This document provides an overview of a Scrum Master training. It discusses key concepts of Agile and Scrum including the Agile Manifesto and 12 principles, Scrum roles, ceremonies, and frameworks. It also describes exercises that will be used in the training such as the ball point game, user story game, poker planning, and Lego game to teach principles of Scrum in an engaging way.
4. Overview
• What is Agile?
• Agile Manifesto
• 12 Principles behind the Agile
Manifesto
• TradiMonal vs. Agile Delivery
• TradiMonal vs. Agile Feedback
• Agile Umbrella
• Why we use (or should use) it?
• What is Scrum?
– Incremental != IteraMve
– Scrum Principles
– Scrum Team & Roles
• Ball Point Game
– Scrum Ceremonies
– Scrum Framework
– User Stories Context
– INVEST Acronym
– Why?
• User Story Game
– Why we esMmate?
– Poker Planning
• EsMmaMon Techniques Games
– DoD and DoR
– Visibility of Progress
– Time for the ulMmate game – Lego Game
– Scrum Smells aka AnM-Pa^erns
7. 12 Principles behind the Agile
Manifesto
• Our highest priority is to sa#sfy the customer
through early and con#nuous delivery of valuable
soaware.
• Welcome changing requirements, even late in
development. Agile processes harness change for
the customer's compeMMve advantage.
• Deliver working soaware frequently, from a couple
of weeks to a couple of months, with a preference
to the shorter #mescale.
• Business people and developers must work
together daily throughout the project.
• Build projects around mo#vated individuals. Give
them the environment and support they need, and
trust them to get the job done.
• The most efficient and effecMve method of
conveying informaMon to and within a development
team is face-to-face conversa#on.
• Working so:ware is the primary measure of
progress.
• Agile processes promote sustainable development.
The sponsors, developers, and users should be able
to maintain a constant pace indefinitely.
• ConMnuous a^enMon to technical excellence and
good design enhances agility.
• Simplicity the art of maximizing the amount of work
not done is essenMal.
• The best architectures, requirements, and designs
emerge from self-organizing teams.
• At regular intervals, the team reflects on how to
become more effec#ve, then tunes and adjusts its
behavior accordingly.
40. DefiniMon of Done aka DoD
• The team agrees on, and displays
prominently somewhere in the
team room, a list of criteria which
must be met before a product
increment "oaen a user story" is
considered "done".
• On a feature level, the acceptance
criteria should be agreed up front
BEFORE the User Story is
submi^ed to acceptance.
41. DefiniMon of Ready aka DoR
• By analogy with the "DefiniMon of
Done", the team makes explicit
and visible the criteria (generally
based on the INVEST matrix) that
a user story must meet prior to
being accepted into the upcoming
iteraMon.
• On a feature level, the acceptance
criteria should be agreed up front
BEFORE code is wri^en.