
Mª Ángeles Andreu-AndrésUniversitat Politècnica de València | UPV · Department of Applied Linguistics
Mª Ángeles Andreu-Andrés
PhD
Retired but still full of energy
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33
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Publications
Publications (33)
Purpose: Innovation competences are expected both in businesses and in higher education. Software organizations, in particular, require engineers that collaborate to deliver better services and products. Staff recruitment and training are human resource management tasks that are crucial to insuring that applicants and job holders have the competenc...
This study presents the research results of the opinions analysis of the participants in a MOOC (Massive Open Online Course) on the diagnosis of innovation skills for improving processes. Participants use the INCODE Barometer for self-assessment and, post-treatment, they provide their opinions about the instrument. Research questions inquiry whethe...
Resumen Este estudio presenta los resultados de investigación obtenidos tras el análisis de las opiniones sobre el diagnóstico de competencias de innovación para la mejora de procesos de los participantes en un curso MOOC (Massive Open Online Course). En él se utiliza el Barómetro INCODE para la autoevaluación y los participantes emiten su opinión...
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 re...
The hypothesis that the same educational objective, raised as cooperative or collaborative learning in university teaching does not affect students’ perceptions of the learning model, leads this study. It analyses the reflections of two students groups of engineering that shared the same educational goals implemented through two different methodolo...
Este trabajo forma parte de una investigación mayor que quiere medir el progreso de la
competencia comunicativa de 83 estudiantes de Grado a través de las TIC y, en concreto, del
foro académico de su asignatura. En esta fase del estudio se analiza cuantitativamente la
existencia de relaciones entre el uso que los estudiantes hacen de las TIC y sus...
Tras un breve recorrido por los orígenes de la investigación-acción, en línea con la práctica reflexiva del profesor investigador, este estudio plantea las dificultades encontradas en dos grupos de estudiantes que presentan unos resultados ineficaces de trabajo grupal y describe la técnica colaborativa empleada en la experiencia para lograr unos re...
Within the ICT, the forum —as a collaborative tool in the teaching and learning process as well as
in the improvement of students’ communication competence— is the central axis of this study.
Having been defined, we refer to the uses of this tool in different fields of expertise and offer a
series of rules and recommendations to be observed during...
Los estudios sobre la incorporación de las TIC a la enseñanza universitaria y
a la enseñanza-aprendizaje de lengua son numerosos; sin embargo, resultan
menos abundantes los que analizan cómo perciben esas tecnologías de la
información y la comunicación los estudiantes universitarios, en general, y el
grado de utilidad que le otorgan al foro académi...
Los estudios sobre la incorporación de las TIC a la enseñanza universitaria y a la enseñanza-aprendizaje de lengua son numerosos; sin embargo, resultan menos abundantes los que analizan cómo perciben esas tecnologías de la in-formación y la comunicación los estudiantes universitarios, en general, y el grado de utilidad que le otorgan al foro académ...
At the time Gaming: The Future's Language was published, gaming was coming of age. Duke in 1974 announced that, " …the high priests of technology speak only to the high priests of technology ". Society was becoming more complex and communication seemed to be a major problem (according to Duke, " God is dead and the citizen … can hardly get a word i...
At the time Gaming: The Future’s Language was published, gaming was coming of age.
Duke in 1974 announced that, “…the high priests of technology speak only to the high
priests of technology”. Society was becoming more complex and communication seemed
to be a major problem (according to Duke, “God is dead and the citizen … can hardly get
a word...
This study examines the use of gaming as a teaching-learning approach in a group of higher education students and analyzes how they assess and perceive the gaming that has been integrated as part of their course activities to reinforce previously covered material and introduce new one in a subject of their degree throughout a semester.
The relatio...
Bearing in mind that among the competences which are most valued by engineering corporations are the ability to make decisions, the capacity for teamwork, one’s initiative and the capacity for solving problems together with an efficient communication, an experience based on active learning and team-working was carried out where participants had to...
A group of university students took part in a multi-task teamwork experience in which
they had to make use of some of the abilities regarded as most valuable by organizations. Before
starting, participants agreed on the definition of one of the essential concepts to successfully
accomplish multi-tasks critical thinking in team working as well as...
This research study briefly reviews the originis of action-research in accordance with the reflective practice of lecturers-researchers; it sets out the difficulties found in two groups of students who obtained poor results when working in groups and describes the collaborative technique implemented to improve such a behavior, Aronson's jigsaw. Aft...
The call in the working world for people capable of producing innovation has led institutions of higher education to shuffl e to meet the challenge. Curriculum planning and design should now include innovation competence among its learning objectives and intended outcomes, which in turn should give way to the selection of teaching methods and asses...
The Innovation Competence Development (INCODE) Barometer is intended to aid in the development and assessment of innovation competence in a higher education setting. It can be used in self-assessment for formative purposes to engage students in directing their own learning through reflection on what innovation competence entails. Likewise, providin...
This book presents a new pedagogical method - the research hatchery- on a practical level. It offers experiences, and implications relating to this learning method; a method that has also been applied in the European project INNOVATION COMPETENCIES DEVELOPMENT or INCODE that strvies to connect professional working life with professional education b...
p>Este trabajo plantea los principios de la metodología de la simulación y juego y concretamente describe la estrategia docente de la simulación telemática con estudiantes españoles de ingeniería, en una asignatura de inglés como lengua extranjera de nivel avanzado. La simulación telemática crea un entorno que permite interactuar a gran escala con...
This paper outlines the principles of simulation and gaming methodology and describes the teaching strategy of telematic simulation used with Spanish engineering students in a course of English as a foreign language at advanced level. Telematic simulation creates an environment that allows multidisciplinary groups of students from all over the worl...
Professor-training on methodology and assessment. Qualitative analysis.
Este estudio presenta los resultados de investigación obtenidos tras un curso de formación
de profesorado sobre metodologías activas e instrumentos de evaluación, con el ánimo de identificar las
inquietudes, la preparación y las expectativas de los docentes ante los cambios me...
After defining the term game and its characteristics, this paper refers to the origins of games, and supports the idea of gaming as one of the techniques included in the simulation and gaming methodology endorsed by associations such as ISAGA, NASAGA, JASAG, ABSEL or SAGSET.
Considering gaming as experiential learning this study offers the perception...
This paper presents the results of research obtained in a professor-training course dealing with active learning and assessment with the aim of identifying the participants’ interests, experience and qualifications as well as their prospects faced with the changes in methodology and assessment in the new degrees and post-degrees so that they can be...
The university context is a favourable place to implement active learning and team working activities. With these, academic and professional skills and competences can be encouraged among engineering students so that they become academically and professionally purposeful. Problem-Based Learning
(PBL) is one of these techniques. Despite the fact tha...
Este trabajo presenta la evaluación del proceso realizada por estudiantes universitarios tras una experiencia de trabajo en grupo con un enfoque de enseñanza-aprendizaje basado en problemas, dentro de una asignatura de inglés como lengua extranjera.Para su estudio se lleva a cabo un análisis cualitativo de las respuestas de los estudiantes a una en...
Orígenes del juego. ¿Y el futuro? El juego no lo hemos inventado los hombres; los cachorros de muchos mamíferos uti-lizan el juego para desarrollar habilidades que les van a ser necesarias a lo largo de la vida. Comportamientos como la persecución, la lucha y la caza se perfeccionan en una simulación jovial, carente de peligro y dramatismo, que con...