In Education 4.0, a personalized learning process is expected, and that students are the protagonist. In this new education format, it is necessary to prepare students with the skills and competencies of the 21st-Century, such as teamwork, creativity, and autonomy. One of the ways to develop skills and competencies in students can be through block programming, which can be used with emerging technologies such as robotics and IoT and in an interdisciplinary way. Thus, block programming in High School is important because it is possible to work on aspects such as problem-solving, algorithmic thinking, among other skills (Perin et al., 2021), which are necessary in the contemporary world. Thus, our Systematic Mapping Study (SMS) aims to identify which block programming tools support of Education 4.0 in High School. Overall, 46 papers were selected, and data were extracted. Based on the results, a total of 24 identified block programming tools that can be used in high school collaboratively and playfully and with an interdisciplinary methodology. Moreover, it was possible to see that most studies address block programming with high school students, demonstrating a lack of studies that address block programming with teachers. This SMS contributed to identifying block programming tools, emerging technologies, audience (teacher or student), and learning spaces where block programming is being worked on.
The digital transformation of teaching processes is guided and supported by the use of technological, human, organizational and pedagogical drivers in a holistic way. Education 4.0 aims to equip students with cognitive, social, interpersonal, technical skills, among others, in the face of the needs of the Fourth Industrial Revolution and global challenges, such as mitigating the causes and effects of climate change based on people's awareness. This work presents the development and experimentation of a method, called TADEO - acronym in Portuguese language to Transformação Digital na Educação (digital transformation in education), to guide the design and application of teaching and learning experiences from groups of drivers of the digital transformation in education, aiming to achieve Education 4.0 objectives. The TADEO method was applied in the context of classes of basic subjects of elementary and higher education to increase students' understanding of climate change through the development of projects to mitigate environmental problems caused by anthropogenic action and, at the same time, exercise students the soft and hard skills required by 21st century learning and work. The results of the evaluations of students and educators participating in the teaching and learning experiences guided by the TADEO method point to the achievement of the expected purposes.
Education 4.0 (E4) aims to improve the teaching-learning process and democratize access to quality education by using Industry 4.0 technologies in educational environments. The main objective of this article is to propose a framework containing a package of policies and initiatives for the drivers of society (industry, government, and academia) to develop E4. The framework was elaborated through systematic review based on good practices, challenges, and opportunities of E4, which were systematized considering the technical-scientific literature and the authors' experience. The main scientific contribution of this work is the creation of a new block of knowledge about E4 that expands and at the same time deepens the existing literature and can support new research and foster initiatives on the subject. Its main applied contribution is to increase access to quality education through the development of E4.