Creative Problem Solving: Be an Inventor teaches students to become not only
problem solvers, but problem seekers as well. The program combines two learning theories:
a creative problem solving (CPS) model and Benjamin Bloom's taxonomy of the
levels of thinking. These two theories provide students with a detailed, systematic
approach to evaluating and acting on given situations.
The kit includes lessons and exercises
designed to teach creative problem solving (CPS) and Bloom's Taxonomy. In addition,
there are forty-eight activity cards that present hypothetical, futuristic problems
related to cloning, weightlessness, transportation, space colonies, robots, future foods,
energy sources, new life forms, sports, environmental terrorism, video systems, and
other exciting topics that generate great student interest.
The activity cards are grouped
into six sections corresponding to Bloom’s levels of thinking. As students work through
each problem using what they have learned about CPS, they gain new insights into the
possibilities and challenges of the future while practicing valuable problem-solving skills
that are transferable to real-life situations.
Because each activity card is a self-contained lesson, students can work independently
and at their own pace. Particularly creative students will enjoy the wild card selections
that spur original efforts. On the back of each card are questions to stimulate divergent
thinking.
The kit also contains a section of reproducible worksheets and visual aids designed to
teach the concepts of CPS and Bloom, and a student record sheet.
While Creative Problem Solving: Be an Inventor is intended primarily for the academically gifted in grades three through nine, the program is adaptable for most other students in those grades. It is designed so that the teacher can provide as much latitude
and flexibility as possible for each learner. Some students, however, may require more
direction and structure than others.
It should be noted here that there may be an unlimited number of answers for each
activity card, depending upon the student's creativity and problem-solving skill. The
word “solution” is used throughout the program to denote any product or outcome the
student may come up with. It should not imply that there is only one correct answer or
that the student must find a flawless remedy to a given situation.
Included in the package are a teacher's guide, 26 reproducible sheets, and 60 activity cards.
Download the Table of Contents page here.
Grades 4-9
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