... From the rest of the articles, 28 different ways of doing it were identified, although it should be mentioned that several of them have similarities or very close relationships with others. Figure 4 shows those that exceeded 1.5% of the total identified, among which are: with 12,2%, the assessment change to formative (Sahlberg, 2011), with 11,6% the collaborative and social environments (Kale & Goh, 2014), 9,1% for research and inquiry-based learning (Wright & Lee, 2014), 8,5% for gamification and gaming (Kingsley & Grabner-Hagen, 2015;Gerber & Scott, 2011) as well as online communities of practice (Dede, 2000;Wright & Lee, 2014), 7,9% for social networking (Black, 2009), 5,5% for Mobile learning (Zheng et al., 2016), 3,0% for goal-oriented learning (Anderman, Sinatra & Gray, 2012), interactive web content (van Laar et al., 2017) and situated learning (Pazey et al., 2016) , 2,4% for challenge-based experiential learning (Parker et al., 2013), cross-discipline learning (Saavedra & Opfer, 2012), learning analytics (Gobert et al., 2015), STEM learning environments (Eguchi, 2016;Jang, 2016;Unfried et al., 2015;Sahin, Gulacar & Stuessy, 2015) and 1,8% for robotics (Eguchi, 2016). The rest of the results show a lower participation in relation to the total, among which are: with 1.2% the authentic learning (Putnam et al., 2016), entrepreneurship (Zhao, 2015), flipped classroom (Hodges & Weber, 2015) and self-directed learning (Bullock, 2013). ...