Practice Scamper Workshop (2.1.2) - Unit 2: Developing Ideas (Criterion B)
Students

Academic Programs

AI-powered learning for grades 8-12, aligned with major curricula

Professional

Professional Courses

Industry-relevant training in Business, Technology, and Design

Games

Interactive Games

Fun games to boost memory, math, typing, and English skills

SCAMPER Workshop

Practice - SCAMPER Workshop

Learning

Practice Questions

Test your understanding with targeted questions

Question 1 Easy

What does 'Substitute' mean in the SCAMPER technique?

💡 Hint: Think about changing materials or parts.

Question 2 Easy

Give an example of 'Combine' using everyday products.

💡 Hint: Consider items that often work together.

4 more questions available

Interactive Quizzes

Quick quizzes to reinforce your learning

Question 1

What does the 'E' in SCAMPER stand for?

Eliminate
Enhance
Evaluate

💡 Hint: Think about which letters indicate something being taken away.

Question 2

True or False: SCAMPER techniques are only applicable to new product designs.

True
False

💡 Hint: Consider where else you might apply these concepts.

1 more question available

Challenge Problems

Push your limits with advanced challenges

Challenge 1 Hard

Choose an everyday item and apply the SCAMPER prompts to propose a new version of that item. Detail your reasoning for each prompt.

💡 Hint: Start with a common item and change each aspect.

Challenge 2 Hard

Select a product that failed in the market. Using SCAMPER, redesign it for success with explanations for each prompt used.

💡 Hint: Identify what aspects made it fail initially.

Get performance evaluation

Reference links

Supplementary resources to enhance your learning experience.