101 Activities For Teaching Creativity And Problem Solving

(Joyce) #1

Combinations 159


34


666


Background
Time to gamble again! Get out those dice and help Papa get a new pair of shoes (or some-
thing like that). But don’t expect to win money like the devil. In fact, don’t even think of
the devil. The 666 technique has nothing to do with old Beezelbub.
The 666 activity is the creation of Doug Hall (1994). It is based on principles of combi-
nation and free association and is somewhat similar to Circle of Opportunity [23] and
Mad Scientist [27]. The problem elements used, however, are not organized into logical
categories. As in Mad Scientist, you use dice to select elements to combine.

Objectives



  • To help participants generate as many creative ideas as possible

  • To help participants learn how to use the activities to generate ideas


Participants
Small groups of four to seven people each

Materials, Supplies, and Equipment



  • For each group: markers, one white, one green, and one red die (or any three dice of
    different colors),two flip charts, and masking tape for posting flip-chart sheets

  • For each participant: one sheet each of three different colors of sticking dots
    (^1 ⁄ 2 ” diameter) and one pad of 4 x 6 Post-it®Notes


Handout



  • 666 Handout


Time
45 minutes

06 VG 119-166b 10/5/04 5:03 PM Page 159

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