Virtual Scrum Games Designed by Me
Photo by Folu Eludire on Unsplash

Virtual Scrum Games Designed by Me

The more I learn about Agile, the more I realize that it functions like a game. What do I mean by that?

Games have rules. They have objectives. There are ways to win or lose.

No alt text provided for this image

Good games have clear rules. Achieving their objectives come with rewards. You can discover how to win or lose. Most importantly, they are fun and best played with others.

Scrum is a game (even the front cover writes “The rules of the game”). Culture is a game (read Dan Mezick’s book “The Culture Game”).

Games can be used to teach concepts. After experiencing Cowtopia by the Collab Folks, I was inspired to create games that can communicate the concepts of Agile.

Scrum Product Factory

This game is about building and assembling a product under three different conditions:

  1. Working in Silos
  2. Working as a team
  3. Working as a cross-functional Team

game layout

Game layout

The purpose of the game is to get them to understand the difference between working in silos versus working as a collaborative team. The players will take the opportunity to do this game in iterations and adjust their strategies to build the product correctly. This requires significant coordination and communication.

product example

Example of a product

Number of Players

Up to 6.

Rules

  1. Players can only create and adjust their shapes in their respective production areas.
  2. They cannot copy a shape
  3. Assembly of the product can only take part in the Assembly Area
  4. Shapes cannot be adjusted in the assembly area

Events

  1. Determining Working Agreement and Roles (only 2 roles: developer or scrum master) (1 min)
  2. Planning (2 min)
  3. Sprint (3 min)
  4. Daily Sprint (3 min). Repeat Events 3 and 4 three more times
  5. Review (1 min)
  6. Retrospective (10 min)

Total time of the game: approximately 40 minutes.

Set-up

production area

  • Use collaboration tools like Mural or Miro. The canvas is landscape.
  • The Assembly Area should be in the center of the canvas.

Each Player’s area should be enough distance from each other such that they cannot see what the other players are doing.



Facilitation Tips

  • The first sprint consists of each player working to create and adjust the shape in their area. They are not going to accomplish the goal of making the product because their feedback loop is poor. Signs of frustration will set in which is expected. Ask the players what is impeding their progress.
  • In the second sprint, allow the players to adjust the shapes in the assembly area. Production still must happen in their respective production area. The players will do much better but will still experience difficulty in bringing the shapes together.
  • In the third sprint, the players can now be allowed to create any shapes they want in any area. This is to show them the benefits of cross-functionality.
  • The fourth sprint is to coach them to work in an optimized way.
  • For each sprint, get a new person to do the Daily Sprint. End the game with a retrospection but get each player to share what they have learned.

Rocket Sheeps

No alt text provided for this image

The layout of rocket sheeps

The year 2045. Earth is sending sheep to the moon because the sheep population on Earth has grown too big.

There is no more space for sheep on Earth but there is lots of space on the Moon. Your goal is to send as many sheep to the moon in the rockets that you build.

This game is intended to get the team to learn the basics of Scrum, the events (minus the Daily Scrum), and aspects of Lean.

Number of Players

Up to 5.

Rules

  1. You are only allowed to build rockets within the production area
  2. You may not copy and paste parts outside or inside of the production area. All construction and assembly can only take place within the production area
  3. No object can overlap with each other
  4. You are only allowed to load the sheep onto the rocket in the loading bay. The rocket must fit into the loading bay before loading the sheep
  5. You are only allowed to launch the rocket from the launch pad. The safety launch signal must turn from red to green

Awaiting launch.

  1. Rockets can only be on the launch pad if the signal is red
  2. Rockets must reach the upper atmosphere to be considered a successful launch. Rockets that do not meet the safety specifications will not be counted
  3. As a safety regulation, you can only load up to 3 sheep per rocket
  4. Sheep can only be in the loading bay or holding pen
  5. Anything on top of the Production area must not extend outwards
  6. Failure to follow any of these rules will result in a 5-second deduction from the Sprint
  7. At the end of each sprint, the number of sheep will be counted. Each sheep sent to the upper atmosphere counts for a point

Events

  1. Determine Working Agreements and Roles (2 min)
  2. Sprint Planning (2 mins)
  3. Sprint (4 min)
  4. Review (2 min)
  5. Retrospective (2 min). Repeat Events 2 to 4 four times.
  6. Group Discussion (15 min)

Total time: approximately 1 hour.

Set-up

Use collaboration tools like Mural or Miro. The canvas is a portrait.

Facilitation Tips

  • Get the team to choose a Scrum Master/ Leader during the setting of working agreements.
  • Remind the team to set a Sprint Goal during the Sprint Planning.
  • Give your feedback on the Rocket in the Sprint Review.
  • If needed, coach the team during the Retrospective by asking the right questions.
  • Facilitate discussion if needed. There are times when the team will be silent during the retrospective and planning. Encourage the team to speak about the problems and how they would overcome them.
  • For each successful rocket sent, count the number of sheep and record the score.
  • At the end of the game, bring the teams together to get the participants to share what they have learned. Get the team to identify what worked determines a high-performing and dysfunctional team.

Creating Your Own Game

I have trialed these games and found that I can effectively drive home points about how it feels to do Scrum, the importance of the Scrum Master role, and the principles behind Scrum. I encourage you to create your own games that can help facilitate learning about what Scrum or Agile is about.

Moreover, the participants found it fun just as they should if they practice good Scrum in their teams. I shall be adapting these games to convey Agile concepts. Feel feel to borrow these game concepts and adapt them for your team.

Other References

The Culture Game - a book by Dan Mezick https://www.infoq.com/articles/culture-game-book/

Daniel Mezick on Agile as an Invitation to a Game https://theconversationfactory.com/podcast/2017/6/23/daniel-mezick-on-agile-as-an-invitation-to-a-game

Olivia Ong

Lecturer at Ngee Ann Polytechnic

1 年

Well designed

要查看或添加评论,请登录

社区洞察

其他会员也浏览了