The document describes a project management workshop that uses a game to teach project management skills. It outlines the objectives, timeline, and rules of the game. The game simulates managing a project through different phases while answering questions about key project management areas. Supporting materials describe the project lifecycle framework, different project phases and knowledge areas.
The document describes a project management workshop that uses a game to teach project management skills. It outlines the objectives, timeline, and rules of the game. The game simulates managing a project through different phases while answering questions about key project management areas. Supporting materials describe the project lifecycle framework, different project phases and knowledge areas.
The document describes a project management workshop that uses a game to teach project management skills. It outlines the objectives, timeline, and rules of the game. The game simulates managing a project through different phases while answering questions about key project management areas. Supporting materials describe the project lifecycle framework, different project phases and knowledge areas.
The document describes a project management workshop that uses a game to teach project management skills. It outlines the objectives, timeline, and rules of the game. The game simulates managing a project through different phases while answering questions about key project management areas. Supporting materials describe the project lifecycle framework, different project phases and knowledge areas.
Presenters ¾ Dean Athanassiades, PMP – Philips Medical IT Professional Services ¾ Nancy Stetson, PMP – ChartMaxx Project Manager – MedPlus, Inc
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Workshop Objective ¾ Provide attendees with opportunity to learn / practice / apply project management skills and techniques using a “game” oriented approach ¾ Provide attendees with a set of project tools that they can use in managing projects within their organizations ¾ Provide attendees with a game-oriented framework that they can use within their own organization to facilitate learning among their own project teams Version 2003-12-02 (c) Dean Athanassiades 2003 3 Time Guidelines ¾ 10:00-10:10 – Introductions ¾ 10:10-10:20 – Game background and rules ¾ 10:20-10:35 – Project management basics ¾ 10:35-10:50 – Initiation Phase ¾ 10:50-11:05 – Planning Phase ¾ 11:05-11:20 – Control and Execution Phase ¾ 11:20-11:35 – Closing Phase ¾ 11:35-11:50 – Game Wrap-Up and Questions Version 2003-12-02 (c) Dean Athanassiades 2003 4 Project Management Overview
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What Is Project Management ¾ Process of planning, scheduling, and controlling project activities ¾ Science and art of making tradeoffs between schedule, scope, cost, and quality while solving the problem defined for the project
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Why Projects Fail ¾ Disagreement about desired result ¾ Disagreement about how to achieve desired result ¾ Insufficient or inappropriate resources ¾ Insufficient time to complete project ¾ Inadequate budget to complete project ¾ Poor communications Ill-defined roles (Source Unknown)
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Games as a Learning Tool ¾ Gaming defined – Use of games as a tool to practice and apply business skills ¾ Examples of Games used as learning tools – EIS – Banking / Finance Asset Management – Industrial Marketing – Pharmaceutical – Merger and Acquisition
Case Scenario ¾ Your organization has elected to re-design its emergency department processes to better serve its clients ¾ Scope of the project may involve – Physical redesign (bigger, smaller, different location) – Change in processes and workflow – Changes in equipment – Changes in staffing ¾ You have been appointed to lead the effort to come up with the desired physical and logical workflow for the new ED
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Rules of the Game ¾ Game flow similar to popular board game called “Cranium” ¾ Form teams based upon attendance at workshop ¾ Game “board” has 4 sides representing 5 phases of a project: – Initiation – Planning – Executing & Controlling – Closing
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Rules of the Game ¾ Within each Phase, there are multiple “stops” for the key project Knowledge Areas: – Integration management – Scope management – Time management – Cost management – Quality management – Human resource management – Communications management – Risk management – Procurement management ¾ At each “stop”, the player will have to correctly answer a question related to the Knowledge Area Version 2003-12-02 (c) Dean Athanassiades 2003 11 Rules of the Game ¾ Object of the game is to traverse the board through the 5 phases of project management before any of the other players
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Rules of the Game ¾ Complete the tool provided for the Phase – Example: for Initiation Phase, the tool provided is a Charter Statement ¾ Then, move through each Phase by answering one or more Knowledge Area questions related to that Phase
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Rules of the Game ¾ Movement through each Phase is controlled by the draw of Random Number Cards. ¾ If you draw 1 through 9, you move forward that number of spaces and answer the Knowledge Area question associated with the space that you land on. ¾ If you draw 10, 11, or 12, you go directly to the beginning of the next Phase
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Rules of the Game ¾ If you answer the Knowledge Area question correctly, then, on your next turn, you roll again. – If you answer incorrectly, on your next turn, you draw another question from the same Knowledge Area. ¾ You reach the end of the Knowledge Areas for a Phase by: – either by answering Knowledge Area questions correctly, – or drawing 10, 11, or 12, – drawing an Outcome card, and perform the action on the card.
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Game Materials ¾ Game board ¾ Tokens ¾ Toolkit for each Project Phase ¾ Deck of cards with Knowledge Area questions ¾ Deck of cards with Outcome Issues ¾ Random number cards
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Supporting Handouts
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Project Management Framework ¾ PMI Project Management Framework – Initiation – Planning – Execution – Control – Close
Source: PMBOK 2000, Project Management Institute
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Initiating ¾ Recognizing that a project is worth doing ¾ Determining what the project should accomplish ¾ Defining the overall project goal ¾ Defining general expectations of customers, management, and other stakeholders ¾ Defining the general project scope ¾ Selecting the initial team members Version 2003-12-02 (c) Dean Athanassiades 2003 19 Planning ¾ Refining project scope including balance between results, time, and resource ¾ Listing tasks and activities that will lead to achieving project goals ¾ Sequencing activities in the most efficient manner possible ¾ Developing a workable schedule and budget for assigning resources to the activities required to complete the project ¾ Getting the plan approved by appropriate stakeholders Version 2003-12-02 (c) Dean Athanassiades 2003 20 Executing ¾ Leading the team ¾ Meeting with team members ¾ Communicating with stakeholders ¾ Fighting Fire ¾ Securing necessary resources to carry out the project plan
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Controlling ¾ Monitoring deviation from plan ¾ Taking corrective action to match progress with plan ¾ Receiving and evaluating project change requests from stakeholders and team members ¾ Adapting resource levels as necessary ¾ Changing project scope ¾ Returning to planning stage to make adjustments to project goals ¾ Securing approval for changes from stakeholders
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Closing ¾ Shutting down the project and disbanding the team ¾ Learning from the project experience ¾ Reviewing the project process and outcomes with team members and stakeholders ¾ Writing a final report
12 Rules for Project Management Success ¾ Gain consensus on project ¾ Remember that people outcomes count ¾ Build the best team that ¾ Gain formal and ongoing you can support of management ¾ Develop a comprehensive and stakeholders viable plan and keep it up ¾ Be willing to change to date ¾ Keep people informed of ¾ Determine how much stuff what you are up to you really need to get ¾ Be willing to try new things done things ¾ Have a realistic schedule ¾ Be a leader as well as a ¾ Do not try to do more than manager can be done Version 2003-12-02 (c) Dean Athanassiades 2003 34 Initiation Tools ¾ Project Charter Statement