Introduction
HyFlex learning (Hybrid + Flexible) was first developed by Brian Beatty (2006). It is an innovative instructional model that combines in-person, synchronous online, and asynchronous online learning into a single, integrated framework. It provides learners with the flexibility to choose how they participate in the learning process, adapting to their individual needs, schedules, and learning preferences. The HyFlex model is especially valuable in vocational education (VET) where students often face real-world challenges, such as balancing work, training, and personal commitments. It enables students to engage in hands-on, experiential learning using both physical and virtual resources.
Future Class Labs (FCL) are innovative learning environments designed to support 21st-century skills by combining technology, flexible spaces, and active learning strategies. They are structured into different zones—such as Create, Investigate, Interact, and Present—that allow students to engage in hands-on, collaborative, and personalized learning experiences. FCL encourages creativity, problem-solving, and teamwork by integrating tools like VR, AR, 3D printing, and robotics into the curriculum. This approach aligns with constructivist and experiential learning theories (and others which will further be explored in the Framework), giving students opportunities to explore, experiment, and apply knowledge in real-world contexts. The concept of Future Class Labs was developed and promoted by European Schoolnet, a network of European Ministries of Education that focuses on advancing educational innovation. The FCL model is not just about introducing new technologies; it represents a shift in pedagogy, classroom design, and teacher roles to create a more engaging and effective learning experience. The guiding principle is that classrooms should no longer be static spaces where students sit in rows and listen passively to lectures. Instead, they should function as adaptive, collaborative, and technology-enhanced ecosystems where students are active participants in their own learning.
HyFlex and FCL reflect different but complementary approaches to learning. HyFlex focuses on empowering students to choose how they engage with content, giving them flexibility and control over their learning process. In contrast, FCL creates a structured environment where students can engage in diverse, hands-on, and interactive learning experiences tailored to their strengths. When combined, these models create a powerful and inclusive learning ecosystem where students are not only free to choose how they learn but are also supported through varied, multimodal learning experiences that reflect their individual needs and capabilities.
To understand the pedagogical foundation behind HyFlex learning and Future Classroom Labs (FCL), we need to explore the learning theories and educational models that underpin these approaches. Both models reflect modern trends in education, aiming to enhance student engagement, flexibility, inclusivity, and technology integration.

Curriculum
- 9 Sections
- 56 Lessons
- Lifetime
- Pedagoški temelji HyFlex učenja i FCLIntegrating Emerging Digital Technologies in VET: Pedagogical and technical use of AR, VR, AI, and digital fabrication tools in teaching15
- 1.1Pedagoške ustanove HyFlex Learning in FCL-UVOD
- 1.2Kako se konstruktivizam primjenjuje na HyFlex učenje
- 1.3Iskustveno učenje (Kolb)
- 1.4Teorija socijalnog učenja (Bandura)
- 1.5Univerzalni dizajn za učenje (UDL)
- 1.6Pedagoški temelj HyFlex učenja
- 1.7Pedagoški temelj FCL-a
- 1.8SCENARIJI ILI SLUČAJEVI KORIŠTENJA
- 1.9Scenarij 2: Istraži – Rješavanje problema mehatroničkih sustava uz pomoć proširene stvarnosti (AR)
- 1.10Scenarij 3: Kreiraj – 3D ispisani prilagođeni dijelovi za robotiku
- 1.11Scenarij 4: Razmjena – Daljinski upravljana IoT robotika s ESP32 i web sučeljima
- 1.12Scenarij 5: Razvij – Prediktivno održavanje sa senzorima i Arduinom
- 1.13Scenarij 6: Present – Interaktivna demonstracija robotike korištenjem virtualne stvarnosti i 3D-printanih komponenti
- 1.14ZAKLJUČAK
- 1.15IZVORI
- Integracija novih digitalnih tehnologija u strukovno obrazovanje i osposobljavanje: Pedagoška i tehnička upotreba AR, VR, AI i alata za digitalnu izradu u nastavi14
- 2.1Uvod v nastajajoče digitalne tehnologije v VET
- 2.2Proširena stvarnost (AR) u strukovnom obrazovanju i osposobljavanju
- 2.3Virtualna stvarnost (VR) u strukovnom obrazovanju i osposobljavanju
- 2.4Umjetna inteligencija (AI) u obrazovanju
- 2.5Alati za digitalnu izradu u strukovnom obrazovanju i osposobljavanju
- 2.6Pedagoške strategije za integraciju i tehnologije
- 2.7Izazovi i etička razmatranja
- 2.8Aktivnost 1: Osmišljavanje mini-projekta s 3D ispisom
- 2.9Aktivnost 2: Izrada prototipa AR iskustva
- 2.10Aktivnost 3: Korištenje umjetne inteligencije za izradu kratkog obrazovnog videa
- 2.11Vizualne reference
- 2.12SourcesCopy
- 2.13Module EvaluationCopy10 Questions
- 2.14IntroductionCopy
- Future Class Lab methodology and Generative AI10
- IoT in PracticeThis module contains materials related to devices used in the Internet of Things. Theoretical materials related mainly to ESP boards and Raspberry Pi are included here, along with practical examples and evaluation tools. 2. Learning Objectives To make the module, the student should know: Basics of electrical engineering; Basics of electronics; Basics of C programming. Learning objectives when working with the module: Working in a team; Reading comprehension and problem-solving skills; Learning and working with the ESP and Raspberry Pi development boards; Getting to know and setting up the Home Assistant environment; Getting to know and working with tools such as Alexa, Node-Red, ESP HOME, MQTT, chatbot. 3. Estimated Duration Module theoretical content: ESP devices – 120 minutes RASPBERRY PI devices – 120 minutes Module practical activities: Activity 1: HOME ASSISTANT – 240 minutes Activity 2: ALEXA – 90 minutes Activity 3: MQTT – 120 minutes Activity 4: CHATBOT – 90 minutes Module evaluation – 30 minutes In total – 810 minutes8
- IoT and Smart Systems Iot and AI integration including Generative AI0
- Learning Situations & Templates0
- Flipped Classroom in VET and Digital Tools Resource Bank0
- Future Classroom Labs Design0
- Inclusion and Accessibility in VET10
- 9.1Uključivanje u strukovno obrazovanje
- 9.2Univerzalni dizajn za učenje (UDL) u strukovnom obrazovanju
- 9.3Strategije za podršku neurorazličitim učenicima u strukovnom obrazovanja
- 9.4Alati za digitalnu pristupačnost
- 9.5Aktivnost 1: Dizajniranje inkluzivnih okruženja za učenje u strukovnom osposobljavanju
- 9.6Activity 2: Primjena UDL prinsipa u nastavnom planu za VET
- 9.7Aktivnost 3: Stvaranje vizualnih i strukturiranih potpora za učenje
- 9.8Aktivnost 4: Revizija digitalne pristupačnnosti online materijala
- 9.9Aktivnost 5: Dizajniranje podrške za učenje prilagođeno autizmu u strukovnom obrazovanju
- 9.10SourcesCopy
Instructor
