Agile XR
  • Welcome
  • Key Project Learnings and Reflections
  • Project Result 1
  • 1 - Guide: Agile Teamwork in Web-Based Learning
    • Chapter 1 - Agile in Software
      • 1.1 Values in Agile Software Development
      • 1.2 Principles in Agile Software Development
      • 1.3 Agile Project Management and practices
      • 1.4 Agile Mindset
    • Chapter 2 - Agile in Education
      • 2.1 Agile Compass for Education
      • 2.2 eduScrum
      • 2.3 Agora schools
      • 2.4 Agile Learning Centers
    • Chapter 3 - Agile practices for project-based learning
      • 3.1 Sprint Planning and Execution
      • 3.2 Daily Stand-Up Meetings
      • 3.3 Collaborative Learning and Projects
        • 3.3.1 Project initiation
        • 3.3.2 Project planning
        • 3.3.3 Project execution
        • 3.3.4 Project performance/monitoring
        • 3.3.5 Project closing
        • 3.3.6 Agile rituals using Mural
    • Conclusions
    • Bonus: Interviews with Agile Experts
      • Interview with Yeremi Marín, ALC Facilitator at EduCambiando, Mexico
      • Interview with Ryan Shollenberger, Co-director ALC NYC
      • Interview with Willy Wijnands, Cofounder eduScrum
  • 2 - Video Tutorials: Agile Teaching Techniques
  • Project Result 2
    • 3 - Guide: Implementing VR/XR in Team-Based Education
      • Our Approach: Design-Research
      • State of VR for Education
      • How To Choose VR Hardware and Software
      • Testing and Benchmarking VR Platforms
      • Designing Virtual Environments for VR Learning
    • 4 - Manual: Spatial.io for VR-Enhanced Teamwork
      • Terminology in XR
  • Project Result 3
    • 5 - Workshop: Designing Blended Learning Courses
      • Session 1 - Redesign Project Framing
      • Session 2 - Understanding the Student Experience
      • Session 3 - Understanding the Teacher Experience
      • Session 4 - Blended Course Plan
    • 6 - Workshop: Enhancing Existing Lessons for Blended Learning
      • Session 1 - Quick Scan
      • Session 2 - Deep Scan
    • 7 - Lesson Plan Templates for Online and Hybrid Learning
      • LP1 - Intro to AI - Elementary School
      • LP2 - Planning Skills - Lower Secondary Level
      • LP3 - Intro Radioactivity - Higher Secondary Level
      • LP4 - Berlin Wall - Upper Secondary Level
      • LP 5-10 - Lifelab Project - Upper Secondary Level
  • Project Result 4
    • 8 - Guide: Mastering Effective Distance Learning
      • Module 1: Introduction
        • What is distance learning and is it expanding so fast?
        • Online learning
      • Module 2: Methods of implementing distance learning
        • Synchronous online learning
        • Asynchronous online learning
        • Blended learning and flipped learning/classroom
      • Module 3: Classroom management in online learning
        • Class management in distance learning and how to engage students in distance learning
      • Module 4: Promoting collaborative learning in distance learning
        • Collaborative learning in distance learning
        • Problem-based learning and project-based learning in distance learning
        • Cooperative learning in distance learning
      • Module 5: How to promote social interactions in distance learning
      • Module 6: Educational technology tools for distance learning
      • References
    • 9 - Reference Guide: EdTech Tools for Interactive Teaching
      • Module 1: Introduction
        • How to get more student engagement?
        • How can we make it more collaborative?
        • What can be done with less or no teacher support? (e.g. for flipped classrooms)
      • Module 2: EdPuzzle
      • Module 3: Socrative
      • Module 4: Trello
      • Module 5: Nearpod
      • Module 6: Google Drive, Microsoft OneDrive, etc. (Shared document tools)
    • 10 - Digital Tool: EdTech Decision-Maker
    • 11 - Report: Evaluating Agile and VR/XR Teaching Pilots
      • Introduction
        • The project "Augmented Agile teamwork for hybrid learning at Schools” (AgileXR)
        • Project Result 4: Pilot and Impact Evaluation and Lessons Learned
        • Brief Theoretical Framework
        • Pilot Teaching Experiences in the AgileXR Project
      • Aim of the report
      • Method
        • Participants
        • Materials
        • Data Analysis
        • Procedure
      • Results and discussion
        • Students' perspectives
        • Teachers’ perspectives
      • Educational implications
      • Conclusions
      • Bibliographical references
      • Appendix
        • Appendix 1. Pilot evaluation student questionnaire
        • Appendix 2. Pilot evaluation teacher questionnaire
        • Appendix 3. GDPR - Family authorisation for secondary school students
  • Translations
    • 12 - Multilingual Publication Translations
Powered by GitBook
On this page
  • Table of Contents
  • Introduction
  • Imprint

1 - Guide: Agile Teamwork in Web-Based Learning

Table of Contents

Chapter 1 - Agile in Software

1.1 Values in Agile Software Development

1.2 Principles in Agile Software Development

1.3 Agile Project Management and practices

1.4 Agile Mindset

Chapter 2 - Agile in Education

2.1 Agile Compass for Education

2.2 eduScrum

2.3 Agora schools

2.4 Agile Learning Centers

Chapter 3 - Agile practices for project-based learning

3.1 Sprint Planning and Execution

3.2 Daily Stand-Up Meetings

3.3 Collaborative Learning and Projects

  • 3.3.1 Project initiation

  • 3.3.2 Project planning

  • 3.3.3 Project execution

  • 3.3.4 Project performance/monitoring

  • 3.3.4 Project closing

  • 3.3.4 Agile rituals using Mural

Conclusions


Introduction

Thanks to these Erasmus+ projects and thanks to the support of the Province of West Flanders, the access to resources on Agile learning facilitation has been democratized and one of the concrete results is this e-book.

We invite you to explore each of the five chapters in this book. The first chapter explains the idea of Agile in software; the second chapter is all about using Agile in education; the third goes into how to use Agile practices for project-based learning and offers clear explanations about running these kinds of projects. The e-book concludes with some conclusions and encourages you to try out Agile practices in education.

Enjoy your reading!

Imprint

Editors/Partners: CollectiveUP (BE), Fundación Universidad Francisco de Vitoria (SP), RHIZO School (BE), Metropolia University of Applied Sciences (FI).

Authors: Liliana Carrillo (CollectiveUP), Ruben Alvarado (CollectiveUP), Chrysanthi Katrini (CollectiveUP), Juan Fraile (UFV), Daniel Orgaz-Rincón (UFV), Paula Esteban-Manrique (UFV), Joos Van Cauwenberghe (RHIZO), Petra Lassenius (Metropolia University).

Translation: Dutch version by Joos Van Cauwenberghe (RHIZO), Finnish version by Petra Lassenius (Metropolia University), and Spanish version by Juan Fraile (UFV), Daniel Orgaz-Rincón (UFV) & Paula Esteban-Manrique (UFV).

The project "Augmented Agile teamwork for hybrid learning at Schools” (2021-1-BE02-KA220-SCH-000027889) is co-funded by the Erasmus+ Programme of the European Union. The views expressed in the working papers, deliverables and reports are those of the project consortium partners. These views have not been adopted or approved by the Commission and should not be relied upon as a statement of the Commission’s or its services’ views. The European Commission does not guarantee the accuracy of the data included in the working papers and reports, nor does it accept responsibility for any use made thereof.

PreviousKey Project Learnings and ReflectionsNextChapter 1 - Agile in Software

Last updated 1 year ago

Agile methods came about as a solution to the software issues in the 1990s. In 2001, they took a big step forward with the release of the . Over the next ten years, Agile methods started to influence different areas, including education. In 2015, the Agile in Education Alliance was created, following the model from the software industry, and they made an .

Since then, more and more educators have been using and adjusting Agile ideas to fit their own teaching styles. In 2016, Liliana Carrillo from and followed several Agile Learning Facilitation trainings in the USA, and in 2017 she brought the method and practices to Belgium and Europe by way of several Agile Learning Facilitation trainings.

In the COVID-19 crisis due to the lockdown, education changed drastically, making it necessary to transition to online and hybrid learning and a more active pedagogy. These were perfect conditions for the Agile Learning movement to flourish in Europe and in this context, CollectiveUP continued with its international partnerships to move Agile Learning forward in Europe. 2 Erasmus+ proposals were submitted to the Erasmus+ program via the National Agency EPOS, and both were approved: and .

We suggest citing this report as follows: Carrillo, L., Alvarado, R., Katrini, C., Fraile J., Van Cauwenberghe J., & Lassenius, P. (2023). Agile Teamwork in Web-Based Learning. Augmented Agile teamwork for hybrid learning at Schools (AgileXR).

This publication (in English, Finnish, Dutch and Spanish) and other publications and tools produced by the project can be downloaded free of charge from:

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit

Agile Manifesto
Agile in Education Manifesto
CollectiveUP
ALC Talent-In
Agile4Collaboration
AgileXR
https://agilexr.eu/
https://agilexr.eu/
http://creativecommons.org/licenses/by-sa/4.0/