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Scrum in Virtual Reality

Short description

The Scrum Simulator (ScrumSim) is an interactive multiplayer Virtual Reality (VR) simulation that places the participant in a virtual collaboration environment, in order to train them in the use of the project management methodology Scrum. In VR, the participants as a team, with the assistance of two avatars, perform intuitive tasks in ‘sprints’, cooperate, discuss, interact with the environment and receive feedback on their performance and tasks.  

Motivation

To assist the teaching of the Scrum Framework in an engaging, motivating, hands-on and collaborative way.  

   

The scrum team’s task was to build the interior and furnish a virtual apartment for the stakeholders, John and Mary. On the screenshot a team member's workspace is shown.
Screenshot: Lasse Lui Frandsen 

   

The task was divided into 'sprints' and put onto the kanban under 'backlog', 'doing' and 'done'.
Screenshot: Lasse Lui Frandsen 

The product owner facilitated the process and managed the kanban board and coached the development team.
Screenshot: Lasse Lui Frandsen 

Learning objectives

  • Assisting teaching of the Scrum Framework. 

  • Motivate students to collaborate by using Scrum. 

Execution

THE PROCESS

Preperation

  • The day was scheduled, so one group of four students at a time participated in the VR activity while the rest of the class worked on something else.  

  • 4 teachers/researchers/research assistants were needed since the four students had to be in separate rooms during the activity (they had to hear each other through the headset rather than in real life). 

In class

  1. The students selected an avatar and completed a brief introduction on how to use the controls and the mechanics of the application. (Introduktionsvideo til VR headsettet) 

  2. Then, the students were placed into a virtual room within their group, where they could see each other and communicate. A virtual avatar explained the objective of the task: to complete the goals displayed on a kanban board by working together through a series of tasks called sprints. 

  3. Throughout the activity, the students went through 2-3 ‘sprints’. Simultaneously, they received feedback from a virtual product owner, who provided advice on changes, such as adjustments to work goals. 

RESSOURCES FOR STUDENTS

SUPPORT FOR STUDENTS

  • Four sets of headsets, VR-headsets and PC’s, prepared, charged and setup. 

  • Before the activity, the students had received theoretical teaching on scrum 

  • The students were shown the headset and received instructions about how it worked. 

  • The students were encouraged during the activity to ask their virtual group if they had any problems. 

Reflections

Outcomes

  • The activity was well received. The students enjoyed trying a new way of learning the subjects.  

  • Most of the students did not have experience using a VR headset and found the novelty fun and engaging. 

    

Challenges

  • Problems with multi-user application meant that if one user lost connection, they could not reconnect mid-session. This could result in loss of data, although it rarely happened.  

  • We used the VR headset Oculus Quest 2 without the elite headstraps. These are a bit heavy and not well-balanced without the additional headstrap, which meant that 45 minutes of use was straining for some students.

   

Advices for other educators

  • Consider the reason for including VR in teaching. Is it to engage and motivate students, is it to include a subject or teaching method otherwise not possible? 

  • Do not make the teaching activity too long. VR leads to a higher cognitive load than other media and the headsets are not comfortable to wear for too long. If the students need to wear a headset for more than 45 minutes, consider which headset it is and whether additional equipment and make it better (e.g., the Elite Headstrap for the Oculus Quest 2). 

     


Basic information

Educators Konstantinos Koumaditis
Maja Due Kadenic
Lasse Lui Frandsen
Faculty and department BSS, Department of Business Development and Technology
Degree programme
  1. Technology Based Business Development Engineering 

  1. ITKO Kandidat uddannelsen 

Level of study Master’s Degree 
Course/subject
  1. Engineering Project Management

  1. Projektledelse

Number of students
  1. 12-30 

  1. 36 

Extent Activity
Teaching format Small Class Teaching
Implementation Autumn 2022

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