“…The incorporation of open participation in order to improve the social engagement in research projects, as well as the new educational approaches based on gamification and collaborative interaction with the context and the learning process, is modifying the role of the teacher, whose functions are changing [17,18]. However, project-based learning (PBL), scenario-centered curriculum (SCC), personal learning environments and networks (PLE & PLN), flipped methods, programming of robots, the use of wearables for augmented virtual reality, MOOCs, online systems, etc., are technologies [12,[17][18][19][20][21][22][23][24][25][26][27][28][29][30] and concepts that can generate "Good Educational Practice" if the motivation of the teachers and students is the correct one [5,22,[31][32][33][34][35][36][37][38][39].…”