With the incorporation of technology into our daily lives, the
digital society is bombarded with multiple training
opportunities with different learning environments beyond those
of the formal educational system. Learning can be done at any
time and at any place and can be accessed from any device. The
proliferation of devices, platforms and social networks produces
educational challenges in this era of constant change, digital
identity and collaborative work. Technology enables us to
acquire an evaluation not only at the end-product stage but
throughout the process. Collecting all this information enables
us to improve the learning processes.
In order to make best use of this new context, innovative ideas
are required that take into account a commitment to the ethical
use and preparation of these resources and their contents.
Innovation in the educational processes, repositories of
contents, and personal learning environments are directed
towards multimedia interactive tools and resources that allow
Virtual learning spaces use advanced technology to provide a
student-centred interactive learning experience. Learners create
their own knowledge from the tools and resources available and
with a strong social component.
The incorporation of technology into the teaching-learning
process is often imposed from a merely technical perspective and
has little pedagogical value. Teaching strategies, in accordance
with learning objectives, should dictate which technology should
be used. Training in the skills and competences of future
professionals is generating new learning models based on the
learning environment. Examples of these models are game-based
learning, mobile learning, and project-based learning.