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 3 - Agile practices for project-based learning
  3. 3.3 Collaborative Learning and Projects

3.3.3 Project execution

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Last updated 1 year ago

Now that you have an initial plan in place, and students have defined their tasks, you can actively engage in the Agile learning cycle, which involves the daily work conducted by students to advance their projects within a period referred to as a Sprint. A Sprint typically spans from 2 weeks to 1 month and aims to produce a deliverable. This deliverable can be either a version of the final product or project, or the end result itself, depending on the project's stage of execution.

For instance, if you've planned a project to be completed in 2 months and decided to have biweekly sprints, at the end of the first sprint, which is after just 2 weeks, the student would have created and shared the first version of the result. After 4 weeks, version 2 is shared, after 6 weeks, version 3 is shared, and so on. This process continues until the second month when the student shares the final result of her project, which would be version 8 at sprint 8.

To effectively visualize and monitor progress during the Sprints, it's crucial to have daily meetings at the beginning and end of each day. These meetings serve to track the Agile learning cycle, which involves:

  1. Setting intentions for the day.

  2. Engaging in the creation or completion of tasks.

  3. Reflecting, either individually or as a group, on what has been accomplished and how the process unfolded.

  4. Sharing the achievements and progress made during the day.

These daily meetings help keep everyone aligned, informed, and on track throughout the project's development.

The frequency and format of your meetings should be adaptable based on the type of school and the time allocated for projects. Your Agile learning cycle might be longer or shorter, which can necessitate adjustments to your meeting schedule. The nature of your school environment, whether it primarily focuses on project-based learning or offers limited project time, can also impact your meeting strategy.

However, if you're in a school where project-based learning occurs once a week for a limited duration, like a two-hour session, daily meetings might not be practical. In this scenario, a weekly meeting to track progress and offer guidance could be more suitable. The key is to customize your boards and meeting rituals to align with the specific context and needs of your school.

Ultimately, the design of your daily cycle is a flexible choice, influenced by the group's needs, your personal preferences as a facilitator or teacher, and the school's specific requirements. Adaptability is a fundamental aspect of being Agile.

To keep these meetings short and focused, students should remain silent for most of the time and use hand signals to participate. Only one student should speak at a time. Hand signals can provide the group with instant feedback without interrupting the current speaker, helping maintain an efficient and structured meeting.

Twinkle fingers up / “This friend speaks my mind” - this signal is done with wiggling fingers and demonstrates strong resonance with what is being spoken.

Twinkle fingers down - this signal signifies disagreement or a negative response, without implying disapproval of the speaker. It enables real-time feedback on the conversation without confrontation, allowing individuals to express their perspective.

Delta / Change-up - a call to attention that the group process may need to be GameShifted or that the current process agreements are not being honored. A person can give this hand signal so others can have a chance to wrap up what they’re saying before they say what change-up they see is needed.Sometimes the sign is enough to shift people’s awareness and behavior back on the intended track.

Focus - this signal serves as a reminder for the group to regain concentration when the conversation drifts away from its initial purpose. It's a means to prevent undesired tangents and enhance efficiency in discussions that have strayed from their original intent.

Clarity - this signal is a way for individuals to indicate their questions or express their confusion about certain aspects of the conversation. It is crucial for the group to maintain a shared understanding, and when this is lacking, the facilitator and team members need to be aware to address the issue effectively.

Feel free to introduce and use new signals for shifting and signaling dynamics as needed within your learning community. These signals can help maintain a productive and organized meeting. Signals such as "Stay on Focus," "Trust the Group," "Clarification Question," "Slow Down," or "Direct Response" can be introduced and displayed on your Gameshifting board or another visible place where they will be easily accessible to working groups.

You can read more about the hand signals in the following sources:

For example, if you work in a school where projects are the central mode of instruction, you might be able to have daily meetings with your students. In such cases, you can choose to hold a single morning meeting, such as a Stand-Up meeting similar to the software or , to set intentions for the day. Alternatively, you can opt for two daily meetings, : a morning scrum and stand-up meeting to set daily intentions and an afternoon meeting for reflections.

of the project result 1 for the Erasmus+ project Agile4Collaboration

Videos of the project result 1 for the Erasmus+ :

Scrum framework
eduScrum framework
like those used in Agile Learning Centers
ALCs Starter Kit
Handbook
project AgileXR
Hand Signals