Course 316:
Agile/Scrum Fundamentals for Teams

(2 days)


Course Description

Scrum, as defined by Ken Schwaber and Jeff Southerland, has become the preeminent Agile software development approach. It provides a management framework for successful software development. Scrum is based on established practices in software development and has proven itself to be equal to the challenges of scaling. This course takes teams of participants playing different roles in Scrum through a simulated Scrum project from beginning to completion, except for the actual programming. Participants will understand the characteristics of Scrum through actual practice in the various techniques and guidelines of Scrum.

Learning Objectives

  • Introduce the concept of development agility and the Agile Manifesto
  • Identify the major elements and practices of the Scrum framework
  • Conduct a Sprint Zero to prepare for Scrum development
  • Prepare user stories and a product backlog
  • Conduct a sprint planning session to estimate the stories and tasks for execution
  • Review the various technical practices used in Scrum software development
  • Conduct the post sprint meetings and reviews

Who Should Attend

Managers, programmers, developers, executives, and anyone interested in learning the benefits of agile development.


Knowledge of current development processes, such as structured top-down development and the waterfall method.

Course Outline

Unit 1: Introduction

  • Software Development Life Cycles
    • What Stands in the Way of Quality Software Development Project?
    • Life Cycle Properties
    • Phased Approach and Its Issues
    • Documented Processes
  • Basis for Agile Development
  • Agile Approaches
  • Retrospect

Unit 2: The Agile Approach

  • The Rise of Agile Programming Methods
  • Principles of Agile Methods
  • Agile Manifesto
    • Individuals and Interactions
    • Customer Collaboration
    • Working Software
    • Response to Change
  • Retrospect

Unit 3: Agile Software Development Management

  • Some Agile Management Concepts
    • Timeboxing
    • Incremental Delivery/Small Releases
  • Lean Approaches
  • Planning
  • Agile Method: Scrum
  • Background
  • Scrum Principles
  • Scrum Perspective
  • Scrum Roles
    • Product Owner
    • Scrum Master
    • Development Team
  • Scrum Planning
  • Scrum Meetings
  • Example Process
  • Retrospect

Unit 4: Preparing for Iterative Development

  • What Is Iterative Development
  • Iterating Development Cycles
  • Benefits of Iterative Development
  • Planning the Iteration
  • Length of Iteration
  • Size of Iteration
  • Sprint Zero
  • Definition of Done
  • Capacity and Velocity
  • Project/Product Planning Meeting
  • Retrospect

Unit 5: Agile Product Definition

  • User Stories
  • User Stories on Cards
  • Concise Story Statement
  • Alternate Forms of User Story
  • The Process
  • Epics and Themes
  • The Product Backlog
  • Prioritizing Delivery
  • Retrospect

Unit 6: Agile Execution: Sprint Planning

  • Sprint Planning Session
  • Components
  • Estimating Stories
  • User Story Size
  • Estimating Methods
  • Story Points
  • Planning Poker
  • Splitting User Stories
  • Sprint Plan Verification
  • Retrospect

Unit 7: Agile Execution: Technical Practices

  • Sprint Management: The Daily Stand-up
  • The Daily Stand up
  • Information Radiators
  • Burndown Charts and Backlogs
  • Agile Programming Techniques
  • Technical Debt
  • Pair Programming
  • Collective Ownership
  • Simple Design
  • Refactoring
  • Agile Testing Practices
  • Test First
  • Test-Driven Development
  • Integration Testing And Continuous Integration
  • Acceptance Testing, BDD, and ATDD
  • Story Tests
  • Retrospect

Unit 8: Agile Execution: The End Game

  • End of Sprint Activities
  • Sprint Review Meeting
  • Grooming the Product Backlog
  • Retrospectives and Lessons Learned
  • Release
  • Release Planning
  • Agile Deployment
  • Release Sprint
  • Retrospect

Unit 9: The Bottom Line

  • Ideas to Use
  • Where to Go for More Information

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