MYFORSCRUM: A New Digital Tool for Implementing Forscrum in
Educational / Training Contexts
Carlos Luís
a
and Maria José Marcelino
b
Department of Informatics Engineering (DEI) of the University of Coimbra, Portugal
Keywords: Agile Methodology, Usability, Accessibility, Learnability, Adults Education.
Abstract: This paper presents the development of an application (App) designed to support the management of training
processes through the integration of the forScrum methodology. The App’s primary objective is to facilitate
collaborative work between learners and teachers/trainers, promoting efficient organization of training cycles
(sprints) and fostering autonomy and self-regulation. The Design Thinking methodology was applied to create
the prototype, enabling a Learner-Centered Design approach that allowed for a comprehensive understanding
of stakeholders' needs, resulting in an innovative, effective, and efficient solution. This methodology
comprised six-stage: empathy, definition, ideation, prototyping, testing and implementation, ensuring that the
final product is functional and aligned with learner expectations. The paper also discusses the challenges
encountered during the design and development process, as well as the implemented functionalities and the
evaluation of usability, accessibility, and learnability within the learning ecosystem.
1 INTRODUCTION
In the 21st century, characterized by the rapid
proliferation of applications and the accelerated pace
of information technologies, as well as the
development of Industry 4.0, it is imperative to adopt
agile methodologies, “e.g., Scrum, eXtreme
Programming (XP), Kanban, and Dynamic Systems
Development Method (DSDM)", among others
(Cubric, 2013) (Abbas et al., 2008) in education and
training 4.0. These agile methodologies are based on
iterative and incremental processes and have four
characteristics in common: adaptive planning, iterative
development, rapid and flexible response to change
and the promotion and enhancement of communication
(Begel & Nagappan, 2007) (Maher, 2009).
The possibilities of networked interaction have
introduced new perspectives on knowledge
production. The key challenge of digital education
lies in preparing adults for a complex and
increasingly unpredictable world, marked by
diversity, interdependence, and dynamic
relationships (Figueiredo, 2022), rather than merely
promoting the adoption of new technologies (Amante
et al., 2008). It is therefore imperative to design new
a
https://orcid.org/0000-0001-5777-059X
b
https://orcid.org/0000-0001-7153-2205
paradigms for “lifelong learning,” grounded in agile
methodologies and strategies that enhance learners’
engagement and active participation in the knowledge
acquisition process (Moraes, 2001).
Numerous writers have investigated the use of
agile approaches to training and education, leading to
a variety of learning models, among other outcomes.
For example, in their systematic reviews, A. López-
Alcarria et al., 2019 (López-Alcarria et al., 2019) and
P. Salza et al., 2019 (Salza et al., 2019) show that
implementing agile methodologies in education
improves performance, satisfaction, and motivation
among faculty and students while also creating a
learning environment that supports the development
of responsible and sustainable citizens.
The eXtreme Teaching approach is the outcome of
other authors' adaptations of Extreme Programming
(XP) for the educational setting, including R.
Andersson et al., 2006 (Andersson & Bendix, 2006)
and R. Vuokko et al., 2007 (Vuokko & Berg, 2007).
The Just-in-Time Feedback technique is used in
project-based learning courses by V. Razmov et al.,
2007 (Razmov & Anderson, 2006) and A. Delhij et al.,
2015 (Delhij et al., 2015) explain how Scrum has been
adapted for use in education using the eduScrum mode.
Luís, C. and Marcelino, M. J.
MYFORSCRUM: A New Digital Tool for Implementing Forscrum in Educational / Training Contexts.
DOI: 10.5220/0013276100003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 2, pages 697-704
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
697
In this paper, grounded in the design thinking
methodology (Brown, 2008; Denning, 2013) and
principles of Learner-Centered-Design (Soloway et
al., 1994a), we analyze the methods employed in
adult education and training processes and describe a
prototype of an app that was developed for learning
ecosystems, using the forScrum framework.
2 IMPLEMENTING AGILE
STRATEGIES IN ACTIVE
LEARNING
A significant volume of research has investigated the
application of agile methodologies in educational and
training contexts. Many studies have examined how
frameworks originally designed for software
development can be adapted to enhance learning
environments, emphasizing collaboration, flexibility,
and learner-centered approaches. In recent years,
Scrum has gained widespread adoption, transcending
its origins as a software development methodology to
become a versatile framework for work and
management in diverse sectors within large
organizations (Sutherland, 2020). Willy Wijnands, a
professor of chemistry/physics at Ashram College in
the Netherlands, pioneered the application of Scrum
in educational settings, integrating educational
strategies, methodologies, and resources into a
framework he termed eduScrum (Delhij et al., 2015;
Devedžić & Milenković, 2011). The implementation
of Scrum in educational practices has fostered a
seamless integration of education/training and
practical learning experiences (Devedžić &
Milenković, 2011).
S. Duvall, et al. provide a method called
Scrumage (SCRUM for AGile Education) in an effort
to get around the need to make compromises. To meet
their unique learning requirements and preferences,
they give each student in a course the option to choose
from a variety of educational approaches and sets of
materials (Duvall et al., 2018, 2020).
Xiang J. and Han C. propose an interdisciplinary
teaching framework, TL-Scrum (Teaching and
Learning-Scrum), that leverages the agile
development methodology to improve students'
teamwork skills within physics education. This
approach, grounded in Scrum principles, comprises
six key phases: setting task objectives, forming study
groups, defining learning goals, overseeing study
schedules, communicating learning outcomes, and
reviewing the overall learning process. This
structured, agile-based model fosters collaborative
learning and aligns instructional practices with team-
oriented skill development.(Xiang & Han, 2021).
The concept of Agile Learning Loops (ALL),
from K Böhm, Y Unnold and PV Zahorodko,
involves the methodological adaptation of the
SCRUM framework alongside loop-oriented learning
models - such as Single-, Double-, and Triple-Loop
Learning to create an organizational framework
tailored for higher education. This approach serves as
a design structure for learning within Problem-Based
Learning (PBL) environments (Böhm & Unnold,
2021)(Zahorodko, 2023).
The forScrum framework was specifically
developed for professional training, with the aim of
adapting the principles and practices of the Scrum
methodology to the needs of learning environments
focused on building professional competencies. This
model employs a holistic approach that incorporates
various pedagogical strategies, including analogies to
heutagogy, to foster a flexible, self-directed, and
collaborative learning experience. Trainees are
encouraged to take an active role in their learning
process, embracing responsibility and engaging in
team-based problem-solving within real-world
professional contexts. This agile structure supports
not only skill acquisition but also the development of
self-determined learning capacities essential for
lifelong learning (Luís et al., 2022, 2023).
3 RESEARCH METHODOLOGY
AND TOOLS
To achieve the objective of this study, the Design
Thinking and Learning Centered Design
methodologies were applied to ensure a
comprehensive, learner-centered approach in the
prototype's development. Design Thinking, a
methodology emphasizing user-centricity, aims to
deeply understand the needs of learners through a six-
stage iterative process: empathizing, defining,
ideating, prototyping, testing, and implementing
(Brown, 2008; Gibbons, 2016). This approach
promotes innovative solutions by actively engaging
users and stakeholders in the creative process, thus
ensuring that the final outcome aligns closely with
real learning expectations and requirements. In this
study, Design Thinking was instrumental in
facilitating the generation and testing of ideas,
fostering an environment of open collaboration and
learning.
In parallel, Learning Centered Design focuses on
developing solutions that address not only functional
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requirements but also the specific learning and
developmental needs of the learner (Quintana et al.,
2013; Soloway et al., 1994b). This methodology
shaped the prototype’s development by centering the
design process around effective educational
experiences, where learning objectives, intuitive
interaction, and learner development support were
paramount. This method is particularly well-suited
for educational tool development, as it guides the
design process to enhance both usability and
pedagogical efficacy.
To further support the prototype's development,
Unified Modeling Language (UML) diagrams,
including use case and class diagrams, were created
to represent user interactions and system structure
systematically (Rumbaugh et al., 1999). These
diagrams provided a visual framework that clarified
the relationships and interactions within the
prototype, serving as a blueprint for the functional
design. The actual prototype was developed using
Figma, a collaborative design platform, which
allowed for precise interaction design and easy
adjustments based on iterative feedback.
The combination of these methodologies,
alongside structured UML modeling and the use of
Figma, enabled the creation of a robust prototype that
effectively addresses both learner needs and
educational objectives.
4 DESIGN APPROACH
In this iterative and flexible model, the focus remains
firmly centered on learners' needs, enabling the
design to be continuously refined based on feedback
and new insights throughout the process. The three
core phases of Design Thinking Understand,
Explore, and Materialize (Gibbons, 2016) have
been thoroughly examined, providing a
methodological framework aimed at ensuring that the
solutions developed are genuinely user-centered. The
Understand phase emphasizes an immersive, in-depth
analysis of learners' needs; the Explore phase fosters
the generation and refinement of innovative ideas;
and finally, the Materialize phase centers on
prototyping and the practical implementation of
solutions, ensuring that the design effectively and
engagingly meets educational objectives.
4.1 Understand - Empathize and
Define
To gain a deeper understanding of the learners, data
collection was grounded in ethnographic research,
adopting an 'emic perspective' (Eriksson &
Kovalainen, 2015; Paul et al., 2003), to gather
observational notes directly from their experiences.
The absence of dedicated applications compatible
with the framework posed significant challenges for
the learners, limiting their ability to fully explore the
methodological and technological tools available.
This gap compelled students to resort to alternative
solutions, which often proved inadequate for meeting
the specific needs of their projects. As a result,
learners experienced a fragmented learning journey,
where support tools were not aligned with the
educational and technical goals of the framework.
These limitations hindered the comprehension and
practical application of key concepts, as learners had
to invest additional time in adapting and improvising
resources to enable a partial implementation of the
process. The lack of dedicated applications thereby
compromised the fluidity of the learning process and
students' confidence in using the framework,
highlighting a pressing need for tools specifically
developed to support this educational approach.
4.2 Explore – Ideate and Prototype
During the training sessions, and as new challenges
emerged, the primary difficulties encountered by the
learners throughout the formative process were
identified and discussed. Each issue was
collaboratively analyzed, creating a space for
dialogue among all participants to achieve a deeper
understanding of the limitations associated with the
use of the available tools. Once specific problems
were identified, various viable solutions were
proposed, aiming to minimize interruptions and
enhance the learning experience.
Among the solutions discussed, the proposal to
develop a single application that could centralize all
necessary functionalities quickly became a consensus
among participants. This application would aim to
eliminate the need to switch between different
platforms, a practice that learners repeatedly identified
as a source of frustration and time inefficiency.
During the development process, UML diagrams
were created to structure and visually represent the
components and functional flows of the proposed
application. These diagrams provided a clear and
systematic overview of the application’s architecture
and anticipated interactions, serving as a robust
foundation for subsequent design stages (Silva,
A;Videira, 2005). Building upon this initial modeling,
low- and high-fidelity prototypes were developed to
iteratively test and refine the application's interface and
functionality (Lauff et al., 2018).
MYFORSCRUM: A New Digital Tool for Implementing Forscrum in Educational / Training Contexts
699
4.3 Materialize – Test
Usability testing is a critical step in prototype
development, allowing for the assessment of user
interaction with the proposed system in terms of
effectiveness, efficiency, and satisfaction. Among the
methodologies employed, Thinking Aloud out
(Nielsen, 2012), and heuristic evaluation (Nielsen,
1993, pp. 155–163) stand out. In the Thinking Aloud
method, users verbalize their thoughts, actions, and
difficulties as they navigate the system, providing
direct insights into the user experience and facilitating
the identification of usability barriers that might
otherwise go unnoticed in conventional analyses. On
the other hand, heuristic evaluation is conducted by
experts who examine the system against established
design principles to identify usability issues in a
structured manner.
Interestingly, even with more complex interfaces,
the combination of these two methodologies proves
highly effective: through the Thinking Aloud method,
groups of five evaluators were able to identify more
than half of the usability issues (Molich & Ballerup,
1990), while the heuristic evaluation complemented
the analysis by highlighting additional issues based
on recognized heuristics. These results underscore the
robustness of these methodologies in detecting
critical flaws and fostering a design that is more
intuitive and aligned with actual user needs. By
enabling adjustments grounded in empirical feedback
and heuristic principles, usability testing becomes an
indispensable resource for optimizing the user
experience, ensuring that the system is functional,
intuitive, and accessible.
5 THE PROTOTYPE
Before addressing the prototyping phase, it is
essential to present the use case diagrams that define
the application’s functional requirements.
The use case diagrams for Trainer (Figure 1) and
Learner (Figure 2) illustrate the main functionalities
and interactions that each type of user can access
within the application. These diagrams provide a clear
view of the functional requirements by detailing user
behaviors and the connections between various use
cases. Together, they meet the specific needs of each
user group, demonstrating how the app supports agile
project management and collaborative learning.
Additionally, by offering a foundational framework for
the development and execution of the app's features,
these diagrams ensure that the design adheres to
accessibility and usability guidelines for all users.
Figure 1: Use Case Diagram Teacher /Trainer.
Figure 2: Use Case Diagram Learner.
Building on these diagrams, the subsequent step
involved the development of low-fidelity prototypes.
These prototypes provided a foundation for a series
of usability tests, enabling iterative refinement of the
interface and functionalities based on user feedback.
Low-fidelity prototypes are particularly
advantageous at these initial stages, as they allow for
rapid adjustments in response to usability findings,
focusing on core design elements without the
constraints of complex visual details. This approach
ensures that essential user interactions and
navigational flows are thoroughly evaluated,
establishing a robust foundation for further
development.
In developing this App, consistency was
prioritized to ensure a smooth and predictable Learner
experience (LX) (Ahn, 2019). The use of uniform
interface elements, such as icons, buttons, and
navigation structures, was carefully adjusted to foster
intuitive interaction and reduce cognitive load (Budiu
& Nielsen, 2011). Fitts's Law was considered in the
placement and sizing of interactive elements,
optimizing accessibility and navigation efficiency
(Grosjean et al., 2007). Furthermore, the selection of
the Nested Doll and Dashboard patterns reflects the
application of Hick's Law, facilitating information
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organization and simplifying decision-making
processes for users throughout their navigation
(Proctor & Schneider, 2018).
The usability tests conducted with learners were
carried out using a functional prototype developed in
Figma, though it had no connection to databases.
Therefore, the Wizard of Oz technique (Dahlbäck et
al., 1993b, 1993a)was used in conjunction with the
'think aloud' method. This approach enabled direct
observation of user interactions with the prototype,
capturing their real-time reactions and interpretations.
To evaluate the usability and organization of the
layout, a series of tasks was designed to test the
interface's functionality and clarity. Seven tests were
conducted with educators and seven with learners,
following the theoretical framework proposed by
Jakob Nielsen and Tom Landauer (Nielsen, 2000).
The tasks included creating user stories,
configuring a sprint, and setting up a Scrum Poker
room. However, the prototype's HUB layout,
intended to centralize navigation by providing access
to multiple areas from a single location, did not align
with the learners' mental models. This misalignment
led to navigational difficulties and disrupted the
interaction flow, emphasizing the importance of an
intuitive design that meets user expectations and
minimizes cognitive load.
The layout in Figure 3 represents the initial menu;
Figure 4 presents a Kanban board with user stories,
and Figure 5 displays the curricular units.
Figure 3: Initial menu (Calendar, Curricular units, Teams,
Sprint, Messages and Settings).
Based on user experience, the decision was made
to implement the Nested Doll and Tabbed View
design patterns, as these proved to be more aligned
with the learners' expectations and familiarity.
Figure 4: Kanban board with user stories, (Thermal tourism
and Cruzer).
Figure 5: Curricular Units.
The selection of these patterns is due to their
capacity to provide a clear hierarchical structure and
organized access to various sections, adhering to the
principles of internal and external consistency one of
Jakob Nielsen's heuristics (Nielsen, 2020). This
approach allows learners to navigate the interface more
easily, benefiting from an intuitive organization that
promotes immediate recognition of functionalities and
reduces cognitive load, in line with Jakob’s Law
(Nielsen, 2020). (Figure 6, 7 and 8).
MYFORSCRUM: A New Digital Tool for Implementing Forscrum in Educational / Training Contexts
701
Figure 6: Main Menu.
Figure 7: Kanban board with user stories.
6 CONCLUSIONS
The prototype presented here is designed to support
the agile forScrum methodology, emerging as an
essential tool for transforming educational and
training practices and advancing Education/Training
4.0. By structuring and monitoring sprints and
associated tasks, this app promotes a learner-centered
Figure 8: Curricular Units.
pedagogical model that facilitates the adaptability and
flexibility required to address the challenges of an
ever-evolving digital context.
The simplicity of the application, combined with
principles of usability and accessibility, ensures that
learners with low digital literacy can actively
participate in the preparation, execution, and
learnability is a core element, essential to
guaranteeing a smooth transition to agile practices
without significant barriers. This approach thus
promotes an inclusive and intuitive learning
experience.
In the context of Education 4.0, which goes
beyond traditional pedagogical and andragogical
approaches, new practices such as heutagogy,
peeragogy, and cybergogy have emerged, which are
fundamental to a learner-centered education
(Cherusheva et al., 2023; Miranda et al., 2021). This
perspective encourages self-directed learning,
emphasizing humanistic and constructivist principles
that motivate learners to take responsibility for their
own development.
Future work will focus on developing a fully
functional application that embodies these concepts,
further contributing to an inclusive, learner-driven,
and agile educational ecosystem aligned with the
principles of Education 4.0.
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ACKNOWLEDGEMENTS
I extend my gratitude to all who contributed to the
development of this App, whose success stems from
the commitment and dedication of a multidisciplinary
team. To those who shared their knowledge, provided
essential feedback, and devoted their time and
expertise, I offer my deepest appreciation. To all the
learners who participated in usability tests and shared
their invaluable perspectives, my sincere thanks, for
your contributions that were instrumental in guiding
the evolution of this tool.
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