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
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  1. 1 - Guide: Agile Teamwork in Web-Based Learning
  2. Chapter 2 - Agile in Education

2.4 Agile Learning Centers

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Last updated 1 year ago

In (ALCs), students take charge of their own learning in a diverse community that includes fellow students and facilitators. Unlike traditional schools, ALCs don't have traditional teachers. Instead, they have Agile learning facilitators who play a role in helping learners with . These facilitators engage in various unconventional activities, such as trips to the park, card games, group reading, and other non-traditional school experiences. Some regular school activities are also part of the ALC environment.

In ALCs, students have the freedom to choose their activities and interests. They can also take breaks whenever they need during the day. The learning process in ALCs follows Agile learning cycles, which begin by setting intentions, then move into creating, reflecting, and sharing, and then restart the cycle by setting new intentions.

An example of an intention is “I want to move today, take care of my body, and do some exercises”. An example of creation for that intention is “I go to the park and play hide and seek with my friends”. An example of reflection is “I feel happy after playing, I moved a lot, and I laughed with my friends. I enjoyed it”. An example of ‘sharing’ for the same intention is “I wanted to move today and do exercises, I went to the park, and I feel very happy about it, my intention for the day is fulfilled”. An intention can be something more complex as “I want to learn to code”, and this will bring the student to have a longer creation/action phase, or several Agile learning cycles related to the same intention.

From a nurturing soil, and strong valuable roots, the trust in each other grows, and the sense of community grows, bringing us to feel protected, supported, valued, and able to do anything, even failing as we are in good trusting hands, the trunk is the community.

To support the Agile learning cycle, which is built on a foundation of trust, values, and principles, Agile Learning Centers (ALCs) have incorporated various Agile practices. Think of these practices like the leaves on a tree. These practices cover a wide range of activities, including using Kanban boards to structure daily or weekly schedules, keeping track of progress, documenting the learning journey, and employing various other strategies.

Disclaimer: Implementing the practices, tools and processes of Agile learning without practicing deep trust, and Agile values is not Agile Learning.

To explain Agile learning the tree analogy is often used. Agile learning is rooted in deep trust, trust in students, in others, in yourself. Trust is the soil. The roots that grow in the soil of trust are the three .

The branches of our tree are the .

For more in-depth information on Agile Learning practices, you can explore the and visit the Erasmus+ project .

Agile learning values
Agile learning principles
Starter Kit
Agile4Collaboration's website
Agile Learning Centers
self-reflection and personal growth
Agile learning values
Agile learning principles
The Agile Tree