In this article we propose a model of innovation competence of people, based on the existing literature to integrate and complement the existing models. The main contribution of this work consists in demonstrating the differences and similarities of current models and in providing a conceptual definition for each model element. In this way, both researchers and people in charge of Human Resources in companies can obtain a framework to design measuring instruments to assess the innovation competence, whichcan fulfil the twofold demand requirement of validity and reliability.
For more than three decades, researchers and practitioners in the field of English as a foreign language have faced the issue of communicative competence as a goal in language acquisition and how to reach this goal. In this article, the authors address the issue from the point of view of a theoretical and practical meshing of simulation and gaming methodology with theories of foreign language acquisition, including task-based learning, interaction, and comprehensible input, showing how simulation and gaming can be used in those phases of language acquisition in which formal instruction has proved less ineffectual. The objective of this article is to describe the close relationship between the acquisition of foreign language competence and its components and experiential learning through simulation and gaming, with specific reference to two experiments in this area.
This paper addresses the development and validation of rubrics, materials and situations for the assessment of innovation competence. Research was carried out to verify the viability of the first draft of the assessment criteria, which led to refinement of the criteria and proposals to enhance the ensuing validation process that will include students and raters of different language backgrounds.
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