“…This includes, to name but a few, emergence of state-of-the-art learning tools or platforms such as: Flipped classrooms, Augmented reality (AR), Virtual reality (VR), Learning Management Systems (Moodle, Canvas, Blackboards, MOOCs), as well as, learning elements or components like Serious games and gamified learning platforms, Mobile learning (m-learning) (Er et al, 2019;Gordillo et al, 2019;Hincapie et al, 2021;Lin & Wang, 2021;Rubio-Fernández et al, 2019). Along these lines, this current study note that with support of TEL (Bälter, 2021;Chiu, 2020;Hosseini et al, 2021;Okoye et al, 2021;Sen & Leong, 2020;Smith et al, 2021), otherwise allied to the "digital technologies for education" in this paper, that learning has surpassed the need for physical infrastructure (e.g., face-to-face classrooms), and has transferred the instructional or pedagogical responsibility for Educators to provide innovative alternatives to physical infrastructures for the students (e.g., remote and distance learning, working facilities at home, technology at home) (Benabdallah & Bourgault, 2021;Chick et al, 2020;Crick et al, 2020;Jimoyiannis et al, 2020;LALA, 2020;Martens et al, 2020;Okoye et al, 2021;UNESCO, 2021b). Also, TEL-based Education (digitized-education) have attained flexibility and mobility in its mode of delivery or paradigms (Aguilera-Hermida et al, 2021;Diaz-Nunez et al, 2021;Okoye et al, 2021;del Rio-Chillcce et al, 2021;TEC, 2020b).…”