agile learning - agile2013

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AGILE LEARNING Don McGreal @donmcgreal linkedin.com/in/donmcgreal

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Whether you are a professional trainer or trying to bring agility to your organization or team, you no doubt have encountered the difficulty in conveying agile values and principles. Learning practices and techniques is easy in comparison; You learn by doing. But how do you teach a philosophy or mindset? How do you 'do' a value? Through trial and error, through hundreds of classes, through training thousands of agile practitioners, we have put together a set of best practices (and not-so-best practices) for delivering powerful agile learning experiences. Participants in this session will walk away with a toolkit they can put to use the next day. The toolkit will include scenario simulations, learning games, discussion generators, reenforcement exercises, student patterns, common pitfalls, and other activities to help you get out of the way and let the learning happen. Links to the activities we did during the presentation: 'What Were They Thinking?' game: http://tastycupcakes.org/2009/06/what-were-they-thinking/ 'Pocket-Sized Principles' activity: http://tastycupcakes.org/2010/01/pocket-sized-principles/ 'Presto Manifesto' activity: http://tastycupcakes.org/2009/06/presto-manifesto/

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Page 1: Agile Learning - Agile2013

AGILE LEARNING

Don McGreal

@donmcgreal

linkedin.com/in/donmcgreal

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AGILE LEARNING improvingenterprises.com

!

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AGILE LEARNING improvingenterprises.com

CHAPTERS

1

2

3

ENVIRONMENT

PROBLEM WITH PRINCIPLES

RETENTION

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CHAPTER 1

ENVIRONMENT

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AGILE LEARNING improvingenterprises.com

INTRODUCTIONS

Expectations(be selfish)

Name

RoleRelevant

Experience

Three Questions

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AGILE LEARNING improvingenterprises.com

INTRODUCTIONS

Expectations(be selfish)

Name

RoleRelevant

Experience

Three Questions

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AGILE LEARNING improvingenterprises.com

THE DETRACTORS

The Terrorist

Use their power for good instead of evil.

Give them a reason to be there

The Prisoner

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THE FRIENDLIES

Give them a reason for being there.Make it fun.

Use him when necessary.

The Tourist The Buddy

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THE MONOPOLIZERS

The Glory Hound

Reference them.Team up with them.

Connect one-on-one.Coach.

The Eeyore

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AGILE LEARNING improvingenterprises.com

SCRUM AGENDA

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QUESTION BACKLOG

What is the

difference between

Scrum and Agile?How long should a Sprint be?

How do I keep my Daily Scrum to

under 15 minutes?

How do I break

down Epics?

How do I get my manager to buy-in to

agile?

What do I do when I

have a total a$$ on

the team?

CONSULTING

MENTORING

COACHING

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AGILE LEARNING improvingenterprises.com

MAINTAIN A SAFE ENVIRONMENT

Say their name

Acknowledge their experience

Remember their contributions

No hand-raising

Never say ‘no’

Give them ownership

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CHAPTER 2

PROBLEM WITH PRINCIPLES

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Draw%a%picture%of%‘trust’.

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Draw%a%picture%of%‘trust’.

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It%is%very%hard%to%communicate%Values%and%Principles%without%practice,%shared%experience,%

and%context.

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WHAT ARE THESE?Individuals%and%interactions%over%processes%and%tools

Working%software%over%comprehensive%documentation

Customer%collaboration%over%contract%negotiation

Responding%to%change%over%following%a%plan%

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Games%and%Simulations%provide%a%fun%and%effective%way%to%communicate%

values%and%principles.

Play%==%Flow

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LEARNING VECTORS

EmotionalRecall or create

an emotional experience

ImpressionalMemory games.‘Every Good Boy Deserves Fudge.’

PhysicalDoing.

Muscle Memory,

Learning Working

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PLAY

★ Form%Pairs.%One%is%a%Product%Owner,%the%other%a%Developer.

★ Developers%face%away%from%the%slide.

★ Product%Owners%describe%the%product%without%saying%the%taboo%words.

★ Developer%draws%the%product.

What%Were%They%Thinking?

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PLAY

★tea

★pot

★short

★stout

★coffee

★water

★heat

Do%not%use%these%words:

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PLAY

★motorcycle

★bike

★camper

★recreationalvehicle%(rv)

★chopper

★harley

Do%not%use%these%words:

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AGILE LEARNING improvingenterprises.com

DEBRIEF★ In%software,%we%are%rarely%creating%something%that%already%exists,%so…★ it%is%difficult%to%describe.%Customers%may%not%have%a%

current%vocabulary.★ we%are%forced%to%communicate%in%imperatives%and%

metaphors%and%much%is%lost%in%translation.

★ Verbal%communication%is%easier%than%written

★ Using%iterative%development%along%with%feedback%loops%allow%the%customer%to%hone%in%on%what%is%really%needed

What%Were%They%Thinking?

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ValuesValues

Individuals and Interactions

Processes and Tools

Working Software

Comprehensive Documentation

Customer Collaboration

Contract Negotiation

Responding to Change

Following a Plan

What%Were%They%Thinking?

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CHAPTER 3

RETENTION

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CONE OF LEARNING(Edgar Dale)

After 2 Weeks, we tend to remember...

Receiving/Participating

Doing

Verbal Receiving

Visual Receiving

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CREATING CONTENT(Step 1/5)

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CREATING CONTENT(Step 2/5)

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CREATING CONTENT(Step 3/5)

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CREATING CONTENT(Step 4/5)

Challenge Them“The things we have to learn before we do them, we learn by doing them.”- Aristotle

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POCKET-SIZED PRINCIPLES1. Our highest priority is to satisfy the

customer through early and continuous delivery of valuable software.

2. Welcome changing requirements, even late in development. Agile processes harness change for the customer's competitive advantage.

3. Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale.

4. Business people and developers must work together daily throughout the project.

5. Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done.

6. The most efficient and effective method of conveying information to and within a development team is face-to-face conversation.

7. Working software is the primary measure of progress.

8. Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely.

9. Continuous attention to technical excellence and good design enhances agility.

10.Simplicity--the art of maximizing the amount of work not done--is essential.

11.The best architectures, requirements, and designs emerge from self-organizing teams.

12.At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly.

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POCKET-SIZED PRINCIPLESPrinciples

Early Value

Welcome Change

Frequent Delivery

Collaborate Daily

Motivation & Trust

Face to Face

Working Software

Sustainable Pace

Technical Excellence

K.I.S.S.

Self-Organize

Reflect and Adjust

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CREATING CONTENT(Step 5/5)

Teach Each Other“The best way to learn is to teach.”- Oppenheimer

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INTERACTIVE SCRUM DISCOVERY

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10/24/7

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QUESTIONS?

@donmcgreal

linkedin.com/in/donmcgreal

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THANK YOU

@donmcgreal

linkedin.com/in/donmcgreal