Industry 4.0 technologies are being applied in the teaching and learning process, called Education 4.0. However, there is no specification of what is being considered when developing technologies for education in the 4.0 context. Therefore, we performed a Systematic Mapping Study to investigate the information and communication technologies (ICTs) proposed to Education 4.0. From a search in four search engines, 81 articles had data extracted. The results elucidated aspects considered as Education 4.0, such as contextualized learning and student-centered learning. Besides, some applied ICTs are not in agreement with the ICTs considered as 4.0 in the literature, the focus on ICTs to engineering education and to be applied to higher education. As implications of the results obtained, it is necessary to understand why some ICTs are not aligned with 4.0 literature and apply these ICTs in knowledge areas beyond STEM.
With the growing search for qualified professionals in the exact area, teaching in STEM (Science, Technology, Engineering, and Mathematics) areas is gaining importance. In parallel, it appears that drones are an increasingly present reality in the civil area; however, there are few scientific studies of their application in the pedagogical environment, and their insertion is still practically nil in the school environment. Thus, this work aims to analyze the feasibility of using a set of technologies based on drones, designed based on the theory of significant learning through the use of active methodologies. The study was carried out with 30 high school students and followed a line of quali-quantitative analysis, in which the quantitative data were collected from the results obtained in a pre and post-test and the qualitative ones through recordings during the interventions, observations of the researcher, and a semi-structured press interview. Finally, a triangulation between the methodologies was carried out, looking for congruent aspects between the different techniques used. As a result, it was found that the workshops with the platform based on drones helped in the understanding, construction, and interpretation of the content covered, and it can be concluded that there is a significant relationship between the use of the technological set proposed in the pedagogical process and the possibility of significant learning in the STEM areas by the students.
The contents taught in the programming subjects have a great relevance in the formation of computing students. However, these subjects are characterized by high failure rates, as they require logical reasoning and mathematical knowledge. Thus, establishing knowledge through the subject of algorithms can help students to overcome these difficulties and absorb the contents and skills required. Thus, this work aims to present and discuss the results of a second experiment on the application of a teaching plan composed of several active methodologies (Virtual Learning Environments, Coding Dojo, Gamification, Problem-Based Learning, Flipped Classroom and Serious Games) in an algorithms subject. Based on this experiment, it was evaluated whether there were learning gains compared to the learning acquired with the traditional method. Finally, an analysis was performed using the two-tailed Student-t approach, used for independent samples, which presented statistically significant results.