πŸ§‘πŸ½β€πŸ€β€πŸ§‘πŸ½ day-plan

Delivery is the catch-all term for shipping your code, or putting it in online, in a public place where real people can use it.

Telephone

Ring Ring Bananaphone

In groups of no more than 5, we’re going to play a game of telephone.

β†’ Telephone

Ring Ring Bananaphone

To play Telephone without the internet, you will need: pens, paper, a stopwatch or timer

  • In groups of no more than 6, give each person a pen and a sheet of paper. You might want to pre-fold the paper into thirds or sixths so people know how big to draw
  • Alternating around the group, choose Red/Yellow/Red/Yellow/Red/Yellow
  • Faciliator: Shout telephone! and set a timer for 30 seconds (a tomato timer is good for this)
  • All the Reds: draw a picture
  • All the Yellows: write a sentence
  • When the timer rings, fold the paper over and pass it left
  • Faciliator: Shout telephone! and set a timer for 30 seconds: it’s 30 seconds a round.
  • Players: Look at your new picture or sentence. Do your best to draw the sentence or write the picture.
  • When the timer rings, fold the paper over and pass it left
  • Continue until your starting paper returns to you

Notes

Sharing Our Blockers

Learning Objectives

We call problems that stop our progress “blockers”. We talk through our blockers regularly and help each other get “unblocked” or “unstuck”.

Sharing Our Blockers

Join the Jam board or grab some sticky notes. Add your blockers.

Make sure to add only one blocker per note.

Notes

Learning Objectives

Morning Break

A quick break of fifteen minutes so we can all concentrate on the next piece of work.

Notes

Present CYF Blocks project

Learning Objectives

Preparation

Ensure you have done the prep exercise

Introduction

Everybody has to explain themselves and persuade others of their ideas. Giving a formal presentation is one way of doing that. You know the topic. You want the other people to understand it too.

When presenting, you should remember your message. Be careful that everything you do and say helps the audience understand.

Give a 3-minute presentation

🎯 Goal: Give a presentation to an audience about a planned topic. (20 minutes)

  1. In groups of 3 people, each person should give a 3-minute presentation about CYF Blocks.
  2. Give the other speakers feedback about how good their presentation was. Did they cover the following:
  • The goal of the presentation and a summary.
  • Necessary background information that the audience may not know.
  • Main points.
  • Conclusion.
  1. Make notes of the feedback you received and think about how you can apply it next time.

Present your content to different audiences

🎯 Goal: Give a presentation to an audience about a planned topic. (20 minutes)

  1. In the same groups of 3 people, take turns giving a 1-minute presentation to each audience.Β 

    • A trainee in the next class of CYF
    • Your grandmother
    • The boss wants a new website.
  2. Tell them what benefit they will gain from listening. Tell them the first half of a story or promise a benefit to the audience if they pay attention, such as learning something new.

  3. Give the other person feedback about how well they adapted to their audience.

Community Lunch

Every Saturday we cook and eat together. We share our food and our stories. We learn about each other and the world. We build community.

This is everyone’s responsibility, so help with what is needed to make this happen, for example, organising the food, setting up the table, washing up, tidying up, etc. You can do something different every week. You don’t need to be constantly responsible for the same task.

Notes

Ship It

Learning Objectives

Tip

It’s important that software works and that other people can use it

Today we will spend most of our time working together on our projects in timed bursts of 25 minutes. This is called the Pomodoro Technique, and it will help you manage your self study. On the 5 minute break, get up from your computer and move your body: stretch! This is hard work. We will develop and then ship our code repeatedly throughout the day. Each time we ship, we will ship something that works.

  • Pick one of the CYF Blocks projects and ship it to your website
  • Choose a way to improve upon the project to make it better suited to your website. Modify your CYF Blocks implementation then ship it!
  • Get feedback from one of your peers: what new requirement would they like to add? Can you implement this in CYF Blocks? Ship it again!

A skateboard to a bike to a car
Every iteration is an improvement on a working MVP

How will you work together? Using the collaborative tools you have learned during this course:

You are part of a cohort

  • together: identify your blockers
  • in small groups: define your goals as user stories
  • in pairs: iteratively improve your products

Notes

Learning Objectives

Wrap Up

Learning Objectives

Reflection on Fundamentals

We have worked together over these weeks exploring some of what it means to be a software developer. If you have met the criteria you will now be invited to join the Software Development Course. Let’s think together about what software developers really do.

What do developers do (5 mins)

Join the Jam board/grab some sticky notes and add your ideas.

Make sure to add only one idea per note.

Mentors will now lead a reflection and then we will do our last retro!

Notes

Learning Objectives

Next steps πŸ‘£

Learning Objectives

For trainees

In this section, you have a set of questions/tasks to orient you towards what is coming next in the course.

Pair up with a new person. In pairs, complete the following tasks:

Note

If you’re unsure about the answer to any of the questions below, start a thread in Slack to clarify the answer (unless there is already a thread discussing this matter)
  1. Using the curriculum website, locate the setup page and the prep page for sprint 1 of the upcoming Induction module.
  2. List the things you need to install ( if anything ) for the upcoming module.
  3. Check you can find the backlog page for the Induction sprint. Double check you’ve copied all the issues from the backlog over to your Course Planner.
  4. Double check you’ve copied all the issues from the backlog over to your Course Planner.
  5. Identify all the issues with πŸ”‘ icon that are marked as Priority. What does the Priority icon πŸ”‘ mean?
  6. When ⏰ should you start the prep work for the upcoming Induction module?
  7. Experiment with your project planner: can you filter by Size, Week 1, Tech ed, PD etc.?

For volunteers

  1. Locate the classroom planning board for your region ( if one exists )
  2. Locate the day-plan for the next module
  3. Check the instructions and links on the Priority πŸ”‘ issues for the upcoming week ( both Tech Ed and PD )
  4. In the day-plan for the upcoming week identify the instructions for any workshops and visit the repository containing that readme. Check the instructions make sense.

Notes

Learning Objectives

Retro: Start / Stop / Continue

Retro (20 minutes)

A retro is a chance to reflect on this past sprint. You can do this on a Jamboard (make sure someone clicks “Make a copy” before you start, and you work on that together) or on sticky notes on a wall.

  1. Set a timer for 5 minutes.
  2. Write down as many things as you can think of that you’d like to start, stop, and continue doing next sprint.
  3. Write one point per note and keep it short.
  4. When the timer goes off, one person should set a timer for 1 minute and group the notes into themes.
  5. Next, set a timer for 2 minutes and all vote on the most important themes by adding a dot or a +1 to the note.
  6. Finally, set a timer for 8 minutes and all discuss the top three themes.

Notes