European Conference on Technology Enhanced Learning. Leibniz Center for Informatics,
Nice, France. https://bit.ly/3aI1RIj
Klimova, B., y Kacet, J. (2017). Efficacy of computer games on language learning. Turkish
Online Journal of Educational Technology-TOJET, 16(4), 19-26.
https://files.eric.ed.gov/fulltext/EJ1160637.pdf
Krashen, S. D. (1982). Principles and Practice in Second Language Acquisition. In S. D.
Krashen, Principles and Practice in Second Language Acquisition. Pergamon Press.
Knowles, M. S. (1980). The modern practice of adult education. The Adult Education Company.
Kukulska-Hulme, A., Bossu, C., Charitonos, K., Coughlan, T., Maina, M., Ferguson, R.,
FitzGerald, E., Gaved, M., Guitert, M., Herodotou, C., Prieto-Blázquez, J., Rienties, B.,
Sangrà, A., Sargent, J., Scanlon, E., y Whitelock, D. (2022). Innovating Pedagogy 2022:
Open University Innovation Report 10. The Open University.
http://www.open.ac.uk/blogs/innovating/?p=774
Lai, C., y Gu, M. (2011). Self-regulated out-of-class language learning with technology.
Computer assisted language learning, 24(4), 317-335.
https://doi.org/10.1080/09588221.2011.568417
Lantolf, J. P. (2022). A cultural-historical perspective on Digital Language Learning.
Bilingualism: Language and Cognition, 25(3), 390-391.
https://doi.org/10.1017/S136672892100081X
Lee, M. J., McLoughlin, C., y Chan, A. (2008). Talk the talk: Learner‐generated podcasts as
catalysts for knowledge creation. British Journal of Educational Technology, 39(3), 501-
521. https://10.1111/j.1467-8535.2007.00746.x
Leonhardt, M. D., Castro, D., Sousa Dutra, R.L y Rockenbach Tarouco, L. M. (2003). ELEKTRA:
um Chatterbot para Uso em Ambiente Educacional. Revista Renote, 1 (2),
https://doi.org/10.22456/1679-1916.14336
Li P. y Lan Y. (2022) Digital Language Learning (DLL): Insights from behavior, cognition, and
the brain. Bilingualism: Language and Cognition, 25(3), 361-378.
https://doi.org/10.1017/S1366728921000353
Liu, T. Y., y Chu, Y. L. (2010). Using ubiquitous games in an English listening and speaking
course: Impact on learning outcomes and motivation. Computers & Education, 55(2),
630-643. https://doi.org/10.1016/j.compedu.2010.02.023
Lotherington, H., y Jenson, J. (2011). Teaching multimodal and Digital Literacy in L2 Settings:
New Literacies, New Basics, New Pedagogies. Annual Review of Applied Linguistics, 31,
226-246. https://doi.org/10.1017/S0267190511000110
Lotherington, H., Thumlert, K., Boreland, T., y Tomin, B. (2022). Redesigning for mobile
plurilingual futures. OLBI Journal, 11(1), 141–172.
https://doi.org/10.18192/olbij.v11i1.6179
McCleery, J. P., Zitter, A., Solórzano, R., Turnacioglu, S., Miller, J. S., Ravindran, V. y Parish
Morris, J. (2020). Safety and feasibility of an immersive virtual reality intervention
program for teaching police interaction skills to adolescents and adults with autism.
Autism Research, 13, 1418–1424. https://doi.org/10.1002/aur.2352
McLoughlin, C., y Lee, M. (2008). Mapping the digital terrain: New media and social software
as catalysts for pedagogical change. Proceedings Ascilite. Melbourne, Australia.
Mohapatra, S., Shukla, N., Jain, S. y Chachra, S. (2018). Nsmav-Bot: Intelligent Dual
Language Tutor System. Fourth International Conference on Computing Communication
Control and Automation. IEEE Computer Society, Pune, India.
New London Group (1996). A pedagogy of multiliteracies: Designing social factors. Harvard
Educational Review, 66, 60–92.
https://doi.org/10.17763/haer.66.1.17370n67v22j160u
Nuñez, M. (2002). Criterios para la evaluación de la calidad de las fuentes de información
sobre la salud en Internet. Acimed, 10 (5) 1-6.
http://scielo.sld.cu/scielo.php?script=sci_arttext&pid=S1024-94352002000500005