Teaching Tip Teaching Scrum Product Owner Competencies Using an Experiential Learning Simulation

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Publicat a:Journal of Information Systems Education vol. 35, no. 1 (Winter 2024), p. 37
Autor principal: Thouin, Mark F
Altres autors: Hefley, William E
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EDSIG
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100 1 |a Thouin, Mark F 
245 1 |a Teaching Tip Teaching Scrum Product Owner Competencies Using an Experiential Learning Simulation 
260 |b EDSIG  |c Winter 2024 
513 |a Journal Article 
520 3 |a The product owner role is one of three key roles in the Scrum software development process. Industry demand for product owners is growing exponentially, and educators need effective techniques for teaching students the knowledge, skills, and competencies required to be effective product owners. To address this need, this Teaching Tip describes how SimAgile, an experiential learning simulation, may be used as one part of a series of Scrum-based assignments to help students better understand the product owner role and the competencies required to be an effective product owner. Results from a graduate class on agile project management indicate that when SimAgile is combined with complementary Scrum workflow assignments students report high levels of active learning, relevance, and utility and closely mirrors real world product-owner experiences. Furthermore, students are able to successfully identify product-owner competency requirements upon completion of assignments. With minor modifications, the simulation and Scrum workflow assignments may also be used for undergraduate students. Using the simulation in combination with supplemental Scrum workflow assignments appears to be an approach well suited for teaching students about the product owner role in a classroom setting and will help educators meet the growing demand for product owners in industry. 
653 |a Teaching 
653 |a User services 
653 |a Pedagogy 
653 |a Software 
653 |a Classrooms 
653 |a Software development 
653 |a Learning 
653 |a Communication 
653 |a Experiential learning 
653 |a Decision making 
653 |a Student participation 
653 |a Workflow 
653 |a Project management 
653 |a Undergraduate study 
653 |a Customer relationship management 
653 |a Computer simulation 
653 |a Information systems 
653 |a Industrial development 
653 |a Simulation 
653 |a Students 
653 |a Skills 
653 |a College students 
653 |a Owners 
653 |a Assignment 
653 |a Teachers 
653 |a Undergraduate students 
653 |a Competency based learning 
653 |a Educational activities 
653 |a Learning Processes 
653 |a Teaching Methods 
653 |a Learning Theories 
653 |a Learner Engagement 
653 |a Learning Objectives 
700 1 |a Hefley, William E 
773 0 |t Journal of Information Systems Education  |g vol. 35, no. 1 (Winter 2024), p. 37 
786 0 |d ProQuest  |t ABI/INFORM Global 
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