Agile Gurugram 2022
How Agile Mindset /Methodology can help struggling students to improve in Mathematics
Jyoti Gupta
Deputy Director- Product Owner, Secure Learning Pvt. Ltd.
2. Agenda
• Introduction
• Background & Context
• Case Study
❏ Creation of Team
• Recommendations
❏ Kanban Boards
❏ Other Agile Practices
■ EXtreme Programming
❖ Pair Programming
• Outcome of Implementation
• Conclusion
https://www.agilegurugram.com/
3. Introduction
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Students are entering a fast-paced, dynamic, and uncertain world
They need to develop skills and a mindset that can help them navigate this
changing environment.
Agile Mindset has changed the overall project management life cycle with
positive results.
How about using it in Education
For Teachers: Conveyer of knowledge
For Students : Receiving and applying knowledge
4. Background & Context
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❖ Very few Students are self-motivated.
➢ How to increase motivation level of Students
❖ Students of new generation are impatient
➢ Find long chapters and text books boring and need quick results
❖ Students are fond of playing games on Internet
➢ Creating Competitive spirit with Self
➢ Gaming:Competition with classmates
5. Game
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Team A Team B Team C
A dice is thrown, what is the
probability that the number
obtained is a even number.
Find the probability of throwing
a total of 8 in a single throw with
two dice.
What is the probability
of rolling three six-sided
dice, and getting a
different number on
each die?
A black colored box contains 5 red balls. White colored box contains 3 Red and 4 Blue
balls.
What is the probability of getting a
Blue Ball if a ball is randomly
picked from Black Box
What is the Probability of getting
a Red Ball if a ball is randomly
picked from white Box
What is the Probability
of getting a Red Ball if a
ball is randomly picked
from any Box
6. HINT
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Team A Team B Team C
ANSWER
Question 1 Question 2
A. 1/3, 1/2, 1/4,1 A. 1/2, 1 ,0, 1/4
B. 11/36, 5/36,1/2, 7/36 B. 1/7, 2/7, 3/7, 4/7
C. 2/9, 4/9, 5/9, 8/9 C.2/7, 4/7, 5/7, 1
7. Background & Context
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I am working as a Product Owner at Secure Learning Pvt.
Limited ,our product Lil@Home, is a Learning Ecosystem
We conducted a questionnaire survey & concluded
● Very few students were satisfied with the current
traditional educational approach.
● Traditional approach is not desired/admired by the
educators.
8. Case Study: Creation of Team
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Boot camp conducted in Schools for Grades 9th
and 10th
Students were divided into 10 teams at random.
Same set of question paper with 10 Questions,
distributed to all the teams
The Criteria of win was Time taken and final Score
9. Creation of Team : Challenges faced
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Some teams cooperated immediately while others could not complete it within the specified time.
● These teams dissolved very quickly
● Weak students were passive
participants
● Low engagement level in team
members
10. Creation of Team : Conclusion
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● Teams should not be created at
random
● Especially when students do not
know each other well and their
basic level of knowledge, skills
and abilities required for the
course is heterogeneous
11. Creation of Team: With Different Criteria
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Conducted self-assessment test of all the students. Based on the results teams
were formed again
There were 4 +4 +4 Teams based on their
marks
● Team: T1,T2,T3 :90% and above
● Team X1,X2,X3: 80% to 90%
● Team Y1,Y2,Y3: 50% to 80%
● Team Z1,Z2,Z3: less than 50%
12. Creation of Team: New Conclusion
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Teams were given 4 different sets of questions with
different complexity levels.
Team T with most complex questions and Team Z with
least complexity questions.
The interest and participation level of students in all 4
groups was high as there was a chance of win for all
The goal was to move the students of Team Z to Team
Y and Team Y to Team X and then Team X to Team T.
13. Recommendations
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Kanban Boards
Creation of Teams
Pair Programming
EXtreme Programming
❏ Creation of team,
❏ Visualization using a
Kanban board
❏ and implementing other
agile practices
14. Kanban Board
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Team Members to
❏ Formulate the assignments into clear tasks.
❏ Divide and share the individual tasks
❏ Move it to the “done” column (How fast)
This can be monitored by the teacher at certain frequency, followed by a group
presentation
Kanban boards : used to visually represent the
work(progress) at different stages of the process
15. Other Agile Practices
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❖ XP (EXtreme Programming)
❖ Pair Programming
16. EXtreme Programming
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EXtreme Programming is all about client satisfaction, here the actual client is Student.
All students are not alike, but teachers need to deal with all types
❏ Interested
❏ Less interested
❏ Not at all interested and
❏ Interested but weak in Math.
The 5 aspects which EXtreme Programming focuses on improving
● Communication
● Simplicity
● Feedback
● Respect
● Courage
17. EXtreme Programming
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● Communication: A clear communication between students and teachers and also
among students within a team is required.
● Simplicity: Teacher needs to break a complex problem into more than 1 simple problem
so that a hard question can be broken down into easy small questions.
● Feedback: XP focuses on regular feedback at regular intervals, not after completion on
entire topic.
● Respect : Everyone should be treated equally
● Courage: Students should have the courage to accept that they did not succeed in
solving certain questions.
18. Pair Programming
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A Team T students with Team Y and Team X student
with Team Z.
Students work in pairs over one assignment and often
take turns and check tasks together
Pairing Teachers
Pairing Students
A Techy Teacher with a teacher not comfortable with mobile
and Laptop
19. Agile Manifesto values
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1. Individuals and interactions over processes and tools
2. Working software over comprehensive documentation
3. Customer collaboration over contract negotiation
4. Responding to change over following a plan
The values of the Agile Schools Manifesto are as follows:
1. Individuals and interactions over processes and tools
2. Meaningful learning over the measurement of learning
3. Stakeholder(Students, Teachers and Parents) collaboration over complex negotiation
4. Responding to change over following a plan
20. Case Study Analysis
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Our Learning Apps for Students and Teachers, is the result of analysis and conclusion
of the above case study.Learning App is based on LRPA Pedagogy.
L- LEARN
R- REINFORCE
P- PRACTICE
A- APPLY
21. Case Study Analysis (PDCA Cycle)
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Teacher is like a developer and Student is going through Learning JOURNEY
1. PLAN : What to Include
2. DO: Start with Class Assignments, HW and CYP
3. CHECK: Learning Analytics
4. ACT: Improve/update current Feature and Add New
22. Case Study Analysis
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A learning pedagogy/philosophy is only effective when it is well operationalized.
1. Baseline Assessment (predecessor topics of previous
classes to ensure there are no gaps left in the overall
concept)
2. Class Assignment
3. Home Assignment
4. CYP(Daily recaps and continuous measurement )
5. Topic wise assessment (All are gamified with
motivation to earn points )
6. Summative assessments
23. Outcome of Implementation
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In Learning Analytics Section of the App
Students can check their individual performance and Teachers
can check the class performance .
● There was significant growth in interest level
● The overall percentage of section B and C was
improved by 8 to 10% from the last quarter
● Significant reduction in topics in Red quadrant
(Needs Improvement)
● Notable increase in Blue and Green Quadrant
24. Outcome of Implementation
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Compared the result between the sections where
the Agile Methodology was Implemented with other
sections.
We did a pilot of our App for sections B and C
Class teachers of section A,B and C shared the data
separately
25. Outcome of Implementation
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We compared the result between the sections
● There was significant growth timely
submission of homework
● The overall percentage of class sections
B, C was 10% to 25 % more than sections
A,D and E
● There was significant improvement in all
4 performances for sections B and C
26. Conclusion : Take away for Teachers
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❏ It is not necessary that if one approach is
working fine in a particular grade or a section, it
should be working the same for all.
❏ If one approach is not working, always open to
accept it and CHANGE the approach. For some
classes the Create team approach may work
but for others Pair Programming may work.
❏ Keep Monitoring Learning Analytics of your
classes regularly
❏ Regular feedback from Parents, take their
Inputs and plan actions for each student
differently
27. Conclusion
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Agile Implementation in education resulted in
better average percentage of the class and
improvement in the students’ interest and
engagement level.
Agility
● Empowers the students (capacity to self-
direct their learning and collaborate
effectively)
● Transforms school culture to a thriving
model in future