M-learning, 1:1 learning, m-gaming, technology-enhanced learning, Web 2.0 educational
resources and tools, game-based learning, t-learning, social networks,
augmented reality, virtual reality, learning analytics, massively open
online courses (MOOCs), personal learning environments, collective
intelligence, the internet of things, natural user interfaces (NUIs),
wearable technology, smart city learning, among others.