Games are a great way to accelerate learning and introduce fun into the workplace. This presentation was used to introduce a meetup focused on learning and playing Agile and Lean games.
Modern Roaming for Notes and Nomad – Cheaper Faster Better Stronger
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
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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
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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
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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
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Wednesday, 30 November 2011
6. Games are
Great
for Learning
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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.
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8. Game Resources
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9. References
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10. Sample Games
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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/
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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
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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
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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
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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
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Wednesday, 30 November 2011