SCAMPER

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SCAMPER ("substitute, combine, adjust, modify, put to other uses, eliminate, reverse") is an acronym that provides a structured way of assisting students to think out of the box and enhance their knowledge. [1]

Contents

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

History

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

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.

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.

We can link creativity methods to Combinatorics.

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References

  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.