Young people are expected to be able to collaborate to solve problems and create innovations. Innovation is defined as the successful implementation of creative ideas through interactions with stakeholders. Innovations can be novel products, processes, services, or other outcomes that have been implemented. For something to be considered a pedagogical innovation, collaboratively created ideas must be transformed into a concrete end result through prototyping, testing, and implementation.
Young people are expected to be able to collaborate to solve problems and create innovations. Innovation is defined as the successful implementation of creative ideas through interactions with stakeholders. Innovations can be novel products, processes, services, or other outcomes that have been implemented. For something to be considered a pedagogical innovation, collaboratively created ideas must be transformed into a concrete end result through prototyping, testing, and implementation.
Young people are expected to be able to collaborate to solve problems and create innovations. Innovation is defined as the successful implementation of creative ideas through interactions with stakeholders. Innovations can be novel products, processes, services, or other outcomes that have been implemented. For something to be considered a pedagogical innovation, collaboratively created ideas must be transformed into a concrete end result through prototyping, testing, and implementation.
Young people are expected to be able to collaborate to solve problems and create innovations. Innovation is defined as the successful implementation of creative ideas through interactions with stakeholders. Innovations can be novel products, processes, services, or other outcomes that have been implemented. For something to be considered a pedagogical innovation, collaboratively created ideas must be transformed into a concrete end result through prototyping, testing, and implementation.
prepared to collaborate in solving future problems and producing innovations in areas that presently do not exist (Sawyer, 2006, 2012, 2014; Zang, Hong, Scardamalia, Teo, & Morley, 2011). If we look closer to the definitions, we notice that it is quite usable in project-based learning when describing projects outcomes such as novel products or services that are not only ideas, but solutions taken into use. Amabile (1996) defined innovation as the successful implementation of creative ideas. According to Sawyer (2006), innovation is an outcome of an innovation process whereby collaboratively created ideas are transformed into a single product or other end result, often through interactions with several stakeholders; the process involves rapid prototyping and testing, manufacturing (making), and implementing the product or service (see also Baregheh, Rowley, & Sambrook, 2009). Innovations are not only technical novelties. Innovations can be any kind of novel products, processes, services or other types of outcomes, but not only ideas or inventions. To conclude, a pedagogical innovation process is an authentic innovation process whereby collaboratively created ideas are transformed into a concrete end result, made concrete, prototyped and tested, and implemented to convey value in the surrounding world through interactions with several stakeholders… The general term competence needs clarification in this context. Competence is the integration and manifestation of knowledge, skills and attitudes in performance in a specific, pre- defined context and in concrete, authentic tasks (following Mulder, 2012; … The competencies needed in innovation processes can refer to knowledge, skills and attitudes (Zhuang, Williamson, & Carter, 1999), but the influence of individual characteristics also seems to be significant (Da Silva & Davis, 2011). Based on these preconditions, individual innovation competence is understood here as a synonym for a set of personal characteristics, knowledge, skills (or abilities) and attitudes that are connected to creating concretised and implemented novelties via collaboration in complex innovation processes. Similar to other competences, innovation competence can be learned and developed (Bruton, 2011; Peschl et al., 2014). However, the concept innovation competence seemed to be used with several meanings. Most of the articles examined the innovation competence of organisations (e.g., Kodama & Shibata, 2014; Wang, 2014), country-, region- or area- level innovation capabilities or competences (e.g., Chen et al., 2009; DiPietro, 2009) or the innovativeness of non-human things, such as innovative software… Consumer innovativeness was used in the context of the diffusion or adoption of novel products or technological goods. In the context of marketing, communication or consumer studies, individual-level innovativeness was defined e.g. as the ability to adopt, try, buy or accept innovations, and it was then defined as a person’s ability to understand, receive, socially estimate, spread, implement and use innovations (e.g., Goswami & Chandra, 2013; Manning, Bearden, & Madden, 1995), but not create them. The authors of two articles were contacted for more information on their research design (Avvisati, Jacotin, & Vincent-Lancrin, 2013; Chell & Athayde, 2011). When considering the relevance of the articles and their empirical results, the definitions for innovation varied, but were well in line with each other. In most of the articles, innovation was clearly differentiated from creativity. According to Bruton (2011), a creative product is understood as a novel solution to a problem; once it has been applied to a valuable practical application, it becomes an innovation. According to Mathisen, Martinsen and Einarsen (2008), creativity refers to the development of novel and useful ideas and innovations towards the application of ideas. The majority of the articles defined innovation based on outcome. Some of the articles defined innovation according to the process. Edwards-Schachter, García-Granero, Sánchez-Barrioluengo, Quesada-Pineda and Amara (2015), Jaiswal and Dhar (2015) and Waychal, Mohanty and Verma (2011) followed Amabile (1996) in defining innovation as the successful implementation of creative ideas with a subsequent economic and/or social value generation in the market and/or society. According to Vila, Pérez and Coll-Serrano (2014), innovation was the process of applying novel ideas and new knowledge to increase the efficiency in the production of goods and services. Bjornali and Støren (2012) and Waychal et al. (2011) defined innovation as a process of turning opportunity into new ideas and putting them into widely used practice. The common factors in these definitions are the creative and novel ideas and the obligation to implement them for the benefit of society or the market. As shown in table 1, 71 competency factors were organised into 17 sub- categories and further to 6 upper categories, which were named as coherently as possible. The upper categories were identified as personal characteristics, future orientation, creative thinking skills, social skills, project management skills, and content knowledge and making skills. It is based on openness and willingness to change, which results in a greater diversity of choice, effectiveness and efficiency in outcomes. Future orientation as an innovation competency factor is highlighted in 12 studies. Creativity is a key innovation competency factor in most studies. According to Cerinšek and Dolinšek (2009), creativity is the ability to generate new ideas independent of their possible practicability and future value. The main measure of creativity is originality. Idea generation, imagination and problem-solving skills are seen as core abilities of an innovative person. Cognitive skills are also considered crucial for innovation. Social skills are the core competency in innovation development in most of the included research articles. Social skills are necessary for interaction and communication with others (see McFall, 1982; Riggio, 1986); social skills are essential for innovation processes. Social skills are divided into three sub-categories: collaboration, networking and communication skills. Teamwork skills allow otherwise dispersed local knowledge to be combined, which allows innovative capabilities to be improved (Wang and Shuai, 2013). In most of the articles, collaboration skills were defined as the ability to work productively with others (Bjornali & Støren, 2012) or in teams (Bruton, 2011; Cobo, 2013; Jack et al., 2014). Social astuteness is defined as a person’s ability to understand social situations and interpersonal interactions, and to remain sensitive to the motivations and responsibilities of different parties… This study contributes to the educational aim to prepare students to collaborate in solving future problems and producing innovations in areas that presently do not exist (Sawyer, 2006, 2012, 2014; Zang, Hong, Scardamalia, Teo, & Morley, 2011). Based on this review, in the collaborative activity of innovation processes a successful participant should have good self- esteem and achievement orientation, be flexible, motivated and engaged with the task at hand. Social skills form the largest competency category in individual innovation competence. According to the analysis, personal communication skills are needed to make one’s intentions clear to others. According to Edwards-Schachter et al. (2015), creativity, innovation and entrepreneurship should be integrated as generic or transferable ‘meta competences’ rather than as independent competences. This review promotes a coherent understanding of individual innovation competence on its own right. The findings in the included studies have some categories that are similar to the cathegorization of this study. Thurlings and Evers (2015) highlighted individual factors that influence innovative behaviour, such as personality (openness and curiosity), traits (attitudes and beliefs, motivation, learning goal orientation, self- efficacy, persistence, humour and job satisfaction) and competence (recognising and evaluating opportunities, problem solving and content knowledge of teaching). Regarding the innovation process as a learning environment, successful competency development during the process is the core target. According to Spencer and Spencer (1993), competence always includes an intent, which is the motive or trait that causes action towards an outcome. Innovation could be considered an intent for the development of a competence. As a goal-directed learning environment, the innovation process should enable the development of personal characteristics, future orientation and creative thinking skills, social skills, project management skills and content knowledge and making skills. First, the large competence entity (Table 2) should be further investigated because it is not clear if it pertains only to innovation process as defined in this study. Our fourth recommendation for further research is that the findings should be compared with entrepreneurial competences (e.g. Jena & Sahoo, 2014; Mitchelmore & Rowley, 2010, 2013; Taatila, 2010) after testing in educational settings. The fifth area for further research is the different competences in each phase of the innovation process (Standing et al., 2016).