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Agile and Lean
                             Games

                              Adrian Smith
                                @adrianlsmith
                                                Engineering Innovation.

Wednesday, 30 November 2011
Agile and Lean Games
                                   Why Games are
                                   Great For Learning



                                    Useful References
                                  for More Information



                              Have Some Fun
                              Playing Games
                                                         Engineering Innovation.

Wednesday, 30 November 2011
Laws of Learning
  • Law of Readiness
        Individuals learn best when they are ready to learn
        and understand the reason for learning



  • Law of Exercise
      Repetition is basic to learning; things most often
      repeated are easiest remembered



  • Law of Effect
      Learning will always be much more effective when a
      feeling of satisfaction accompanies the process

                                                              Edward L. Thorndike


                                                                        Engineering Innovation.

Wednesday, 30 November 2011
Laws of Learning
  • Law of Primacy
        Items learned first are more easily remembered



  • Law of Intensity
      A vivid, dramatic or exciting
      learning experience teaches
      more than a routine or boring
      experience



  • Law of Recency
      Things most recently learned
      are best remembered




                                                        Engineering Innovation.

Wednesday, 30 November 2011
Alignment with Games
                              Ensure that purpose and relevance of game is
     Law of Readiness         understood and allow time to debrief and absorb


     Law of Exercise          Play games regularly to reinforce key messages


                              Ensure games are fun to maximise impact and learning
     Law of Effect            opportunity

                              Play games as teams are forming to create/reinforce
     Law of Primacy           good behaviours

                              Ensure games are fun and participants are highly
     Law of Intensity         involved/engaged

                              Play games relevant to team/project phase to ensure
     Law of Recency           alignment


                                                                      Engineering Innovation.

Wednesday, 30 November 2011
Games are
                           Great
                       for Learning
                                  Engineering Innovation.

Wednesday, 30 November 2011
Games Defined
                                                                  Game Space
                            Ordinary life is temporarily suspended and replaced with the game
                          environment. Plays obeying the rules enter the game space and can
                          engage in behaviour that might otherwise be risky or uncomfortable.




                                       Interaction Rules
                                       Within the game space the plays abide by a set of rules
                                       for interaction. The rules define the constraints of the
                                       game space.



                                                                           Artefacts
                                   All games rely on specialised artefacts that hold information
                                          either through content or position in the game space.




                                       Goals
                                       Players must understand the to goal of the game and how
                                       the game will end. Sometimes games end once the goal is
                                       achieved and sometimes when a time limit is reached.
                                                                                                   Engineering Innovation.

Wednesday, 30 November 2011
Game Resources




                                               Engineering Innovation.

Wednesday, 30 November 2011
References




                                           Engineering Innovation.

Wednesday, 30 November 2011
Sample Games

                              Engineering Innovation.

Wednesday, 30 November 2011
Ball Point Game
  Purpose
  Helps teams learn about iterations, continuous improvement,
  measurement, theory of constraints, flow and retrospectives.




 Description
 Team runs multiple iterations where they must move as many
 balls as possible through the team in 2 minutes. Each ball must
 have air time and must be touched by at least every team
 member. Typically 4-5 iterations are run will time available for
 teams to plan.


                                                                    References
 Team and Materials                                                 • http://agileprogramming.org/boris-gloger
 •   Large open space                                                   %E2%80%99s-ball-point-game/
 •   One team of at least 4 people                                  •   http://dpwhelan.com/blog/
 •   At least 20 balls (preferably tennis balls)                        uncategorized/learning-scrum-through-
 •   Timer                                                              the-ball-point-game/



                                                                                               Engineering Innovation.

Wednesday, 30 November 2011
Marshmallow Challenge
  Purpose
  Helps teams appreciate the value of planning and prototyping. It
  also helps team bond and learn about creativity and innovation.




 Description
 Teams construct the tallest free standing structure from spaghetti,
 tape, string and a marshmallow. Allow between 45-60 minutes for
 teams, multiple teams can be run at the same time.




                                                                       References
 Team and Materials                                                    • http://marshmallowchallenge.com/
 •   Teams of at least 3 people
 •   20 Sticks of dry spaghetti
 •   1 metre of masking tape
 •   1 meter of string
 •   1 marshmallow


                                                                                               Engineering Innovation.

Wednesday, 30 November 2011
XP Game
  Purpose
  Help customer and team learn how to work together and
  demonstrates concepts like planning, user stories, velocity,
  sustainable pace and the iteration lifecycle.




 Description
 Construct a model (paper, balloon, lego, etc) according to user
 stories defined by customer. A number of short (5-10min)
 iterations are used demonstrate process of user story creation,
 estimation, elaboration, implementation and acceptance.
 Retrospectives may be used between each iteration.


                                                                   References
 Team and Materials                                                • http://www.xp.be/xpgame.html/
 •   Mixture of customer and team staff roles                      • http://www.xp.be/html/explained.pdf
 •   Pens, index cards, bluetak                                    • http://www.xp.be/xpgame/download/
 •   Lego (or other modelling materials)
 •   Timer



                                                                                            Engineering Innovation.

Wednesday, 30 November 2011
Lean Paper Plane Game
  Purpose
  Illustrates in a visible and experiential way the difference between
  pull systems and push systems. Teaches concepts like Limited
  WIP, Building Quality In, Theory of Constraints and Just-in-Time.




 Description
 Team(s) construct paper aeroplanes according to a defined
 specification for a limited period of time. Points are earned for
 number of planes produced and deducted for the amount of
 materials used. Multiple iterations are run to facilitate plan-do-
 check-act cycles and to record metrics.


                                                                         References
 Team and Materials                                                      • http://www.shmula.com/paper-airplane-
 •   Team of at least 5 people                                               game-pull-systems-push-systems/8280/
 •   Paper and pens                                                      •   http://www.youtube.com/watch?
 •   Timer                                                                   v=KSsWm1LxEQQ
 •   Scoresheet



                                                                                                   Engineering Innovation.

Wednesday, 30 November 2011
Let the
                              games
                               begin



Wednesday, 30 November 2011
Lean Paper Plane Worksheet
    QAPlane = $100
    Sheet of Paper = $50
    Worker person = $5 / round

                                           Average
                                                     Materials   People                  Total
               Time           Throughput    Cycle                         Total Costs             Profit     Productivity
                                                      Used        Used                  Revenue
                                            Time


  Round
    1



  Round
    2




  Round
    3




                                                                                                   Engineering Innovation.

Wednesday, 30 November 2011
Agile and Lean Games
Agile and Lean Games
Agile and Lean Games

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Agile and Lean Games

  • 1. Agile and Lean Games Adrian Smith @adrianlsmith Engineering Innovation. Wednesday, 30 November 2011
  • 2. Agile and Lean Games Why Games are Great For Learning Useful References for More Information Have Some Fun Playing Games Engineering Innovation. Wednesday, 30 November 2011
  • 3. Laws of Learning • Law of Readiness Individuals learn best when they are ready to learn and understand the reason for learning • Law of Exercise Repetition is basic to learning; things most often repeated are easiest remembered • Law of Effect Learning will always be much more effective when a feeling of satisfaction accompanies the process Edward L. Thorndike Engineering Innovation. Wednesday, 30 November 2011
  • 4. Laws of Learning • Law of Primacy Items learned first are more easily remembered • Law of Intensity A vivid, dramatic or exciting learning experience teaches more than a routine or boring experience • Law of Recency Things most recently learned are best remembered Engineering Innovation. Wednesday, 30 November 2011
  • 5. Alignment with Games Ensure that purpose and relevance of game is Law of Readiness understood and allow time to debrief and absorb Law of Exercise Play games regularly to reinforce key messages Ensure games are fun to maximise impact and learning Law of Effect opportunity Play games as teams are forming to create/reinforce Law of Primacy good behaviours Ensure games are fun and participants are highly Law of Intensity involved/engaged Play games relevant to team/project phase to ensure Law of Recency alignment Engineering Innovation. Wednesday, 30 November 2011
  • 6. Games are Great for Learning Engineering Innovation. Wednesday, 30 November 2011
  • 7. Games Defined Game Space Ordinary life is temporarily suspended and replaced with the game environment. Plays obeying the rules enter the game space and can engage in behaviour that might otherwise be risky or uncomfortable. Interaction Rules Within the game space the plays abide by a set of rules for interaction. The rules define the constraints of the game space. Artefacts All games rely on specialised artefacts that hold information either through content or position in the game space. Goals Players must understand the to goal of the game and how the game will end. Sometimes games end once the goal is achieved and sometimes when a time limit is reached. Engineering Innovation. Wednesday, 30 November 2011
  • 8. Game Resources Engineering Innovation. Wednesday, 30 November 2011
  • 9. References Engineering Innovation. Wednesday, 30 November 2011
  • 10. Sample Games Engineering Innovation. Wednesday, 30 November 2011
  • 11. Ball Point Game Purpose Helps teams learn about iterations, continuous improvement, measurement, theory of constraints, flow and retrospectives. Description Team runs multiple iterations where they must move as many balls as possible through the team in 2 minutes. Each ball must have air time and must be touched by at least every team member. Typically 4-5 iterations are run will time available for teams to plan. References Team and Materials • http://agileprogramming.org/boris-gloger • Large open space %E2%80%99s-ball-point-game/ • One team of at least 4 people • http://dpwhelan.com/blog/ • At least 20 balls (preferably tennis balls) uncategorized/learning-scrum-through- • Timer the-ball-point-game/ Engineering Innovation. Wednesday, 30 November 2011
  • 12. Marshmallow Challenge Purpose Helps teams appreciate the value of planning and prototyping. It also helps team bond and learn about creativity and innovation. Description Teams construct the tallest free standing structure from spaghetti, tape, string and a marshmallow. Allow between 45-60 minutes for teams, multiple teams can be run at the same time. References Team and Materials • http://marshmallowchallenge.com/ • Teams of at least 3 people • 20 Sticks of dry spaghetti • 1 metre of masking tape • 1 meter of string • 1 marshmallow Engineering Innovation. Wednesday, 30 November 2011
  • 13. XP Game Purpose Help customer and team learn how to work together and demonstrates concepts like planning, user stories, velocity, sustainable pace and the iteration lifecycle. Description Construct a model (paper, balloon, lego, etc) according to user stories defined by customer. A number of short (5-10min) iterations are used demonstrate process of user story creation, estimation, elaboration, implementation and acceptance. Retrospectives may be used between each iteration. References Team and Materials • http://www.xp.be/xpgame.html/ • Mixture of customer and team staff roles • http://www.xp.be/html/explained.pdf • Pens, index cards, bluetak • http://www.xp.be/xpgame/download/ • Lego (or other modelling materials) • Timer Engineering Innovation. Wednesday, 30 November 2011
  • 14. Lean Paper Plane Game Purpose Illustrates in a visible and experiential way the difference between pull systems and push systems. Teaches concepts like Limited WIP, Building Quality In, Theory of Constraints and Just-in-Time. Description Team(s) construct paper aeroplanes according to a defined specification for a limited period of time. Points are earned for number of planes produced and deducted for the amount of materials used. Multiple iterations are run to facilitate plan-do- check-act cycles and to record metrics. References Team and Materials • http://www.shmula.com/paper-airplane- • Team of at least 5 people game-pull-systems-push-systems/8280/ • Paper and pens • http://www.youtube.com/watch? • Timer v=KSsWm1LxEQQ • Scoresheet Engineering Innovation. Wednesday, 30 November 2011
  • 15. Let the games begin Wednesday, 30 November 2011
  • 16. Lean Paper Plane Worksheet QAPlane = $100 Sheet of Paper = $50 Worker person = $5 / round Average Materials People Total Time Throughput Cycle Total Costs Profit Productivity Used Used Revenue Time Round 1 Round 2 Round 3 Engineering Innovation. Wednesday, 30 November 2011