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