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Agile Bootcamp

Description:

This course provides an introduction to Agile principles, and how Scrum implements those principles.  It describes and provides hands on experience with the responsibilities of the Scrum Master.  Participants learn about facilitating Scrum teams and how to coach an organization in its transition to Scrum.  Participants also gain hands on experience with tools for evaluating the progress of an organization’s transition to Scrum, as well as practice facilitating Scrum Retrospectives.

Duration:  

2 Days

 

Target Audience:

This course is intended for those who want an introduction to Scrum and in depth understanding of the ScrumMaster role and its responsibilities.  It is recommended for aspiring Scrum Masters, Product Owners, Members of a Scrum Team, Resource Managers, Developers, Quality Assurance Engineers and Managers, Project Managers and Product Managers.

 

Pre-reqs: 

None

Objectives

After completing the course, individuals will understand

  • The types of problems Agile was designed to solve

  • How to use Agile and Scrum to develop complex software applications

  • The values and principles in the Agile Manifesto

  • Empirical and defined process control

  • The roles defined by Scrum

  • The artifacts created when using Scrum

  • The events in Scrum and their rationale

  • How the pillars of empirical process control (Transparency, Inspection and Adaptation) are implemented in Scrum

  • Managing requirements in Scrum, and the Product Backlog

  • Transitioning to Agile

Course Outline

  1. What Problems are we Trying to Solve?

  2. Management approaches

    1. Predictive vs. Adaptive management

    2. Golden triangle of project management (schedule, scope, budget)

    3. Definitions and examples

  3. Introduction to Agile

    1. Agile Values and Principles

    2. Kahoots:  Agile and Scrum principles and values

  4. Core Scrum Concepts

    1. Roles

    2. Artifacts

    3. Events

  5. Scrum Roles

    1. Product Owner

      1. Responsibilities of the PO

      2. Kahoots:  Product Owner

      3. Common PO problems

    2. Development Team

      1. Characteristics and responsibilities

      2. T-Shaped skill set

      3. Exercise:  Rainbow Houses:  demonstrating collaboration between members of the Development Team

      4. Agile Engineering Practices

      5. Kahoots:  Development Team

    3. Scrum Master

      1. Responsibilities and skill set

      2. Servant Leadership

      3. Kahoots:  Scrum Master

    4. Scrum Review

      1. Class Exercise:  The Frosted herculean Donut

  6. Changing Organizational Focus

    1. From project to product

    2. Implications for the organization

  7. Scrum Events

    1. Sprints

      1. Definitions of Done and Ready

        1. Class Exercise:  Create a definition of Done for your group

    2. Sprint Planning

      1. Sprint Planning Part One and Part 2

      2. Selecting stories for the Sprint

      3. Velocity

      4. Class Exercise:  Creating a Sprint Goal

    3. Daily Scrum

      1. Purpose and participants

      2. Common practices

    4. Sprint Review

      1. Purpose and participants

      2. 3 parts of the Sprint Review

    5. Sprint Retrospective

      1. Purpose and participants

      2. Conduct of the Retrospective

    6. Kahoots:  Scrum Events

  8. Scrum Artifacts

    1. Product Backlog

      1. Requirements and User Stories

      2. Refining the Product Backlog

      3. Developing acceptance criteria for a User Story

    2. Sprint Backlog

      1. What is a Sprint Backlog

      2. Who owns the Sprint Backlog?

    3. Potentially shippable Product Increment

      1. Understanding incremental and iterative development

  9. Planning in Agile

    1. Agile Planning Principles

    2. Levels of Planning

    3. Product Planning:  Vision

      1. Visioning techniques

      2. Class Exercise:  Creating a product vision

    4. Product Planning:  Roadmap

      1. Developing a roadmap for your product

      2. Class Exercise:  create a product roadmap

    5. Product Planning:  Release planning

      1. Releases

  10. Managing in Scrum

    1. How do we manage without a budget or a schedule?

    2. When will we be done?  How much will it cost?

      1. Estimates and velocity

      2. Using historical data

      3. Projecting the future

  11. Class exercise:  applying the lessons learned

    1. 2 hour exercise to apply the lessons learned in the class

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