Litcius/Paper detail

Developing curriculum for industry 4.0: digital workplaces

Mita Brahma, Shiv S. Tripathi, Arunaditya Sahay

2020Higher Education Skills and Work-based Learning45 citationsDOI

Abstract

Purpose The purpose of this paper is to introduce a framework used in a program for working executives, designed to prepare them for the digital workplace environment of industry 4.0. Design/methodology/approach The paper adopts a case-based approach. It presents the current context about industry 4.0 and digitized workplaces. It then describes the case of designing the curriculum for a learning program on this theme, the responses received from participants and facilitators and conclusions that can be drawn from the responses. Findings The findings indicate that digital workplaces present challenges such as fragmentation of work, a resultant disconnect between team members, an uncertainty about assessment of efforts as well as assessment of output. Facilitation by coaches, extensive documentation, knowledge sharing, empathy and an alignment to shared goals mitigate these challenges to some extent. Facilitation also enables the participants to experience the true benefits of technology aided collaboration. Research limitations/implications The participants in the program had an average work experience of two years, and a senior management view was not represented. Practical implications The learning from the program would help in designing more such collaborative and immersive learning experiences. Social implications Programs about virtualization and automation of work processes enable an appreciation of the inherent challenges and shortcomings and a fairer implementation of technologies at the workplace. Originality/value The program brought into the classroom an immersive experience of the evolving dynamics between employers, digital technologies and employees of contemporary workplaces.

Topics & Concepts

Knowledge managementCurriculumOriginalityDocumentationContext (archaeology)Industry 4.0EngineeringComputer scienceCreativityPsychologyPedagogyEmbedded systemSocial psychologyProgramming languagePaleontologyBiologyDigital Transformation in IndustryE-Learning and Knowledge ManagementService and Product Innovation