V.1.3
In this guide we will cover everything you need to know about building Sprint Templates - the different tools at your disposal as well as things to consider regarding your learning design.
From time to time we will link to How-to articles that briefly explains how to perform a specific task.
Table of contents:
1. What is a Sprint Template?
2. Naming your Sprint Template
3. Sections and Modules
3.1 Drag n' Drop
3.2 Run-time
3.3 Flow
4. Module Types
4.1 Video Module
4.2 YouTube Module
4.3 Audio Module
4.4 Text Module
4.5 Assignment Module
5. The Module Bank
6. Using the Sprint Designer
7. Thing to consider regarding learning design
7.1 Designing the Sprint Template
7.2 Tips to get you started
8. The Sprint Challenge
8.1 Creating a great sprint challenge
8.2 We or you?
9. The Challenge Video
9.1 Inspiration, motivation and concretization
1. What is a Sprint Template?
A Sprint Template consists of learning modules that is positioned in a specific flow. If you take a look at the table of contents above, imagine that each chapter is a learning module and that the order of these chapters constitutes the flow. That is essentially what a Sprint Template is.
You build Sprint Templates to fit specific use-cases. For instance you might imagine several customers needing a Sprint about Sales Performance. With just one Sprint Template about Sales Performance you would be able to sell Sprints to every customer that fit that particular use-case.
And that is the whole point about Sprint Templates. You build them to be applied as one or several Sprints concerning specific topics and / or use-cases.
2. Naming your Sprint Template
When naming your Sprint Template be aware that the name will carry over when Sprints that are based on the template are created. To avoid confusion we recommend you give your Sprint Template a title that makes it easily recognizable as a template. You may consider following this format: [topic] [template]
3. Sections & Modules
Every Sprint Template is divided into sections and modules. A section is basically just a container that holds x amount of modules. A module, on the other hand, holds the learning content that is presented to the participants.
In the flow depicted below you see two sections each containing two modules:
As you may have figured out, there can be no module without a section. This is why you always start by creating a section upon which you add modules. Of course you are also able to create several sections, e.g. one subject per section.
3.1 Drag n' Drop
It is possible to re-arrange the order of the modules you have created in a section. Just drag n' drop the given module you want to re-arrange as depicted below:
Sometimes this feature comes in handy when you are building your Sprint Template. However, be aware that you are not able to re-arrange modules between sections.
3.2 Run-Time
Every module must have a run-time. The run-time is measured in days and reflects the suggested amount of time the participants have to complete the module.
The sum of the run-time of all modules in a given section determines when the succeding section becomes active in a Sprint. In the example below the sum of the run-time in the modules in section 1 equals three days.
In effect this means that if the Sprint was to begin on december 4th the participants would not be able to progress to section 2 before december 7th.
Here is an example from a real sprint:
This Sprint began on december 3rd. The participants, marked by the circled numbers "15" and "3", are not able to progress to the next section in the Sprint until january 3rd. And the final section will not become active until january 21st.
3.3 Flow
As the above may have pointed out to you, the creation of several sections and the order and run-time of modules within those sections lets you control the flow in a Sprint. Typically, we see people using sections as a way to take the participants through various topics in a Sprint.
Below is a depiction of a Sprint with three sections, each concerning its own topic and each with a run-time equalling one week.
4. Module Types
There are five different types of modules you can create in a Sprint Template. Video, YouTube, Audio, Text, and Assignment. In the following we will go over each of them.
4.1 Video Module
The video module is a powerful way to convey any kind of theory, method or assignment to the participants. There are numerous of ways to go about making a great learning video. We go into details about these in the download material in the bottom of this guide, but for now we will just provide a list of typical ways to do it:
- You in front of the camera + paraphernalia
- You in front of the camera + paraphernalia + digital overlays
- You as talking head + screenrecording
- You as voiceover + screenrecording
- Animation + voiceover
Here are the required input fields for a video module:
Header | Description | Run Time | Video-format |
The title of the video module (256 characters) |
A short description of what the video module is about (512 characters) |
The suggested amount of days to complete the module | .MP4 |
Here is an example of a video module we have created:
Here is what the video module looks like in a Sprint:
4.2 YouTube Module
The YouTube module is another powerful way to convey any kind of theory or method to the participants. Just find the video you would like to include and copy + paste its URL into the YouTube Module.
We highly recommend that you only use videos with content you can approve. Amongst popular choices are often TED-talks, but you are free to include any video you like. Be aware that Acadal is not responsible for or affiliated with any kind of inappropriate content that is conveyed.
Here are the required input fields for a YouTube module:
Header | Description | Run Time | Video-URL |
The title of the YouTube module (256 characters) |
A short description of what the YouTube module is about (512 characters) |
The suggested amount of days to complete the module | Copy+Paste from a YouTube video of your choice |
Here is an example of a YouTube module we have created:
Here is what the YouTube module looks like in a Sprint:
4.3 Audio Module
The audio module is great for conveying a different kind of learning experience - e.g. interviews and / or podcasts in which people debate a certain topic.
Here are the required input fields for an audio module:
Header | Description | Run Time | File-format |
The title of the audio module (256 characters) |
A short description of what the audio module is about (512 characters) |
The suggested amount of days to complete the module | .MP3 |
Here is an example of an audio module we have created:
Here is what the audio module looks like in a Sprint:
4.4 Text Module
The text module can be used for a couple of things. First and foremost it can be used to convey text in article format. However, it can also be used to entice to a specific activity in the Sprint, e.g. creating x amount of ideas.
Here are the required input fields for a text module:
Header | Description | Run Time | Text-editor |
The title of the text module (256 characters) |
A short description of what the text module is about (512 characters) |
The suggested amount of days to complete the module | The body text. Allows you to work with simple text formatting |
Here is an example of a text module we have created:
Here is what the text module looks like in a Sprint:
4.5 Assignment Module
The assignment module differs quite a lot from the other modules. It is the only module that requires input from the participants in order for them to complete it. It is meant to let you ask reflective questions that connects to a recent experience the participants have had.
For instance, if the participants have just learned about a new method, a succeeding assignment module could ask them to try out the method and then return a while later to answer some reflective questions.
Here are the required input fields for an assignment module:
Header | Description | Run Time |
The title of the assignment module (256 characters) |
A short description of what the assignment module is about (512 characters) |
The suggested amount of days to complete the module |
Task Header | Task Text | Assignment Question |
The title of the assignment (256 characters) |
The full description of what the assignment is about and what you want the participants to do (2048 characters) |
The questions you want the participants to answer (4096 characters) |
Here is an example of an assignment module we have created:
Here is what an assignment module looks like in a Sprint:
5. The Module Bank
What if you want to make several Sprint Templates containing one or several modules that are exactly the same? Enter the Module Bank. Just as you make Sprint Templates, this is a place where you can make Module Templates.
Basically, you are able to make as many modules as you like and save them to the module bank. Then, when you are building your Sprint Template you can access the module bank and select any of the pre-made modules you have saved.
Making module templates is a great idea if you know you have general topics, methods, theories or similar, which could be relevant to include in different Sprint Templates. Having a bank filled with great modules can also help speed up how fast you can make a new Sprint Template for a particular customer.
6. Using the Sprint Designer
We have now covered the tools at your disposal when building Sprint Templates. Why not take a look at our short How-To article on how to go about it in practice?
How To: Use the Sprint Designer
7. Things to consider regarding learning design
When designing a Sprint there are four guiding principles you must consider for each section or module. Each principle relates to a certain form of realization individuals go through as they learn. You do not need to understand the full extend of these forms of realization, however, it is helpful to review the essence of each form of realization, which we have described in the following table:
|
Divergence |
Assimilation |
Convergence |
Accommodation |
Realization |
Something is new/different in relation to what I already know. |
I try to understand the new in relation to what I already know. |
I practice using the new in relation to what I already know. |
I change and expand my understanding of the new in relation to what I already know. |
Each form of realization is the result of the thought process that goes on as individuals learn. In order to create a Sprint design that matches each type of realization we have defined the following guiding principles:
|
WHY |
WHAT |
HOW |
IF |
Principle |
Why should I learn something new? |
What should I learn / What is it? |
How should I use it? |
Which possibilities of use exist? |
Invoke A Sense Of |
Inspiration; Wonder; Surprise; Shock; Excitement; Meaningfulness; Motivation |
Overview; Structure; Relation; Theory; Understanding |
Physicality; Handling; Procedure; Method; Competency |
Creativity; Play; Perspectivation; Associations; Rules |
Each guiding principle provides you with a way to structure and present your learning content. We recommend you start with WHY and proceed according to the figure below:
WHY:
Starting with why is a powerful way to begin your presentation of the learning content. When you start with why you have great opportunity to build motivation for the learning that is about to take place. The Sprint Participants may be primed for learning when they begin the Sprint but invoking a sense of excitement and meaningfullness helps boost motivation, thus prolonging the attention-span and learning outcome of the Sprint Participants.
WHAT:
In immediate succession of the why you should proceed by presenting the theory or method the Sprint Participants should learn. You will want to provide the Sprint Participants with an overview of the main points in the theory or method in order for them to get a good understanding. Using examples will help the Sprint Participants form relations to what they already know.
HOW:
Next you continue by explaining and/or showcasing how the theory og method is used in practice. Providing clear step-by-step examples is a great way to go about it. You could also choose to have the Sprint Participants do an assignment in which they try out the theory og method for themselves – or you could do both!
IF:
Finishing off by providing some extreme examples is a good way to let the Sprint Participants expand their understanding of how the theory or method can be applied. You could also have them do an assignment in which the goal is to seek the limits of what the theory or method can do. In this way you allow creativity and play to help change and expand their understanding in relation to their work practice.
7.1 Designing the Sprint Template
When you design the Sprint Template there are several approaches you can take. You can choose to let each module represent one guiding principle. You can combine two guiding principles in one module and let the rest be represented by one guiding principle each. Or you can let every guiding principle be present in each module.
Be mindful of how each approach affects the way you present your learning material. Whichever approach you choose the guiding principles will help you ensure that your Sprint Template is engaging, meaningful and action oriented.
7.2 Tips to Get You Started
Do everything you can to inspire and motivate in each module. The participants will use your content to come up with great ideas on how to solve their Sprint Challenges! These tips will help get you startet:
- Follow the guiding principles as you build your content
- Keep learning videos at a maximum duration of ~7 minutes
- Be succint and to the point
- Use lots of examples to present your material
- Always include some practical assignements in your Sprint Templates
8. The Sprint Challenge
Whilst you are not required to define a Sprint Challenge when building a Sprint Template, it can be very helpful to have one in mind, since it will help you tailor your content to a specific context.
8.1 Creating a great sprint challenge
When you are creating a Sprint Challenge your aim should be to make it inspirational, motivational, and concrete. Since the Sprint Challenge is the focal point of a Sprint it should make sense to the team. If the team does not understand why it must solve the challenge you may experience lack of motivation and/or engagement. Therefore, consider what you can do to inspire, motivate, and concretise the Sprint Challenge. Here is a method to get you started:
[Opener] + [Tangible Element] + [Criterium]
You begin by choosing an opener that frames your challenge. Be particular about the opener you are choosing, because it will affect the ideas the team creates. Every opener affords a certain purpose as we have described in this table:
Opener |
Purpose |
Affordance |
What |
Ideas that explain what can be done. |
Ideas will likely focus on certain methods or procedures. |
Why |
Ideas that explain why you need to do something in a certain way. |
Ideas will likely focus on argumentation. |
Where |
Ideas that explain where you can do something differently. |
Ideas will likely focus on areas and spatiality. |
When |
Ideas that explain when you can do something differently. |
Ideas will likely focus on timing and triggers of certain behaviour. |
How |
Ideas that explain how you can do something differently. |
Ideas will likely focus on execution of certain methods and/or procedures. |
Next you need to describe something tangible that connects to your opener. Describing something tangible is about concretising your challenge to make it easier to understand the crux of what you want to achieve. Here are some examples:
[Opener] |
[Tangible Element] |
How can we |
increase our employee satisfaction rate |
How can we |
create a greater flow of loyal customers |
What would it take for our department to |
become better at utilising Big Data to help us reach our target |
Where can we |
be successful in surprising our customers |
Finally, you need to define the Criterium. This further helps to concretise your Sprint Challenge by applying some form of measurability. Here are the examples finalised:
[Opener] |
[Tangible Element] |
[Criterium] |
How can we |
increase our employee satisfaction rate |
by 5% within years end? |
How can we |
create a greater flow of loyal customers |
who recommend our services to new customers? |
What would it take for our department to |
become better at utilizing Big Data to help us reach our target |
of a 10% turnover increase by 2020? |
Where can we |
successfully surprise our customers |
when they engage with us? |
8.2 We or You?
Keep in mind that you can change the perspective of the Sprint Challenge simply by refrasing between "We" and "You". Take a look at these examples:
- How can we create a greater flow of loyal customers who recommend our services to new customers?
- How can you create a greater flow of loyal customers who recommend our services to new customers?
When deciding whether creating a "We" or "You" Sprint Challenge is the best way to go, take a moment to consider the dynamics of behavioural influence and control:
The influential circle (depicted above) is comprised of three areas. In the center is you and the behavioural actions you control. Surrounding you is your team. Your team influences the way you act and you influence the way your team acts. As a result your amount of influence on how your team acts can increase or decrease. If you have a lot of influence your amount of control is great, meaning the behavioural actions you control paves the way for how your team acts. The opposite is true if your amount of influence is small.
Furthermore, the world outside of what you and your team does, the others, affect the direction your team is heading through means of conditions. For instance, technological advances within robotics may affect your company's business model, thus provoking directional changes for your team.
Now consider the different outcomes of a "We" or "You" Sprint Challenge. What kind of ideas will come from either approach? How will it affect the Sprint?
|
We |
You |
Direction |
Invoking behavioral change is primarily a combined team effort. Secondly a personal matter. |
Invoking behavioral change is primarily a personal matter. Secondly a combined team effort. |
Attitude |
“It is up to the team”. |
“It is up to me”. |
Outcome |
We should do [action] Everyone should do [action] Why don’t we do [action] What if we do [action] |
I plan to do [action] I want to do [action] I need to do [action] I can do [action] |
9. The Challenge Video
Like the Sprint Challenge the Challenge Video is not required of you to make whilst building a Sprint Template, however, it may be helpful to know a bit about the purpose of the challenge video.
9.1 Inspiration, motivation and concretization
A big part of creating an inspiring and motivating Sprint Challenge has to do with conveying WHY your team must solve the Sprint Challenge. A great way to convey the big WHY is to accompany your Sprint Challenge with a Challenge Video.
Putting yourself in front of the camera and telling your team why they should care is equally as important as it is on a kickoff meeting or similar event in which you present a new strategy or must win battle.
You want to inspire and motivate your team to achieve your goals as a company – and it is no different when it comes to the Challenge Video. Here are some examples of how you can inspire, motivate, and concretize the big WHY in your Challenge Video:
|
Inspiration |
Motivation |
Concretization |
Talk about |
Future Aspects |
What is in it for me? |
Something: § Measurable § Actionable § Realistic
|
And let us not forget the do's and don't about making a compelling Challenge Video:
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