DMDT : Agile methods for project management

Catalog of Institut Mines-Télécom Business School courses

Code

MGFE MIS 5201

Level

M2

Field

Systèmes d’information

Language

Anglais/English

ECTS Credits

2

Class hours

18

Total student load

40

Program Manager(s)

Department

  • Technologies, Information et Management

Educational team

Introduction to the module

Digital project management methods refer to the approaches and frameworks used to plan, execute, and control projects in the digital realm. These methods are designed to optimize efficiency, collaboration, and the successful delivery of digital projects. Some common digital project management methods and associated issues are Agile, Waterfall, Lean, Hybrid and Virtual project management. Common issues across digital project management methods include resource management (allocating and optimizing resources effectively), risk management (identifying and mitigating potential risks), stakeholder management (managing expectations and communication), and project governance (ensuring adherence to project objectives, timelines, and budget).

Learning goals/Programme objectives

  • LG2 Having the ability to manage uncertainty and complexity with accuracy and rigor
  • LG3 Having the foundations of responsible and sustainable management

Learning objectives/Intended learning outcomes

  • 2.3 - Identify optimal solution(s) and priorities toward implementation
  • 2.4 - Implement a plan, prepare for changes, and measure the success of actions with regard to strategy and stakeholder
  • 3 - Having the foundations of responsible and sustainable management
  • 3.2 - Apply discipline knowledge appropriately and effectively
  • 3.4 - Select and employ judiciously appropriate techniques and tools within the discipline

Rubrics

- Understanding of basic governance aspect of IT including IT decision making process especially on financial decisions making on IS projects.
- Mastering IT project management trends such as agile and scrum methods for project innovation and implementation.

Content : structure and schedule

Session #1
- Preliminary explanation
- Agile Principles
- The differences between Agile and Waterfall Project Management
- Agile in figures
Session #2
- Agile games
- Example of an Agile Framework : Scrum
Session #3
- Scrum description
- Scrum Simulation games

Learning delivery

synchrone

Pedagogical methods

- Serious Games
- Lectures

Evaluation and grading system and catch up exams

Upon 20 marks, 80% on activity outcomes and 20% on class participation.

Module Policies

Professor-Student Communication
● The professor will contact the students through their school email address (IMT-BS/TSP) and the Moodle portal. No communication via personal email addresses will take place. It is the student responsibility to regularly check their IMT-BS/TSP mailbox.
● Students can communicate with the professor by emailing him/her to his institutional address. If necessary, it is possible to meet the professor in his office during office-hours or by appointment.

Students with accommodation needs
If a student has a disability that will prevent from completing the described work or require any kind of accommodation, he may inform the program director (with supporting documents) as soon as possible. Also, students are encouraged to discuss it with the professor.

Class behavior
● Out of courtesy for the professor and classmates, all mobile phones, electronic games or other devices that generate sound should be turned off during class.
● Students should avoid disruptive and disrespectful behavior such as: arriving late, leaving early, careless behavior (e.g. sleeping, reading a non-course material, using vulgar language, over-speaking, eating, drinking, etc.). A warning may be given on the first infraction of these rules. Repeated violators will be penalized and may face expulsion from the class and/or other disciplinary proceedings.
● The tolerated delay is 5 minutes. Attendance will be declared on Moodle during these 5 minutes via a QR code provided by the teacher at each course start.
● Student should arrive on time for exams and other assessments. No one will be allowed to enter the classroom once the first person has finished the exam and left the room. There is absolutely no exception to this rule. No student can continue to take an exam once the time is up. No student may leave the room during an examination unless he / she has finished and handed over all the documents.
● In the case of remote learning, the student must keep his camera on unless instructed otherwise by the professor.

Honor code
IMT-BS is committed to a policy of honesty in the academic community. Conduct that compromises this policy may result in academic and / or disciplinary sanctions. Students must refrain from cheating, lying, plagiarizing and stealing. This includes completing your own original work and giving credit to any other person whose ideas and printed materials (including those from the Internet) are paraphrased or quoted directly. Any student who violates or helps another student violate academic behavior standards will be penalized according to IMT-BS rules.

Textbook Required and Suggested Readings

- Manifesto for Agile Software Development. Online at http://agilemanifesto.org/
- Ken Schwaber and Jeff Sutherland. The Scrum Guide. Online at https://www.scrumguides.org/docs/scrumguide/v2017/2017-Scrum-Guide-US.pdf
- Hobbs, B., & Petit, Y. (2017). Agile Methods on Large Projects in Large Organizations. Project Management Journal, 48(3), 3–19.
- Chow, T., & Cao, D.-B. (2008). A survey study of critical success factors in agile software projects. Journal of Systems and Software, 81(6), 961–971.

Keywords

Agile methods; SCRUM; Project management; IS and finance