The research evidence that there are teaching practices that encourage greater student participation, resulting in a motivating work that encourages creative and innovative thinking, which enhances their autonomy and facilitate cross learning and professional skills. Over the past year they have been incorporated techniques of design thinking, visual thinking and playful thought to the process of teaching and learning of specific contents of the subject Business Models and Functional Areas of the 4th year of Degree in Computer Engineering, with the aim of enhancing creative and innovative thinking of students. In this work the experience of educational innovation occurs.
Innovation has a special value for the survival and development of organizations, especially in a changing context. To develop the innovation, creativity and entrepreneur-ship capacities in students enhances their skills. A competency describes what training participants should be able to do at the end of the training. The competence is acquired through various learning outcomes to be achieved. Competition in innovation is closely related to the ability to propose and implement creative ideas to solve problems, ability to create and maintain connections work, etc. In this article is presented a method for measuring the competence of innovation, creativity and entrepreneurship in bachelor degree by introducing different levels of scope.
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