This special session is organised and supported by iTEC Research Lab, Kazan Federal University, Russia
In the last 250 years, society has experienced four Industrial Revolutions, which have entirely changed the face of industry as we know it. The changes in industry have to have a direct impact on the way we shape the education system today. If your target is to create students who can become valuable members of the society and independent problem solvers, educational paradigms need to be rebuilt alongside each new revolution in society. Global connectivity, smart machines, and new media are just some of the drivers reshaping how we think about work, what constitutes work, and how we learn and develop the skills to work in the future. Educationalists debate the many ways in which the content of education – at all levels – and the process of learning, will need to change over the years ahead. Whether it is classroom or workplace, online or offline, structured or unstructured, taught or learnt, standardised or not, certificated or not, then learning is likely to break free from our old mindsets in the coming years.To educate people who are producing innovation is a demand of the today’s world of industry 4.0 which is about cyber-physical systems, the Internet of things, cloud and cognitive computing, etc. So one the main challenges of Industry 4.0 is skills and education of people to be able to support it. Education 4.0 – Innovation producing education – is a concept to respond to the challenges of Industry 4.0.
This special session welcomes paper in the topics mentioned in the list below:
Therefore, this special session invites authors to submit high-quality research papers on the topics which include (but are not limited to) the following:
- Computational Thinking
- Professional learning
- AR, VR and mixed reality in Education
- Artificial Intelligence in Learning Environments
- Learner profiles
- Student-centered learning environments
- Open Online Courses including Online Assessment
- Computer-Mediated Communication Tools
- Blended Learning including Mobile Learning and Distance Learning
- Educational Software including Managed Learning Environments
- Educational Games, Gaming Consoles as Learning Tools
- The Impact of Web Technologies on Education
Prospective authors are invited to submit full-length papers (not exceeding 6 pages) conform to the IEEE format . All papers will be handled and processed electronically via the EDAS online submission system.
Submission implies the willingness of at least one of the authors to register and present their papers.