π§πΎβπ€βπ§πΎ day-plan
βπ½ Register
π«±π½βπ«²πΎ Induction
Welcome to the Piscine.
Before you came to class today, you should have completed the prep and signed the Trainee Agreement and the Code of Conduct. If you haven’t done the prep, it’s time to leave. Thanks, and try again next time.
If you have done the prep, you’re in the right place. Please make sure you have signed the register. Sign it as soon as you come in. The register isn’t just for attendance rules; we need to know who is in the building if there’s a fire, so please don’t sign in for anyone else.
Next up, we need to choose a timekeeper. The timekeeper is responsible for keeping us on track and making sure we finish on time. Who would like to volunteer?
β° The Timekeeper will:
- Announce the start of an activity and how long it will take (check everyone is listening)
- Manage any whole class timers that are used in an activity
- Give people a 10-minute wrap-up warning before the end of an activity
- Announce the end of an activity and what happens next
Today you will kick off your first team project. At the end of the day, each person will give a two minute demo of something they have built, learned, or discovered today. Then we will wrap and go for a cup of tea together.
But first, let’s get to know each other. Stand up and find someone you don’t know. Introduce yourself and tell them one thing you are looking forward to learning in the Piscine.
Zip Zap Boing!
Learning Objectives
π Zip Zap Boing Gameplay
In a single group, have participants stand in a circle. This game works best with 5 or more players and must be played in person.
Make your zipzapper
Press your hands together in front of you, palms facing each other to make your energy zipzapper. Crackle! Feel the energy between your hands!
Point your zipzapper to the person next to you, and say “Zip”.
Point your zipzapper at anyone in the circle and say “Zap”.
Now, put both hands up in the air, jump, and say “Boing!” This reverses the direction of play.
Play the game
One person starts by saying “Zip” and pointing to another person in the circle. That person then has three options:
- Zip the person on your left or right.
- Zap anyone in the circle.
- Boing the energy back to them, which reverses the direction of play.
The game continues with players reacting quickly to keep the energy flowing.
If someone hesitates or makes a mistake, they’re out.
Evolve the game
Add variations to increase complexity and challenge
- Round 2: Add a new word “Zop” which skips the next person in the circle
- Round 3: Players must use a different gesture for each word (e.g., point for Zip, thumbs up for Zap, jazz hands for Boing)
- Round 4: Increase the speed - anyone who takes more than 2 seconds to respond is out
Morning Break
A quick break of fifteen minutes so we can all concentrate on the next piece of work.
Kickoff
Learning Objectives
At CYF we work in small teams to deliver working software with tests.
π‘ tip
π― Goal:
You will be split randomly into groups of 3-4.
Kickoff
- Review the project docs.
- Setup your project board.
- Break down the project into tasks.
- Assign tasks to team members.
- Agree on a deadline for each task.
π‘ Tips:
- Review the project docs before kickoff.
- Keep it simple. Identify the simplest way you can meet the criteria.
- Break it down. Split the work into small tasks on a board.
- Communicate. Make sure everyone knows what they are doing.
- Set deadlines. Agree on when you will have each task done.
First group project π
Group Project 1
Before you begin this group project, agree your way of working. This will help you to work together effectively and efficiently. Read the ways of working below and discuss them with your team. If you have extra conditions, agree them now.
Way of Working
- Create a temporary Slack channel for your team. Use this channel and your class time for communication about the project management and the product development.
- Each team member must understand the requirements of a ticket before moving it from the Backlog to Ready. Make use of your class time to discuss the tickets as a team.
- Decide whether you are going to work on tickets individually or as a pair. You may work faster on your own but may learn more as a pair.
- Each feature must be reviewed by another member of your team . Set a branch protection rule on your main branch to enforce this.
- Each team member can pick up a new ticket only when their old ticket is in review. Work on one thing at a time.
Set up the repo
- One person should fork this repo to their own GitHub account and name it
Piscine-Sprint-1-Project
. - That person should add the other team members as collaborators to the repo.
- Now someone else should make a copy of the example planner and link it to your project repo.
On the branch protection settings
Set the following:
Require a pull request before merging. When this is enabled, all commits must be made to a non-protected branch and submitted via a pull request before they can be merged into a branch that matches this rule.
Require approvals: 1. When this is enabled, pull requests targeting a matching branch require a number of approvals and no changes requested before they can be merged.
Team Development
Learning Objectives
This time is set aside for you to work together as a team to make progress on your project.
Remember: At your interview, you may be asked about any code in your project, not just the code you wrote. You need to understand and be able to explain the code your team mates wrote. Make sure you read their code, review it, and talk to them about it.
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.
Team Development
Learning Objectives
This time is set aside for you to work together as a team to make progress on your project.
Remember: At your interview, you may be asked about any code in your project, not just the code you wrote. You need to understand and be able to explain the code your team mates wrote. Make sure you read their code, review it, and talk to them about it.
Afternoon Break
Please feel comfortable and welcome to pray at this time if this is part of your religion.
If you are breastfeeding and would like a private space, please let us know.
Team Development
Learning Objectives
This time is set aside for you to work together as a team to make progress on your project.
Remember: At your interview, you may be asked about any code in your project, not just the code you wrote. You need to understand and be able to explain the code your team mates wrote. Make sure you read their code, review it, and talk to them about it.
Demo
Learning Objectives
At CYF we expect you to demo your work to the class. You must have many opportunities to practice how to clearly and simply explain your work to others. This is really important for interviews and career success.
β° Timekeeper
The timekeeper will keep the groups on track.
Split randomly into groups of no more than 4 people. Mix up your teams. Each person will have 2 minutes to demo their work to the group. After the demo, the group will ask questions or give feedback for 5 minutes. Then the next person will demo their work.
π§πΌβπ Trainees
1. Demo
You will demo something about your work to the group.
You will have 2 minutes to explain what you did and why. It’s ok to show broken code or code that doesn’t work yet. Just make sure your demo is interesting.
2. Feedback
After the demo, the group will give you feedback for up to 5 minutes. It’s smart to suggest what kind of feedback you want by asking some “generative” questions. For example:
- I wasn’t sure if it makes sense to try X. What do you think?
- I liked the way I did X, but I know there are other approaches, what did you do?
- I found X really confusing, did anyone else have the same problem?
π‘ Tips:
- Practice the format of demos before class.
- Keep it simple. Don’t try to show everything you did. Just show one interesting thing.
- Keep it short. Two minutes is enough.
- Explain what you did and why.
- Show your code.
- Ask for feedback.
Wrap
You are done for the day. Take a moment to reflect on what you have learned and achieved.
Stand in a circle and share:
- π your name
- πͺπ½ one thing you built today
- π·πΎ the task you are going to work on next
- π one thing you need help with
Give yourselves a round of applause. Now you have earned your rest. Usually people go for a drink (or a coffee) after class. You are welcome to join and wind down together.