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

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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 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. 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, magnify, minify creatively changes the topic or makes a feature/idea bigger
or smaller.
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 analyze 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

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