Materials
Gather these before class.
- SCAMPER reference cards
- Design challenge description
- Brainstorming paper
- Sample product to improve
Ready-to-use classroom activity
Students use seven creative thinking prompts to generate new ideas: Substitute, Combine, Adapt, Modify, Put to other uses, Eliminate, Reverse.
Grade range
Works across
Activity style
Classroom walkthrough
One concrete example you can borrow, adapt, or teach as written.
Example lesson context
Gather these before class.
What to have ready before students begin.
Create SCAMPER reference cards with each letter's prompt and guiding questions. Select a design challenge or product to improve. Prepare examples of each SCAMPER technique.
A classroom-ready sequence from launch to follow-up.
Introduce SCAMPER as a creative thinking toolkit. Each letter is a different way to generate ideas.
The challenge: Improve a basic backpack for students.
Go through each SCAMPER prompt:
What could you replace? 'Substitute solar panels for fabric on one pocket'
What could you merge? 'Combine backpack with water bottle holder'
What could you copy from elsewhere? 'Adapt rolling suitcase wheels'
What could you change in size, shape, color? 'Modify to be expandable'
What else could it do? 'Put to use as emergency shelter'
What could you remove? 'Eliminate zippers, use magnets instead'
What if you flipped it? 'Reverse to wear on front'
Individual brainstorm (10 min): Use each prompt to generate at least one idea.
No judgment during brainstorm - all ideas valid.
Partner share: Combine lists, star the best ideas.
Share most creative ideas with class.
Discuss: Which SCAMPER letter helped you most?
Adjust the activity without losing its core purpose.
Provide visual examples for each SCAMPER letter. Work through one letter together before independent work. For advanced students, require combining multiple SCAMPER techniques in single ideas.
Use these signals to assess understanding.
Evaluate for creative thinking across multiple SCAMPER categories. Check that ideas are relevant to the challenge. Note which prompts generate most innovative thinking.