Bulaeva, M. N., Anisimova, T. I., & Kalimullin, A. M. (2018). Modularity as a principle of
implementation of innovative educational technologies. International Journal of Engineering
and Technology (UAE), 7(4.38), 635–639.
Candel, E. C., de-la-Peña, C., & Yuste, B. C. (2024). Pre-service teachers’ perception of active
learning methodologies in history: Flipped classroom and gamification in an e-learning
environment. Education and Information Technologies, 29(3), 3365–3387.
https://doi.org/10.1007/s10639-023-11876-7
Chan, M. M., Hoyos, C. A., & Hernández-Rizzardini, R. (2023). Transformando la educación en el
siglo XXI: El rol del proyecto PROF-XXI en el desarrollo de competencias docentes. IEEE
Learning with MOOCs (LWMOOCS). https://doi.org/10.1109/LWMOOCS57956.2023.00027
Chiappe-Laverde, A., & Arias-Vallejo, V. (2016). La educomunicación en entornos digitales: Un
análisis desde el intercambio de información. Opción: Revista de Ciencias Humanas y
Sociales, 32(Especial 7), 461–479.
Chiappe-Laverde, A., Bonilla, J., & Martínez, C. (2020). Educommunication in digital environments:
An interaction’s perspective inside and beyond the classroom. Innoeduca. International
Journal of Technology and Educational Innovation, 6(1), 34–41.
https://doi.org/10.24310/innoeduca.2020.v6i1.4959
Colomo-Magaña, E., Soto-Varela, R., Ruiz-Palmero, J., & Gómez-García, M. (2020). University
students’ perception of the usefulness of the flipped classroom methodology. Education
Sciences, 10(10), Article 275. https://doi.org/10.3390/educsci10100275
Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what
remains uncertain: A critical review. International Journal of Educational Technology in
Higher Education, 14, Article 9. https://doi.org/10.1186/s41239-017-0042-5
Elzeky, M. E. H., Elhabashy, H. M. M., Ali, W. G. M., & Allam, S. M. E. (2022). Effect of gamified
flipped classroom on improving nursing students’ skills competency and learning
motivation: A randomized controlled trial. BMC Nursing, 21, Article 316.
https://doi.org/10.1186/s12912-022-01096-6
Filho, R., Cravino, J. P., & Lopes, J. B. (2023). Experiencia gamificada en aula remota de
matemáticas con la plataforma Quizizz. REICE: Revista Iberoamericana sobre Calidad,
Eficacia y Cambio en Educación, 21(3), 23–39.
https://doi.org/10.15366/reice2023.21.3.002
Fuentes-Cabrera, A., Parra-González, M. E., López-Belmonte, J., & Segura-Robles, A. (2020).
Learning mathematics with emerging methodologies—The escape room as a case study.
Mathematics, 8(9), 1586. https://doi.org/10.3390/math8091586
Gómez-García, M., Soto-Varela, R., Boumadan, M., & Poyatos-Dorado, C. (2022). An analysis of the
variables influencing the selection of active methodologies. Contemporary Educational
Technology, 14(4), ep389. https://doi.org/10.30935/cedtech/12462
Gutiérrez, R. S., Vega, L. F., & Rendón, A. E. (2020). Facebook as a communication tool: Use and
perceptions in virtual learning environments. Revista Espacios, 41(4), 15.
Haddaway, N. R., Page, M. J., Pritchard, C. C., & McGuinness, L. A. (2022). PRISMA2020: An R
package and Shiny app for producing PRISMA 2020-compliant flow diagrams, with
interactivity for optimised digital transparency and Open Synthesis. Campbell Systematic
Reviews, 18, e1230. https://doi.org/10.1002/cl2.1230