Dam, R. F. (July de 2022). Interaction Design Foundation. Obtenido de Interaction Design Foundation: https://www.interaction-design.org/literature/article/what-is-design-thinking-and-why-is-it-so-popular
DexWay. (2020). DexWay. Retrieved from DexWay: https://www.dexway.com/es/5- beneficios-la-tecnologia-educativa-aprender-ingles/
3. Drew, C. (October de 2022). HelpfulProfessor. Obtenido de HelpfulProfessor: https://helpfulprofessor.com/collaborative-vs-cooperative/#:~:text=Collaborative%20learning%20and%20cooperative%20learning%20are%20often%20used,approaches%20follow%20the%20same%20general%20group%20work%20pattern.
4. Downes, S. (2010). New technology supporting informal learning. Journal of Emerging Technologies in Web Intelligence, 2(1), 27-33.
5. Edglosary. (13 de September de 2016). EducationReform. Obtenido de EducationReform: https://www.edglossary.org/authentic-learning/
6. Governors, W. (27 de May de 2021). Connectivism Learning Theory. Obtenido de Connectivism Learning Theory: https://www.wgu.edu/blog/connectivism-learning-theory2105.html#close
7. Ikanubun, L. E. (2017). Structural Learning. Obtenido de Structural Learning.
8. Inspace. (04 de October de 2021). Inspace. Obtenido de Inspace: https://inspace.chat/what-is-the-importance-of-video-conferencing-in-education/
9. Inventionland. (23 de April de 2018). Bringing Innovation to Education. Obtenido de https://inventionlandeducation.com/discovery-learning-method
10. Knilt. (October de 2022). Simulation in the classroom. Obtenido de Simulation in the classroom: https://knilt.arcc.albany.edu/Unit_2:_Advantages_and_disadvantages_of_simulation_in_the_classroom%3F#:~:text=Advantages%20of%20Using%20Simulations%20in%20Education&text=They%20are%20able%20to%20demonstrate,effective%20over%20the%20long-term.
11. Ng, E. (27 de February de 2017). Showbie. Obtenido de Showbie: https://www.showbie.com/bring-discovery-learning-to-your-classroom-with-these-5-ideas/
12. Siemens, G. (2015). Connectivism: A learning theory for the digital age. International Journal of Instructional Technology and Distance Learning, 2(1), 3-10.
13. Teaching, M. i. (2022). Blended learning. Obtenido de Blended learning: https://www.masters-in-teaching.com/lists/5-characteristics-of-blended-learning/
14. Teachthought. (2022). Flipped Classroom. Obtenido de Flipped Classroom: https://www.teachthought.com/learning/definition-flipped-classroom/
15. Techopedia. (7 de April de 2015). Virtual Tour. Obtenido de Virtual Tour: https://www.techopedia.com/definition/4920/virtual-tour
16. Wang, Z. (23 de November de 2021). The University of Chicago. Obtenido de The University of Chicago: https://academictech.uchicago.edu/2021/11/23/introduction-to-the-use-of-gamification- in-higher-education-part-1/