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See: http://www.idg.se/2.1085/1.209344/darfor-misslyckas-foretagen-med-scrum Whether you are new to Scrum or are looking for a quick and fun way to introduce Scrum concepts to others, this session is for you! Participants learn every Scrum role and activity by actually doing them in this fast paced simulation. Each team starts by throwing together a very wide (and creative) backlog of features. A Product Owner reins in the backlog by prioritizing. The team commits to a micro-sprint and away we go! After some days (minutes really) and lots of cutting, gluing, and discussing, the sprint ends with an actual product to demo and experiences to retrospect. Scrum is a Team Activity, not for a Master that control life, work and soul of the team members. In theory, there is no need for a Scrum Master if the team works with self-coordination, knowledge, initiative and are willingness to learn.
The learning will be divided in sections of 20 minuts (Sprints) Tasks are to be select for each sprint in advanced, make the point about selecting for one sprint or all After each sprint, there is a short meeting (= daily meetings) After 4 sprints is the Sprint demo, a presentation of what was accomplished (visualization) Sprint review is to present what was learned during the sprints Sprint retrospective is to see the improvements (work related or not) 4
http://submit2011.agilealliance.org/node/9701 Learning outcomes Experience each Scrum role (Product Owner, Team, ScrumMaster) and activity (Sprint Planning, Daily Scrum, Sprint Review, Sprint Retrospective) by doing them Each participant gets a sense of control and visibility in to all the work that is happening - thus truly experiencing Scrum Participants will leave with a proven technique for teaching Scrum http://agilepainrelief.com/notesfromatooluser/2012/11/learning-scrum-through-games-golidocks-iterationii.html We learned a number of interesting things from both sessions: Even with a poor quality Product Backlog (the Backlog I gave attendees has many issues) the team was still able to create a pretty good product. I don t give the best instructions to start the exercise and yet attendees manage to create some great comics. When a real Scrum team starts, it s chaotic at first. I would prefer attendees get a sense of this during the exercise so I give deliberately vague instructions. Ask the Product Owner Questions in Ottawa only one team did this. As a result many teams were surprised when it turned out that a nine-page comic book was the only thing I accepted as complete. Done or Not Done Incomplete Comics lead to a good discussion, there is no such thing as 80% done in Scrum. Working software (or comics in this case) is the only measure of progress. This topic led to a brief conversation around the importance of shippable product after every Sprint. Many teams jumped around the Product Backlog: choosing whichever stories they felt they could complete. They didn t ask the Product Owner if it was okay to implement items out of order. Some teams went even further by implementing things the Product Owner didn t ask for. Quick reminder: if the team wants to do things in a different order or do new things, they have to ask the Product Owner first. In Toronto several attendees remarked that it was difficult to understand what was going to happen next. In Ottawa I created an Index Card Scrum Task wall. Timings the timings in the one handout didn t work out as well as I d hoped. It s not realistic to run two sprints in one hour. If you re trying to run this yourself I recommend one and a half to two hours which will allow enough time for two Sprints and a good debrief. Finally, when running this the goal isn t a perfectly run exercise or perfect comic book; its aim is to have people experience the chaos that is Scrum and see how it can work.
http://www.mountaingoatsoftware.com/scrum/task-boards http://www.google.com/search?q=task+board+scrum+agile&hl=en&rlz=1g1acaw_pt- BRBR423&num=10&lr=&ft=i&cr=&safe=images&tbs=,qdr:y If you're willing to host your tool, TargetProcess (http://www.targetprocess.com/product/agile_tour.aspx) XPlanner(http://www.xplanner.org/) If not, Pivotal Tracker (http://www.pivotaltracker.com/) ScrumWorks (http://danube.com/scrumworks/basic) All are either free or have a free version.
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http://blog.scrumphony.com/category/scrum/scrum-games/ http://www.scrumalliance.org/articles/147-fun-driven-development http://tastycupcakes.org/
Here we start a selection of games that will show how an everyday activite can be translated to practical learning of project development and test Some examples are: - Finding errors - Origami - Puzzle - Translations - Card games - And other fun activities.. 9