SCAMPER

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SCAMPER is an acronym that provides a structured way of assisting students to think out of the box and enhance their knowledge.[1]

It is thought to protect students' creativity as they mature.[2]

History[edit]

SCAMPER was proposed by Alex Faickney Osborn in 1953 and was further developed by Bob Eberle in 1971 in his book — "SCAMPER: Games for Imagination Development."[3]

Definition[edit]

SCAMPER is an activity-based thinking process that can be performed by Cooperative learning. Here the teacher assists the students in choosing a particular topic and helps them to develop it through a structured process.[4] After picking an idea, the students are given a tale where they perform the activity in steps corresponding to the letters in the name.

  • Substitute comes up with another topic that is equivalent to the present topics.
  • Combine adds information to the original topic.
  • Adjust identifies ways to construct the topic in a more flexible and adjusted material.
  • Modify, magnify, minify creatively changes the topic or makes a feature/idea bigger or smaller.
  • Put to other uses identifies the possible scenarios and situations where this topic can be used.
  • Eliminate removes ideas or elements from the topic that are not valuable.
  • Reverse, rearrange evolves a new concept from the original concept.

Hence, SCAMPER as a teaching strategy helps the students to analyze the knowledge in its creative form and helps the teacher to make teaching creative and interesting.

References[edit]

  1. ^ Michalko, Michael (1 December 2010). Thinkertoys: A Handbook of Creative-Thinking Techniques. Potter/TenSpeed/Harmony. ISBN 978-0-307-75790-6.
  2. ^ Robert Elberle, Developing Imagination Through Scamper
  3. ^ Eberle, Bob (1 January 1996). Scamper: Games for Imagination Development. Prufrock Press Inc. ISBN 978-1-882664-24-5.
  4. ^ Halas, Michal (2016-11-04). "Porównanie SCAMPER i TRIZ - TRIZ - Baza Wiedzy, Szkolenia, Warsztaty, Wdrożenia Feed". www.triz.oditk.pl (in Polish). Retrieved 2021-06-07.