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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.


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

 None

IV. Essential College Facilities

 None

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
2.Locating Scrum in empirical process control theory
3.Revealing systematically the issues in product development
4.Ordering requirements and insuring Return on Investment through the Product Owner
5.Establishing the ScrumMaster as a fundamentally new management role
6.Shaping the self-managed Development Team
7.Creating a Product Backlog as a list of requirements and technical issues
8.Iterating development through cycles of one month or less
9.Time boxing to establish a regular rhythm of energized work
10.Capturing user needs as stories
11.Using capacity-based planning to plan progress
12.Measuring estimated effort with story points
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
3.Demonstrating implemented features as "potentially shippable increments"
4.Envisioning value through Product Chartering
5.Creating a Sprint Goal through feature selection
6.Identifying development tasks in the Sprint Backlog
D.Illustrate how to create a work environment that fosters self-management with development teams
1.Staffing the Development Team
2.Protecting the team from outside interference
3.Making progress visible and open
4.Facilitating cross-functionality and team learning
5.Empowering the team to control their own development process
6.Adapting management roles external to the development effort
7.Inspecting and adapting through the Daily Scrum
8.Producing a quality-assured, business-valued product
9.Ensuring standards through an agreed Definition of Done
E.Illustrate how change management can be done through rapid reviews and feedback of iterations
1.Demonstrating completed functionality to the customer
2.Fostering collaboration with stakeholders through discussion of "done" increments
3.Recalibrating estimates based on experience
4.Revising team behavior on the basis of lessons learned
5.Continuously improving by embedding new knowledge
F.Demonstrate how to create Agile culture through your organization
1.Working with large Product Backlogs
2.Scaling the Product Owner role
3.Coordinating component teams with Scrum Development Teams
4.Planning Releases and Sprints for distributed teams
5.Planning Releases and Sprints for distributed teams
6.Holding distributed Sprint Reviews
7.Assessing the organization's readiness for Agile adoption
8.Creating an Improvement Backlog for ongoing improvement

VI. Assignments

A.Practice exam covering the topics covered in class.
B.Readings from text.
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

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
1.None