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1 History  





2 Definition  





3 References  














SCAMPER






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From Wikipedia, the free encyclopedia
 


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]

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.

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.

References

[edit]
  1. ^ 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.
  • ^ 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.

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  • Retrieved from "https://en.wikipedia.org/w/index.php?title=SCAMPER&oldid=1195921710"

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    This page was last edited on 15 January 2024, at 20:33 (UTC).

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