The entire Scrum Master Certification course curriculum is broken down sections, each of which covers different topics. Here's a breakdown of what you'll learn across the entire Scrum curriculum:
Agile & Scrum Overview
In this part of the curriculum, you'll learn the 12 principles and 4 values listed in the Agile Manifesto. You'll be formed into groups and asked to illustrate all 12 principles pictorially during this in-class activity.
Topics covered
• Agile Manifesto
• 12 Principles
• 4 Values
• Scrum Foundations (5 Scrum Values)
The Three Roles in Scrum
Through the power of role plays, you'll learn more about the three roles in Scrum using 'Candy Catch' - a simulation game with three iterations. Group members will choose a Scrum Master and Product Owner who will work with their team to achieve the highest target in the shortest possible time.
Topics covered
• Scrum Master roles and challenges
• Product Owner roles and responsibilities
• Development team roles and responsibilities
Scrum Ceremonies
In this stage, you'll take part in the "Scrum Paper Plan Game" and learn how the 5 Scrum ceremonies work. You'll also learn 10 sprint anti-patterns and understand how they affect delivery time, list ways to avoid spring backlog overspill and understand why the duration and scope of a sprint are fixed.
Topics covered
• Sprint Planning
• Daily Scrum
• Sprint Review
• Sprint Retrospective
Scrum Artifacts
This part of the curriculum focuses on experiencing how Scrum works in real projects through the simulation game "Crime Teller". This is divided into 3 sprints, and participants will work together to employ product backlog refinement, along with other Scrum artifacts, to solve a crime story.
Topics covered
• Product Backlog
• Spring Backlog
• Product Increment
Sprint Execution
As you learn about sprint execution planning, you'll take part in the "Coin Game", where you'll work with other participants to create effective sprint goals, focus on common challenges found in sprint execution and help enable improvisation where needed.
Topics covered
• Sprint Execution Planning
• Flow Management
• Resolution Meetings
• Communication
Daily Scrum and Sprint Retrospective
In this phase, you'll play the "Marshmallow Tower" game to learn more about daily Scrum and sprint retrospective in real-life projects. Simply build the tallest tower in the shortest time with the fewest materials to win.
Topics covered
• Activities in Daily Scrum
• Activities in Sprint Retrospective
Definition of Done (DoD) and Acceptance Criteria
The game you'll play in this part of the curriculum is "Crazy Juggler", which will teach you how to familiarise yourself with the Definition of Done (DOD) and Acceptance Criteria.
Topics covered
• Definition of Done for a Feature
• Definition of Done for a Sprint
• Definition of Done for a Release
• Definition of Done vs. Acceptance Criteria
• Done vs. Done-Done
Definition of Ready
Designed to teach you about the 'Definition of Ready', this part of the course will see you building a city from Lego blocks with the final deliverable determined by the course instructor.
Topics covered
• Definition of Ready for User Story
• Definition of Ready for Sprint
Release Planning
In teams of 5-6 people, you'll play the "Human Knots" game and be given a set timeframe by your instructor in which to untie yourself. Each team will have a Scrum Master and Product Owner nominated by team members, and the first team to fully untie themselves wins.
Topics covered
• Definition of Release Planning
• Who Takes Part in Release Planning
• Steps in Release Planning
• Output of Release Planning
Sprint Burndown Chart
Take part in the "Ball Point Game" to learn more about the Sprint Burndown Chart, where you'll encounter five iterations, and the number of final expected points will be communicated to the team.
Topics covered
• Definition
• Why & When to Use a Sprint Burndown Chart
• Information Obtained from a Sprint Burndown Chart
Release Burn-Up Chart
Another round of the "Ball Point Game", here you'll gain a better understanding of the concepts of release burn-up charts and why they are used in Scrum teams.
Topics covered
• Definition
• Features
• How to Create a Release Burn-Up Chart
Product Planning - high level
A classroom-based stage of the course, here you'll learn more about product planning, product road mapping, and more. (Please note: We also have a dedicated scrum product owner course.
Topics covered
• What is Product Planning?
• What is Product Vision?
• How to Create a Product Backlog
• Product Roadmap
• Minimum Releasable Features or Minimum Marketable Features
• Minimum Viable Products
User Stories
Here, you'll be asked to write user stories for every activity. You'll experience three iterations, and your stories will need to cover both the features and functionalities of the acceptance criteria.
Topics covered
• What Are User Stories?
• Structure & Format of User Stories
• INVEST Criteria
Agile Estimation
You'll learn more about Agile estimation and how to analyse the common challenges Scrum teams face when implementing different estimation techniques in Agile.
Topics covered
• Definition
• Benefits of Agile Estimation
• Agile Estimation Techniques