S.C.A.M.P.E.R
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
SCAMPER was proposed by Alex Osborne 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, which can be performed by Cooperative learning. Here the teacher assists the students in choosing a particular topic and help them to develop on 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 creatively changes the topic.
- 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 analyse the knowledge in its creative form and helps the teacher to make teaching creative and interesting.
References
- ↑ 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.