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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. After choosing 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 topic.
- 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.
SCAMPER also provides a ‘hip-pocket’ tool; i.e., an unplanned method of developing questions on an impromptu basis designed to challenge meeting participants' creativity and to make their thinking visible.
- Michalko, Michael (1 December 2010). Thinkertoys: A Handbook of Creative-Thinking Techniques. Potter/TenSpeed/Harmony. ISBN 978-0-307-75790-6.
- Robert Elberle, Developing Imagination Through Scamper
- Eberle, Bob (1 January 1996). Scamper: Games for Imagination Development. Prufrock Press Inc. ISBN 978-1-882664-24-5.
- "SCAMPER is a Mnemonic Prompt for Excellent Impromptu Questions Dashboard". 2 May 2013. Retrieved 14 May 2018.
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