One Day Scrum Overview Workshop

This interactive session is designed to help teams understand Agile/Scrum framework. The focus is to explain the Agile/Scrum values, principles, practices and roles & responsibilities through interactive dialogues, games, role plays and exercises.

Learning Outcomes

At the end of this training the team will be:

  • Aware of the rationale behind Agile.
  • The fundamental shift in thought processes.
  • Familiarize them with basic Scrum Framework.
  • Build a basic vocabulary of Scrum and Agile terms.
  • Help them with some basic Distributed Agile Techniques and Better Practices with relevant case studies.

This training will NOT provide:

  • All the necessary knowledge to kick start a Scrum Project.
  • Detailed Scrum Master and Product Owner roles and responsibilities.

Course Outline

  • Introduction and Icebreaker
  • Origins of Agile/Scrum.
    • Quick overview of Agile followed by a discussion about its origin and the rationale behind it.
  • Basic Scrum Framework
  • Product/Project Planning
    • Using hands on sessions we'll introduce you to the concepts of Product/Project Vision, Adaptive frequent Release Planning,
    • User Stories Lifecycle and Product Backlog Management using Business Value Prioritization and Customer Feedback.
  • Project Execution with Scrum
    • Various exercises will introduce you to concepts like Sprint Planning, Sprint Capacity and Velocity, Managing Sprint Backlog, Setting up Story wall and task pull system, Daily Scrum, Sprint tracking using Burn-downs and Defect Management process
  • Inspect and Adapt
    • Detailed discussion about Sprint Review and Retrospective.
  • We'll discussion various topics like Understanding Scrum Master's Role, Scrum Environments and Tools, Distributed Development with Scrum and so on.
  • Agile/Scrum Adoption Patterns and Challenges.
  • Open for discussions.

Method of Instruction

  • We use a Socratic method for training that involves a 100% hands-on workshop with interactive dialogues, case studies, debates, demos, and instructional games.

Transfer %

  • Knowledge: 60%, Skill-Building: 40%

Target Audience

  • Team Members interested in working in Agile/Scrum Lifecycle

Course Level

  • Beginner to Intermediate

Course Prerequisites

  • Highly Recommended: basic understanding of the life-cycle of software projects

General Requirements

To ensure a successful class, we require the following facilities:

  • VGA projector (1024x768 minimum) & Projector screen
  • 1 White board & Dry erase markers
  • Cluster seating with 5-6 people on each table
  • 1 Flip chart with the stand and marker pens for each table
  • Notepad and Pen for each participant
  • Ample room for students in terms of room size and set up
  • For Dev trainings: at least one powerful workstation between two programmers
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