Presented in OpenSpace at Agile Games 2018 for FUN and Feedback.
This game design is not focused where you might assume - at training people how to "do" Scrum. The inventors of the game, Tim Snyder and Derek Lane, are focused upon the experience of Scrumming, the group dynamics of being a scrum team. The game has been designed, and is being refined with the objective of allowing groups of people that know how to do Scrum, to experience some of the Ah-HA moments that mature Scrum team learn after many, laborious retrospectives. By compressing the group dynamic into a game with the glorious "happen-chance" cards causing random, yet all too common software development events, playing this game for a few hours can give you the deep insights that may only be achieved after months or years of real-life time developing products. Learning doesn't require time... * Al Shalloway.
One of the core questions Tim & Derek have been pondering: How does one gain experience with Scrum except by doing Scrum? Is there a way to simulate the experience - draw analogies - infer similarity - derive guidance and learn quickly - what has taken many Agilist decades of in the trenches hard labor?
Scrum - The Collaborative Board Game
Copyright (c) 2016-2108 by Tim Snyder & Derek Lane.
Thanks to the Agile Gamers that joined the session, and the feedback. We had time for one sprint of game play after intro and instruction and received 20+ wonderful questions and suggestions for improvement. If you have ever designed a game and used it in the wild... you will know just how valuable play-testing truly is to designers.
See Also:
Book review: Agile Noir by Lancer Kind. This article poses the question, could one learn Scrum better by reading a novel or a 2-day course?
* Al Shalloway's comment about Learning:
This game design is not focused where you might assume - at training people how to "do" Scrum. The inventors of the game, Tim Snyder and Derek Lane, are focused upon the experience of Scrumming, the group dynamics of being a scrum team. The game has been designed, and is being refined with the objective of allowing groups of people that know how to do Scrum, to experience some of the Ah-HA moments that mature Scrum team learn after many, laborious retrospectives. By compressing the group dynamic into a game with the glorious "happen-chance" cards causing random, yet all too common software development events, playing this game for a few hours can give you the deep insights that may only be achieved after months or years of real-life time developing products. Learning doesn't require time... * Al Shalloway.
One of the core questions Tim & Derek have been pondering: How does one gain experience with Scrum except by doing Scrum? Is there a way to simulate the experience - draw analogies - infer similarity - derive guidance and learn quickly - what has taken many Agilist decades of in the trenches hard labor?
Scrum - The Collaborative Board Game
Copyright (c) 2016-2108 by Tim Snyder & Derek Lane.
Thanks to the Agile Gamers that joined the session, and the feedback. We had time for one sprint of game play after intro and instruction and received 20+ wonderful questions and suggestions for improvement. If you have ever designed a game and used it in the wild... you will know just how valuable play-testing truly is to designers.
See Also:
Book review: Agile Noir by Lancer Kind. This article poses the question, could one learn Scrum better by reading a novel or a 2-day course?
* Al Shalloway's comment about Learning:
There is no question that to truly understand something you have to do it. But it doesn't mean it has to take a long time. As one of my mentors used to say "it's not getting it that takes the time, it's the not getting it that takes the time."
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