Agile Coaches and Scrum Masters are change agents in their organizations. To be successful, they need a strong understanding of the principles and practices of “agile,” and a robust toolbox to help teams onboard and move through their agile journey. You can gain those by attending certification courses, conferences, reading books, and by working with experienced Agile Coaches. The XP game has always been a fun and effective way to learn agile skills. XP game originated in 1999 and is rooted in teaching agile values through active and live usage. This game not only teaches agile values, but it help participants experience those values for themselves, in an environment that closely reflects ones own. Participation in the XP game changes both your understanding of agile, and will enhance your approach toward teaching it. It will become one of your most important tools!

Join Shahin and Carlos and take part in a modern twist on the classical “XP Game” – a learning simulation for agile teams first outlined in Extreme Programming Explained (1999). Using the foundational principles of the original XP Game, Modern XP opens the simulation so participants, including non-technical leaders and team members, can gain a deeper understanding of what it means to be part of a high-performing agile team in a variety of frameworks and orientations, and what to expect (and measure) along the agile learning curve. Through hands-on learning, participants will acquire agile capabilities as well as learn tangible tips to overcome barriers and challenges along the agile adoption journey.

After many iterations to many different groups, Shahin and Carlos have refined the exercise, ensuring its accessibility and use for experienced agilists, those new to the field, and anyone in between. The activity not only provides a necessary educational frame, but participants are encouraged to draw from their experience, and implement the simulation (or elements of it) within their own training program, team lift-off or retrospective activity.

 
 

Outline/Structure of the Workshop

Setting the stage - 5 minutes
Each table will come up with a team name, and will then be introduced to the flow of the workshop and how it works. Participants will be advised the game will be played in several iterations, each with a different delivery and learning goal. After each iteration, the larger group will debrief. The entire session is open to questions at any time.

Iteration 1 - 10 minutes

For the first iteration, the team pulls together to work towards the first goal as a team. Challenges will occur, as it naturally happens when a team works together for the first time. Groups will be encouraged to be aware of those challenges, and the solutions adopted to move through them.

This is where team members learn the following but not limited to:

  • Forming phase of a team
  • Team members with no titles!
  • Emerging collaboration patterns
  • Emerging estimation techniques

Debrief of Iteration 1 - 5 minutes
The first debrief will focus on the individual groups moving through the forming and storming stages. The discussion will also pursue how groups identified and worked through their tasks. We like to see topics emerge and have a conversation of what type of collaboration techniques was needed for the job. For example, pairing may not be the most effective for a given task that needs the creative power of many people. Crowd sourcing may be the better option for solving a specific problem.

Iteration 2 - 10 minutes
We invite groups to work on the remaining tasks. Before doing that, we also encourage them to inspect and adapt their work.

This is where team members learn the following but not limited to:

  • Norming phase of a team
  • Emerging leadership within the team and different styles of it
  • Adapting based on their learning in the previous iteration (inspect and adapt)

Debrief of the iteration 2 - 5 minutes
There is usually leadership emerging at this point. We are going to talk about different styles of leadership. Also, to make sure everyone understands that not a single style of leadership is needed at all times or is "best" to solve a specific problem.

Closing & Q/A - 10 minutes

We are going to highlight the main points and learning of the session. We are going to share with the groups how they can customize this activity based on their training needs and the needs of an organization. .

[If given more time is available the groups may decide to run a third iteration]

Iteration 3 - 10 minutes
We invite the teams to explore different types of work that they might need to do. Is work ahead of them delivery or is there discovery work needed too? How can groups use their time best to resolve those. We are going to help them go through an inspect and adapt session focused on delivery v.s. discovery (including experimentation techniques).

This is where team members learn the following but not limited to:

  • Forming phase of a team
  • Levels of discovery work (learning) versus delivery work
  • Just In time responding to change
  • Backlog Prioritization Techniques

Debrief of the iteration 3 - 5 minutes

This is the last debrief, we are going to go thoroughly talk about the change-curve and how it plays out in different situations. Groups internalize the change process and realize the journey they have been on. We are going to talk about the similarities of what they did with events in Scrum. We will also talk about the different techniques they could have engaged their customer with to learn about delivering more value sooner. There are tasks embedded in the backlog that are not achievable. We would plan talk about those complex tasks and the value of interacting and learning from your customer in early stages to make better decisions.

Learning Outcome

  • Our modern XP game helps coaches and scrum masters who want to provide a playful way for teams to learn and adopt agile inside their organization by reducing the time to learn and increasing the fun. Unlike the classical XP game, the modern version really revolves around people and their interactions along their learning and performance journey.
  • Coaches and Scrum Masters will leave having a stronger body of knowledge and grounding theory, while also having an engaging baseline activity to leverage as a tool (i.e. for liftoffs). The Modern XP game receives very positive feedback after every facilitation across coaches/Scrum Masters, teams, and leaders alike due to its engaging content and clear learning outcomes.
  • Coming out of the workshop, participants will learn how to:
    • Build a modern learning environment that focuses on people and practice over theory
    • Help teams self-organize and prioritize their toughest challenges around outcomes and the customer
    • Incorporate learning velocity (understanding dual-track agile) to balance the metrics and conversation from output to outcomes
    • Guide teams through powerful collaboration techniques such as mobbing, pairing, and crowdsourcing to improve problem-solving
    • Observe how a team is working together and developing over time to improve performance (forming, storming, norming and performing)

Target Audience

Agile Coaches, Scrum Masters, Facilitators, Agile Purists

Prerequisites for Attendees

N/A

schedule Submitted 1 year ago

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