These are the slides from my Ignite Spatial talk at WhereCampTampaBay www.wherecamptb.org from Friday, February 10, 2012 at USGS in St. Petersburg, Florida
Agile Washington 2015 Creating a Learning CultureRenee Troughton
This document describes the evolution of an agile learning program over 12 years from an unintentional start to a more deliberate collaborative learning approach. It discusses choosing passionfruits as a metaphor for the program and outlines various program design elements like establishing group goals and interactions. The benefits of collaborative learning are highlighted along with a learning framework involving reflection, analysis techniques, and sharing learnings. Problem and solution analysis techniques like 5 whys, fishbone diagrams, and force field analysis are explained.
The document describes a puppet making game to teach agile principles. Teams of 10 are given seed funding and instructions to build puppets over multiple sprints to meet criteria and sell to different customer segments. Lessons discussed include the importance of building quality, knowing customers, and having analytics and continuous integration to reduce waste and build the right product. Startup success rates are shown to be very low, emphasizing the need to address complexity.
This document discusses an activity called Sudokuban which uses the concepts of Kanban to play a game of Sudoku. It explains the basic rules of Sudokuban which involve forming teams of Scrum Masters, experts and observers to complete Sudoku puzzles within time limits while not exceeding work in progress limits. Mini retrospectives are held between rounds to reflect on what worked and ways to improve. The purpose of the activity is to help participants experience Kanban concepts like visualizing and limiting work in progress in a fun and engaging way.
Darthvaderless Daily Scrums - Scrum Australia 2014Renee Troughton
Presented at Scrum Australia 2014 in Sydney on the 22nd of October, this presentation focuses on Daily Scrums that are being heavily command and controlled and seeks to provide solutions to both resolving Darth Vader like behaviour but also having a really effective scrum that is not a progress report.
For more details of the game referred to within (scrumheads) see: http://tastycupcakes.org/2014/07/scrumheads-the-daily-scrum-game/
This document discusses the evolution of web design from 1997 to present day. It notes that in the early days of web design in the late 1990s, the domain was dominated by technicians and "home page designers" focused more on functionality than aesthetics. By around 2002, web design matured as a discipline as hardware, software, and standards improved. However, limitations remained in areas like typography and bandwidth. The document argues that new technologies like HTML5, CSS3, and web fonts have enabled true freedom and maturity in web design by allowing for freedom in typography, design, animation, and integration of content, design, and interface. It stresses the importance of high quality, well-designed content and maintaining control over content
Introducing the Enterprise Transformation Meta ModelRenee Troughton
Finally there is a meta model out there to be able to simply and easily compare and contrast not only Agile methods but any type of change that you may be introducing into an organisation.
This presentation lightly covers the model, but importantly goes through over fifty Agile and edgy Agile related methods and movements, highlighting where they sit in the model.
For more information about the Enterprise Transformation Meta Model refer to:
http://www.enterprisetransformationmetamodel.com
A brief 1 hr talk provided at the Sydney Agile @ Scale Meetup group in October 2016 to cover the basics of Kanban and Enterprise Services Planning (ESP), talking concepts from DJA's slideshare content and adding in games for people to discover what Kanban and ESP is about.
These are the slides from my Ignite Spatial talk at WhereCampTampaBay www.wherecamptb.org from Friday, February 10, 2012 at USGS in St. Petersburg, Florida
Agile Washington 2015 Creating a Learning CultureRenee Troughton
This document describes the evolution of an agile learning program over 12 years from an unintentional start to a more deliberate collaborative learning approach. It discusses choosing passionfruits as a metaphor for the program and outlines various program design elements like establishing group goals and interactions. The benefits of collaborative learning are highlighted along with a learning framework involving reflection, analysis techniques, and sharing learnings. Problem and solution analysis techniques like 5 whys, fishbone diagrams, and force field analysis are explained.
The document describes a puppet making game to teach agile principles. Teams of 10 are given seed funding and instructions to build puppets over multiple sprints to meet criteria and sell to different customer segments. Lessons discussed include the importance of building quality, knowing customers, and having analytics and continuous integration to reduce waste and build the right product. Startup success rates are shown to be very low, emphasizing the need to address complexity.
This document discusses an activity called Sudokuban which uses the concepts of Kanban to play a game of Sudoku. It explains the basic rules of Sudokuban which involve forming teams of Scrum Masters, experts and observers to complete Sudoku puzzles within time limits while not exceeding work in progress limits. Mini retrospectives are held between rounds to reflect on what worked and ways to improve. The purpose of the activity is to help participants experience Kanban concepts like visualizing and limiting work in progress in a fun and engaging way.
Darthvaderless Daily Scrums - Scrum Australia 2014Renee Troughton
Presented at Scrum Australia 2014 in Sydney on the 22nd of October, this presentation focuses on Daily Scrums that are being heavily command and controlled and seeks to provide solutions to both resolving Darth Vader like behaviour but also having a really effective scrum that is not a progress report.
For more details of the game referred to within (scrumheads) see: http://tastycupcakes.org/2014/07/scrumheads-the-daily-scrum-game/
This document discusses the evolution of web design from 1997 to present day. It notes that in the early days of web design in the late 1990s, the domain was dominated by technicians and "home page designers" focused more on functionality than aesthetics. By around 2002, web design matured as a discipline as hardware, software, and standards improved. However, limitations remained in areas like typography and bandwidth. The document argues that new technologies like HTML5, CSS3, and web fonts have enabled true freedom and maturity in web design by allowing for freedom in typography, design, animation, and integration of content, design, and interface. It stresses the importance of high quality, well-designed content and maintaining control over content
Introducing the Enterprise Transformation Meta ModelRenee Troughton
Finally there is a meta model out there to be able to simply and easily compare and contrast not only Agile methods but any type of change that you may be introducing into an organisation.
This presentation lightly covers the model, but importantly goes through over fifty Agile and edgy Agile related methods and movements, highlighting where they sit in the model.
For more information about the Enterprise Transformation Meta Model refer to:
http://www.enterprisetransformationmetamodel.com
A brief 1 hr talk provided at the Sydney Agile @ Scale Meetup group in October 2016 to cover the basics of Kanban and Enterprise Services Planning (ESP), talking concepts from DJA's slideshare content and adding in games for people to discover what Kanban and ESP is about.
A Rogue's Take on Culture Change Costs Currency, Agile Australia 2011Renee Troughton
This is my presentation from Agile Australia 2011 with a metaphoric view of large scale Agile transformations. This presentation reveals the five stages of transformation and discusses three of the key implementation models or large organisations.
Presented at the Lean and Agile Systems Thinking Conference in Melbourne 2012 this presentation covers what games are, what the key elements of a game are, how these relate to our day to day lives and importantly what can we learn or utilise more of from game for Agile Software Development.
Sudokuban is a Kanban in practice example activity that takes about 20-25 minutes to run. This is the slidepack that goes with the game to briefly introduce Kanban before the game and then give some more in depth information afterwards.
The benefit of a Sudoku based game is that it mimics the software development process more closely - ie requires in depth, concentrated effort, where pairing could hamper the concentration.
The sudoku game pack comprises of 12 sudoku puzzles, setup partly in progress in flow with low WIP limits. Quality issues are embedded into the pack to ensure that failure occurs immediately and WIP constraints get met to force the change in behaviour.
Expedites are added part way in (two closely together) to form behaviour around handling them.
Team will generally learn:
1) How to use WIP limits
2) How to swarm to remove blockers
3) How to handle expedites
4) To re-prioritise according to value
5) The value of someone still looking out for the team's flow
Conducted at Sydney's AgileTour 2013.
The document compares the roles of a Scrum Master and Project Manager. It discusses how in a non-Agile environment the Project Manager is responsible for the team and project, while in an Agile environment the Scrum Master facilitates the team. The Scrum Master role focuses on coaching the team to be self-organizing rather than directing work. The document also references different leadership styles and how the Scrum Master acts as a servant leader by supporting the team rather than asserting control.
Visual Management: Leading with what you can seeRenee Troughton
Produced and presented by Craig Smith and Renee Troughton at the Agile Australia 2013 20 June.
Using task boards or story walls is a key Agile practice, but are you making the most of it? Visual Management is more than just putting cards on a wall, it is a growing style of management that focuses on managing work only by what you can see rather than reports or paper being shuffled around. Visual Management allows you to understand the constraints in the system, mitigate risks before they become issues, report on progress from the micro to the macro. Visual Management can also be used to demonstrate to customers and clients where the work they care about is at. This presentation is all about taking the management of your work to the next stage of transparency.
Discover:
How to identify when your story wall isn't telling you everything and how to adjust it
* What the three different types of story walls are and which one is more suitable to certain circumstances
* Different ways to visualise your product backlog
Why queue columns and limiting work in progress is so important regardless of whether you are using Scrum or Kanban
* How symbols and tokens can be used to give more information
* What else can you use other than story walls to visualise information
* How to ingrain Visual Management into both the team and management structures of your organisation
* Visualising Your Quality, Testing and Team
* What is systemic flow mapping and why is it important
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
Andreas Schleicher, Director of Education and Skills at the OECD presents at the launch of PISA 2022 Volume III - Creative Minds, Creative Schools on 18 June 2024.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
A Rogue's Take on Culture Change Costs Currency, Agile Australia 2011Renee Troughton
This is my presentation from Agile Australia 2011 with a metaphoric view of large scale Agile transformations. This presentation reveals the five stages of transformation and discusses three of the key implementation models or large organisations.
Presented at the Lean and Agile Systems Thinking Conference in Melbourne 2012 this presentation covers what games are, what the key elements of a game are, how these relate to our day to day lives and importantly what can we learn or utilise more of from game for Agile Software Development.
Sudokuban is a Kanban in practice example activity that takes about 20-25 minutes to run. This is the slidepack that goes with the game to briefly introduce Kanban before the game and then give some more in depth information afterwards.
The benefit of a Sudoku based game is that it mimics the software development process more closely - ie requires in depth, concentrated effort, where pairing could hamper the concentration.
The sudoku game pack comprises of 12 sudoku puzzles, setup partly in progress in flow with low WIP limits. Quality issues are embedded into the pack to ensure that failure occurs immediately and WIP constraints get met to force the change in behaviour.
Expedites are added part way in (two closely together) to form behaviour around handling them.
Team will generally learn:
1) How to use WIP limits
2) How to swarm to remove blockers
3) How to handle expedites
4) To re-prioritise according to value
5) The value of someone still looking out for the team's flow
Conducted at Sydney's AgileTour 2013.
The document compares the roles of a Scrum Master and Project Manager. It discusses how in a non-Agile environment the Project Manager is responsible for the team and project, while in an Agile environment the Scrum Master facilitates the team. The Scrum Master role focuses on coaching the team to be self-organizing rather than directing work. The document also references different leadership styles and how the Scrum Master acts as a servant leader by supporting the team rather than asserting control.
Visual Management: Leading with what you can seeRenee Troughton
Produced and presented by Craig Smith and Renee Troughton at the Agile Australia 2013 20 June.
Using task boards or story walls is a key Agile practice, but are you making the most of it? Visual Management is more than just putting cards on a wall, it is a growing style of management that focuses on managing work only by what you can see rather than reports or paper being shuffled around. Visual Management allows you to understand the constraints in the system, mitigate risks before they become issues, report on progress from the micro to the macro. Visual Management can also be used to demonstrate to customers and clients where the work they care about is at. This presentation is all about taking the management of your work to the next stage of transparency.
Discover:
How to identify when your story wall isn't telling you everything and how to adjust it
* What the three different types of story walls are and which one is more suitable to certain circumstances
* Different ways to visualise your product backlog
Why queue columns and limiting work in progress is so important regardless of whether you are using Scrum or Kanban
* How symbols and tokens can be used to give more information
* What else can you use other than story walls to visualise information
* How to ingrain Visual Management into both the team and management structures of your organisation
* Visualising Your Quality, Testing and Team
* What is systemic flow mapping and why is it important
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
Andreas Schleicher, Director of Education and Skills at the OECD presents at the launch of PISA 2022 Volume III - Creative Minds, Creative Schools on 18 June 2024.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).