Girish Mahajan (Editor)

S.C.A.M.P.E.R

Updated on
Edit
Like
Comment
Share on FacebookTweet on TwitterShare on LinkedInShare on Reddit

SCAMPER is an acronym that provides a structured way of assisting students to think out of the box and enhance their knowledge.

Contents

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

History

SCAMPER was proposed by Alex Osborne in 1953, and was further developed by Bob Elerle in 1971 in his book; SCAMPER: Games for Imagination Development.

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

    S.C.A.M.P.E.R Wikipedia