ATSCRUMMS-P - Managing Software Projects Using Scrum

There’s more to Agile development than simply a different style of programming. That’s often the easy part. However, it totally changes your methods for:
Requirements Elicitation
Project Estimation & Planning
Team Leadership
Working with your Stakeholders & Customers
Focus on Team Development

While not a silver bullet, Agile is quickly becoming the most practical way to create outstanding software. We’ll explore the leading Scrum methodology, and you’ll learn the basic premise and techniques behind Agility — so that you can apply them to your projects.

Instructor did a great job, from experience this subject can be a bit dry to teach but he was able to keep it very engaging and made it much easier to focus. Student
Excellent presentation skills, subject matter knowledge, and command of the environment. Student
Instructor was outstanding. Knowledgeable, presented well, and class timing was perfect. Student

Click here to print this page »

Prerequisites


There are no prerequisites for this beginner Agile course.

Detailed Class Syllabus


Module 1 – Introduction


Course Introduction
Course Schedule
Course Objectives
Course Agenda

Module 2 - Agile Overview


What is Agile?
Agile Themes (change, communication, etc.)
The Agile Manifesto
The Four (4) Agile Principles

Module 3 - Scrum Overview


Foundational Books (Sutherland, Schwaber, Beedle)
The Scrum Process
Team Roles and Responsibilities
Team Exercise 1: Choose a Case Study

Module 4 - Initiating a Scrum Project


Who is the Product Owner?
Team Exercise 2a: Identify the Product Owner
What are Success Criteria?
Defining the Project Success Criteria
Team Exercise 2b: Define the Project Success Criteria
Establishing the Project Time Box
Team Exercise 2c: Establish the Project Time-Box
Building the Scrum Team
Team Exercise 2d: Build the Scrum Team

Module 5 - Initial Product Backlog


Envisioning the Product using User Stories
Team Exercise 3a: Envision the Product
Defining Business Functionality
Team Exercise 3b: Brainstorm Business Functionality
Defining Technical Functionality
Team Exercise 3c: Brainstorm Technical Functionality
Estimating Effort (using Planning Poker)
Team Exercise 3d: Estimate Effort (Course-Grain)
Creating the Iteration Plan
Team Exercise 3e: Create the Iteration Plan

Module 6 - Planning 30-day Sprint


Planning the Current Iteration
Creating the Sprint Backlog
Team Exercise 4a: Finalize Sprint Goal & Backlog
Creating a Task List
Team Exercise 4b: Product a Task List
Estimating Effort (using Planning Poker) and refining the Sprint Plan
Team Exercise 4c: Estimate Effort (Fine Grain)

Module 7 - Checking Status in the Daily Scrum


The Daily Scrum Roles
The Scrum Master’s Role
Handling Issues
Team Exercise 5: Hold a Daily Scrum

Module 8 – Sprinting


Working through the Sprint Backlog
Using the Story Board for Status Updates
The Burn Down Chart
Team Exercise 6a: Updating the Burn Down Chart
Making Changes to the Product and Sprint Backlogs
Team Exercise 6b: Change the Backlog

Module 9 - Checking Progress in the Sprint Review


Reviewing the Sprint and Checking Progress
Gaining Customer Acceptance
Team Exercise 7a: Gain Customer Acceptance
Changing the Product Backlog
Team Exercise 7b: Change the Product Backlog
The Sprint Retrospective

Module 10 - The Role of the Scrum Master


Coaching the Scrum Team
Class Exercise 8a: Coach the Scrum Team
Integrity of the Scrum Practices
Class Exercise 8b: Ensure the Integrity of Scrum
Communicating among Stakeholders
Class Exercise 8c: Facilitate Communication
Removing Impediments
Class Exercise 8d: Remove Impediments to Progress

Module 11 – Closure


Scrum Summary
Team Exercise 9: Implement Scrum Practices