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I.

RATIONALE

The method of managing technologies in manufacturing enterprises depends primarily

on the size of the company and its organizational structure. Not without significance is also a

way of understanding the definition of technology. The main purpose of this paper is the

identification and analysis of the factors influencing the manner in which technologies are

managed.

Communication

The first function of management is leading others, and communications technology can

enhance school leaders' leadership skills when installed and used properly. Communications

networks allow school leaders to speak with teachers quickly via email and interoffice chat,

while telecommunications technology allows school leaders to communicate quickly with

teachers inside and outside of the office via phone. Video conferencing software can allow

school leaders to meet with teachers “face-to-face” when they are geographically distant, even

on opposite sides of the world.

Planning

The planning function of management involves collecting, arranging and analyzing large

sets of data on a range of metrics, and technology is suited perfectly to assist in these tasks.

Budgeting software can help management teams to construct detailed, informed and

reasonable budgets, for example, while materials requirements planning (MRP) software

provides feedback on the ideal quantities and dates for events.

Monitoring

School leaders are responsible for keeping plans on track once they are enacted,

whether it be for short-term projects, like marketing campaigns, or ongoing projects, like

production setups. Hardware and software technology aid in quality control monitoring,

productivity monitoring and the basic supervision of teachers. Quality-control software can alert

school leaders when the number of mistakes coming off a production line begins to grow, for
example, and electronic time-clocks can aid school leaders in keeping tabs on hours worked by

each employee.

Control

Control is the necessary counterpart to planning and monitoring. School leaders must be

involved personally in the operations they oversee to ensure that plans are enacted

successfully. After spotting areas of needed attention through monitoring technology, school

leaders can use a range of control-focused technology to make changes, solve problems and

increase productivity. School leaders can use purchasing software to initiate repeat purchases

with a single click of a mouse, for example, or to alter shipping routes in transit.

II. ROADMAP ANALYSIS

Roadmap written below is a reflection or a notation of six dimensions of an industry,

especially education.

This framework aims to obtain the following:
1) Master core academic content. Students develop and draw from a baseline

understanding of knowledge in an academic discipline and are able to transfer

knowledge to other situations.

2) Think critically and solve complex problems. Students apply tools and techniques

gleaned from core subjects to formulate and solve problems. These tools include data

analysis, statistical reasoning, and scientific inquiry as well as creative problem solving,

nonlinear thinking and persistence.

3) Work collaboratively. Students cooperate to identify and create solutions to academic,

social, vocational and personal challenges.

4) Communicate effectively. Students clearly organize their data, findings and thoughts in

both written and oral communication.

5) Learn how to learn. Students monitor and direct their own learning.

6) Develop academic mindsets. Students develop positive attitudes and beliefs about

themselves as learners that increase their academic perseverance and prompt them to

engage in productive academic behaviors. Students are committed to seeing work

through to completion, meeting their goals and doing quality work, and thus search for

solutions to overcome obstacles.

III. AREAS OF CONCERN

A. Skills Needed for Industry 4.0
Some experts believe university degrees will be far less important in future, with

personal skills becoming more critical. “We need radically different thinking and

platforms to focus on capabilities instead of qualifications – an approach similar to the

dating app Tinder for the new job marketplace,” says Alexander Spermann, the former

director of German labor policy at the Cologne Institute for the Study of Labor.

As an example, he says instead of looking for a mechanic certified for a specific repair

procedure, companies should look for employees who are open to change, “with

expertise in repairing machines during production hours, specific experience working

with a given machine brand, and experience using certain types of IT interfaces.”

B. Artificial Intelligence

Artificial intelligence is a branch of computer science that aims to create intelligent

machines. It has become an essential part of the technology industry. Research

associated with artificial intelligence is highly technical and specialized. The core

problems of artificial intelligence include programming computers for certain traits such

as:

o Knowledge

o Reasoning

o Problem solving

o Perception

o Learning

o Planning

o Ability to manipulate and move objects

C. Augmented Reality

Augmented reality (AR) is an interactive experience of a real-world environment whereby

the objects that reside in the real-world are "augmented" by computer-generated
perceptual information, sometimes across multiple sensory modalities, including visual,

auditory, haptic, somatosensory, and olfactory. The overlaid sensory information can be

constructive (i.e. additive to the natural environment) or destructive (i.e. masking of the

natural environment) and is seamlessly interwoven with the physical world such that it is

perceived as an immersive aspect of the real environment.In this way, augmented reality

alters one’s ongoing perception of a real world environment, whereas virtual reality

completely replaces the user's real world environment with a simulated one. Augmented

reality is related to two largely synonymous terms: mixed reality and computer-mediated

reality.

D. Virtual Reality

E. Virtual reality (VR) is an interactive computer-generated experience taking place within a

simulated environment, that incorporates mainly auditory and visual, but also other types

of sensory feedback like haptic. This immersive environment can be similar to the real

world or it can be fantastical, creating an experience that is not possible in ordinary

physical reality. Augmented reality systems may also be considered a form of VR that

layers virtual information over a live camera feed into a headset or through a

smartphone or tablet device giving the user the ability to view three-dimensional images.

F. Internet of Things

The internet of things, or IoT, is a system of interrelated computing devices, mechanical

and digital machines, objects, animals or people that are provided with unique identifiers

(UIDs) and the ability to transfer data over a network without requiring human-to-human

or human-to-computer interaction.

G. Big Data Analysis

Big data analytics is the often complex process of examining large and varied data sets -

- or big data -- to uncover information including hidden patterns, unknown correlations,
market trends and customer preferences that can help organizations make informed

business decisions.

H. Cloud Computing

Cloud computing is shared pools of configurable computer system resources and higher-

level services that can be rapidly provisioned with minimal management effort, often

over the Internet. Cloud computing relies on sharing of resources to achieve coherence

and economies of scale, similar to a public utility.