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 360º 
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