerging technologies used as an educational
support channel. Therefore, researchers indicate the
need to conduct studies about this professional
because they need to be reinvented and challenging in
their work due to changes.
3.7 Types of Analyses
About SQ6, it was observed that 32.05% of the
studies present quantitative analyzes, 8.97%
qualitatively and 7.69% are analyzed both
quantitatively and qualitatively. However, it was
noticed that most publications do not have
experimental studies. Thus, 51.28% of these
initiatives have not been evaluated or they are
position papers, i.e., papers with the trend and
consolidated theoretical foundation.
In this SMS, it was noticed that Education 4.0
starts to gain prominence, becoming a term discussed
by the scientific community. Although, some studies
only present the use of emerging technologies and/or
skills development of the 21st Century, without the
presence of the term Education 4.0. In general, the
need to experience what has been discussed and
produced for Education 4.0 is recognized. Thus, it
will be possible to verify the impacts and difficulties
of inserting technologies in the teaching and learning
processes, taking into account the teacher and student.
4 THREATS TO VALIDITY
As with all SMS, some threats can affect valid results
(Pinheiro et al., 2018). Therefore, we identified
threats as publication bias, identification of studies,
and the process of data selection and extraction. We
sought to mitigate them while conducting this SMS to
reduce possible risks.
Publication Bias. Mapping studies can suffer the
effects of selective results through digital libraries.
The selected results are related to the non-coverage of
a given reality, as national. Thus, we also chose to
research the main Brazilian bases of Computers in
Education and Informatics in Education. So that they
can quantify the results and advances of Education
4.0 both nationally and internationally.
Identification of Studies. Another risk is the
exclusion of relevant studies that address the
characteristics and principles of Education 4.0,
despite not mentioning the term. To mitigate this risk,
we carefully opened the selection filter to be as
inclusive as possible, considering not only the main
concepts but studies that dealt with active learning
with emerging technologies, development of skills
and competencies, and training of professionals for
Industry 4.0, i.e., subjects related to Education 4.0
identified in primary studies.
Selection and Extraction of Study Data. The threats
to carry out the selection and extraction of data have
been reduced through the definition of the inclusion
and exclusion criteria and the data extraction strategy.
First, we produced a rigid protocol for selecting
studies. Subsequently, the researchers carried out the
selection in pairs, discussing the selection until a
consensus was established. The selection strategy
allowed to maintain the research's integrity, minimize
the bias, and maximize the number of sources
examined. However, when extracting data, we
realized that relevant information was not always
explicitly presented in the papers. Thus, in some
cases, this information had to be inferred. However,
this inference was made by the first author and
carefully reviewed by the co-authors based on the
information provided in the papers. In general, the
data extraction strategy facilitated the application of
data extraction criteria for all selected papers and
allowed their classification.
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5 CONCLUSIONS AND FUTURE
WORK
This paper shows the results of a Systematic Mapping
Study (SMS) that aimed to identify initiatives in
Education 4.0 applied to promote the advancement of
Industry 4.0. From a formal protocol, automatic and
manual searches were performed, making 5 search
sources. Of the 1732 papers returned, 78 met the
inclusion criteria and were extracted. The protocol
was defined and documented according suggested by
Kitchenham and Chartes (2007). One of the data
extraction strategies was to answer 8 research sub-
questions. The respective answers obtained in each
sub-question provided an overview of Education 4.0.
The results showed that: (SQ1) there is a greater
tendency for initiatives in Higher Education,
certainly, because researchers work at this level of
education; (SQ1.1) there is a lack of initiatives in
Basic Education, precisely at the level of fundamental
education for the integral development of the student.
The development of students in multiple dimensions
such as social, emotional, intellectual, among others,
is considered as integral development; (SQ2) skills
are necessary for integral student development;
(SQ3), emerging technologies are required in industry
and can enable valuable experiences when used in
academia; (SQ4) there are several possibilities for
changing technologies and cultivating 21st-Century
skills in the classroom; (SQ4.1) there is a tendency
towards to use of methodologies that explore the
protagonism of the student; (SQ5) there are few
initiatives that discuss teacher participation in the
learning process. Besides, few studies addressed the
challenges of the teacher in the scenario of Education
4.0; and (SQ6) few experimental studies on
Education 4.0 were performed.
This SMS had as the main question: “What
initiatives are being proposed in the context of
Education 4.0 and Industry 4.0 to contribute to the
challenges of the 21st Century?”. Based on the
results, it is possible to say that the initiatives that
promote Education 4.0 are those that: (a) seek the
protagonism of the student; (b) incentive active
learning; (c) propose practical activities; (d) develop
21st-Century skills; and (e) enabling experience with
emerging computing resources and processes. These
characteristics were also noticed in studies carried out
in the industry, promoted for professional training.
Overall, it is possible to indicate that education
focused on Education 4.0 can provide students with
education more aligned to the contemporary world, in
addition to enabling greater chances of employability
in Industry 4.0. As future work, we intend to extend
automatic and manual searches to identify studies of
the years 2019 and 2020. Besides, the intention is to
analyze international papers separately from national
ones to facilitate the interpretations and conclusions
of the different contexts identified in the SMS.
Another flow of future research, already in progress,
is developing strategies to help the teacher prepare
classes in the Education 4.0 format, taking into
account the SMS findings.
ACKNOWLEDGEMENTS
This study was developed with financial support from
CNPq (Brazilian National Council for Scientific and
Technological Development).
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