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Credit- Degree applicable | Effective Quarter: Fall 2020 | I. Catalog Information
| CIS 95G | Agile Project Management - A Practicum | 4 Unit(s) |
| Requisites: Advisory: EWRT 211 and READ 211, or ESL 272 and 273. Repeatability: Hours: Lec Hrs: 48.00
Out of Class Hrs: 96.00
Total Student Learning Hrs: 144.00 Description: This course teaches students how to apply Agile principles and the Scrum framework to create software-intensive products and acquire the practical knowledge and skills to initiate, plan, manage and execute Agile software development projects. |
| Student Learning Outcome Statements (SLO)
| | • Student Learning Outcome: Illustrate usage of Agile Software practices in product delivery, tracking and monitoring projects. |
| | • Student Learning Outcome: Demonstrate creation of project plans with Agile Development methodology while understanding business value and planning feature iterations. |
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II. Course Objectives A. | Apply the foundations of Agile Software Development in team to get work done. |
B. | Describe and apply fundamentals of the Scrum Framework including roles, product delivery, tracking and monitoring projects. |
C. | Identify Product Planning with Agile Development, develop business value and features to be added for iteration |
D. | Illustrate how to create a work environment that fosters self-management with development teams |
E. | Illustrate how change management can be done through rapid reviews and feedback of iterations |
F. | Demonstrate how to create Agile culture through your organization |
III. Essential Student Materials IV. Essential College Facilities V. Expanded Description: Content and Form A. | Apply the foundations of Agile Software Development in team to get work done. |
1. | Articulating Agile values and principles |
2. | Comparing Agile with traditional, master plan methods |
3. | Appreciating Agile development as value-driven delivery |
B. | Describe and apply fundamentals of the Scrum Framework including roles, product delivery, tracking and monitoring projects. |
1. | Recognizing Scrum as a framework for self-managing teams
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2. | Locating Scrum in empirical process control theory
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3. | Revealing systematically the issues in product development
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4. | Ordering requirements and insuring Return on Investment through the Product Owner
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5. | Establishing the ScrumMaster as a fundamentally new management role
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6. | Shaping the self-managed Development Team
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7. | Creating a Product Backlog as a list of requirements and technical issues
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8. | Iterating development through cycles of one month or less
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9. | Time boxing to establish a regular rhythm of energized work
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10. | Capturing user needs as stories
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11. | Using capacity-based planning to plan progress
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12. | Measuring estimated effort with story points
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C. | Identify Product Planning with Agile Development, develop business value and features to be added for iteration |
1. | Delivering business-valued functionality with Sprint Planning |
2. | Collaborating with customers to manage risk and uncertainty
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3. | Demonstrating implemented features as "potentially shippable increments"
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4. | Envisioning value through Product Chartering
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5. | Creating a Sprint Goal through feature selection
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6. | Identifying development tasks in the Sprint Backlog
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D. | Illustrate how to create a work environment that fosters self-management with development teams |
1. | Staffing the Development Team
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2. | Protecting the team from outside interference
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3. | Making progress visible and open
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4. | Facilitating cross-functionality and team learning
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5. | Empowering the team to control their own development process
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6. | Adapting management roles external to the development effort
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7. | Inspecting and adapting through the Daily Scrum
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8. | Producing a quality-assured, business-valued product
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9. | Ensuring standards through an agreed Definition of Done
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E. | Illustrate how change management can be done through rapid reviews and feedback of iterations |
1. | Demonstrating completed functionality to the customer
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2. | Fostering collaboration with stakeholders through discussion of "done" increments
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3. | Recalibrating estimates based on experience
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4. | Revising team behavior on the basis of lessons learned
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5. | Continuously improving by embedding new knowledge
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F. | Demonstrate how to create Agile culture through your organization |
1. | Working with large Product Backlogs
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2. | Scaling the Product Owner role |
3. | Coordinating component teams with Scrum Development Teams
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4. | Planning Releases and Sprints for distributed teams
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5. | Planning Releases and Sprints for distributed teams
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6. | Holding distributed Sprint Reviews
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7. | Assessing the organization's readiness for Agile adoption
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8. | Creating an Improvement Backlog for ongoing improvement |
VI. Assignments A. | Practice exam covering the topics covered in class. |
C. | Participation in exercises that demonstrate ability to critically evaluate the proper use of appropriate agile software to complete a given set of project related tasks. |
VII. Methods of Instruction | Lecture and visual aids
Discussion of assigned reading
Discussion and problem solving performed in class
Collaborative learning and small group exercises
Collaborative projects
Guest speakers
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VIII. Methods of Evaluating Objectives A. | One or two midterm examinations requiring students to write code applying topics covered in the lectures and reading. To be evaluated on correctness. |
B. | Final examination requiring students to applying topics covered in the lectures, reading, and assignments. |
C. | In-class exercises, group exercises, and/or online exercises demonstrating ability to implement agile software to complete a given set of project related tasks. |
IX. Texts and Supporting References A. | Examples of Primary Texts and References |
1. | The Great ScrumMaster: #ScrumMasterWay, Cohn, 1st edition, (Addison-Wesley Signature Series (Cohn)) 2017 |
B. | Examples of Supporting Texts and References |
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