0% found this document useful (0 votes)
50 views19 pages

Scrum Basics: Roles, Events, and Artifacts

Uploaded by

Zoo Nam
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
50 views19 pages

Scrum Basics: Roles, Events, and Artifacts

Uploaded by

Zoo Nam
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Scrum Basics

1. Who is responsible for ensuring Scrum is understood and enacted?


o A. Product Owner
o B. Scrum Master
o C. Development Team
o D. Stakeholders
Answer: B
2. Which event is time-boxed to 15 minutes?
o A. Sprint Planning
o B. Daily Scrum
o C. Sprint Review
o D. Sprint Retrospective
Answer: B
3. What is the primary purpose of a Sprint Review?
o A. Review team performance
o B. Review work completed and adapt the Product Backlog
o C. Plan the next Sprint
o D. Assess stakeholder satisfaction
Answer: B
4. The time-box for a Sprint Retrospective is?
o A. 4 hours for a 1-month Sprint
o B. 8 hours for a 1-month Sprint
o C. Unlimited
o D. 15 minutes
Answer: A
5. Who has the final say on the order of the Product Backlog?
o A. Scrum Master
o B. Product Owner
o C. Development Team
o D. Stakeholders
Answer: B

Scrum Roles
6. Who owns the Product Backlog?
o A. Scrum Master
o B. Product Owner
o C. Development Team
o D. Project Manager
Answer: B
7. Who is responsible for delivering a potentially releasable product
Increment?
o A. Scrum Master
o B. Product Owner
o C. Development Team
o D. Stakeholders
Answer: C
8. What is the main role of the Scrum Master?
o A. Assign tasks to team members
o B. Protect the team from outside interruptions
o C. Manage the Development Team
o D. Approve the Product Backlog
Answer: B
9. Who collaborates with stakeholders during the Sprint Review?
o A. Scrum Master
o B. Development Team
o C. Product Owner and Development Team
o D. Stakeholders only
Answer: C
10.What is the Scrum Master’s role during the Daily Scrum?
o A. Facilitate the meeting
o B. Ensure team members report progress
o C. Observe and ensure the Scrum framework is followed
o D. Manage task assignments
Answer: C

Scrum Artifacts
11.What is the outcome of a Sprint?
o A. A completed Product Backlog
o B. A potentially releasable product Increment
o C. A new Sprint Goal
o D. A new Product Backlog
Answer: B
12.What is the purpose of the Sprint Backlog?
o A. To list all deliverables of the project
o B. To define what will be worked on during the Sprint
o C. To track stakeholder feedback
o D. To prioritize long-term goals
Answer: B
13.What does the Increment include?
o A. All tasks in the Sprint Backlog
o B. All completed Product Backlog items during the Sprint
o C. Work-in-progress items
o D. New project goals
Answer: B
14.What is the Product Backlog?
o A. A list of project risks
o B. A prioritized list of tasks and features for the product
o C. A document of project deadlines
o D. A team schedule
Answer: B
15.Who updates the Sprint Backlog during a Sprint?
o A. Product Owner
o B. Scrum Master
o C. Development Team
o D. Project Manager
Answer: C

Scrum Events
16.When can a Sprint be canceled?
o A. During the Daily Scrum
o B. When the Sprint Goal becomes obsolete
o C. At the Sprint Review
o D. Never
Answer: B
17.Who can cancel a Sprint?
o A. Development Team
o B. Scrum Master
o C. Product Owner
o D. Stakeholders
Answer: C
18.What is the time-box for Sprint Planning?
o A. 8 hours for a 1-month Sprint
o B. 2 hours for a 1-week Sprint
o C. 4 hours for a 2-week Sprint
o D. All of the above
Answer: D
19.What is the main output of Sprint Planning?
o A. A detailed Gantt chart
o B. The Sprint Goal and Sprint Backlog
o C. A risk assessment
o D. A performance review
Answer: B
20.What is inspected during the Daily Scrum?
o A. Team performance metrics
o B. Progress toward the Sprint Goal
o C. The Product Increment
o D. Stakeholder satisfaction
Answer: B

Scrum Values
21.Which of the following is NOT a Scrum value?
o A. Commitment
o B. Focus
o C. Efficiency
o D. Respect
Answer: C
22.Scrum encourages the Development Team to be:
o A. Self-organizing
o B. Directed by the Product Owner
o C. Managed by the Scrum Master
o D. Strictly hierarchical
Answer: A
23.The principle of "Transparency" in Scrum means:
o A. Sharing progress updates with stakeholders
o B. Ensuring all work is visible to those responsible
o C. Publishing sprint goals publicly
o D. Conducting daily reviews
Answer: B
24.In Scrum, "Focus" refers to:
o A. Delivering work faster
o B. Concentrating on the Sprint Goal
o C. Reducing distractions from external teams
o D. Completing as many tasks as possible
Answer: B
25."Adaptation" in Scrum occurs when:
o A. Stakeholders approve new features
o B. A deviation is detected in inspection, and adjustments are made
o C. The Product Owner reprioritizes the backlog
o D. The team identifies inefficiencies
Answer: B
Advanced Concepts
26.The Development Team should be:
o A. Cross-functional and self-organizing
o B. Directed by the Scrum Master
o C. Hierarchically structured
o D. Focused only on coding tasks
Answer: A
27.The Sprint Goal is created during:
o A. Sprint Planning
o B. Sprint Review
o C. Sprint Retrospective
o D. Daily Scrum
Answer: A
28.A good Product Backlog is:
o A. Detailed for the entire project
o B. Complete at the start of the project
o C. Ordered and continuously refined
o D. Static and unchanging
Answer: C
29.What does the term "Increment" mean in Scrum?
o A. A batch of user stories
o B. A releasable piece of the product
o C. A completed Sprint goal
o D. A backlog refinement session
Answer: B
30.Scrum Teams are structured to:
o A. Promote collaboration and communication
o B. Work under strict supervision
o C. Handle multiple projects simultaneously
o D. Avoid direct interaction with stakeholders
Answer: A
Chapter 3: Requirements, User Stories, and Backlog Management

Requirements Gathering and Analysis


1. Which technique is commonly used for gathering software
requirements?
o A. SWOT Analysis
o B. Brainstorming
o C. Pair Programming
o D. Retrospectives
Answer: B
2. What is the primary goal of requirements analysis?
o A. To write code for the project
o B. To define system architecture
o C. To ensure all requirements are clear, complete, and feasible
o D. To build a prototype
Answer: C
3. What are functional requirements?
o A. Requirements related to system performance and usability
o B. Requirements describing the actions the system should perform
o C. Constraints on system development
o D. Budget-related requirements
Answer: B
4. Which of the following is an example of a non-functional requirement?
o A. The system must allow users to log in.
o B. The system must load pages within 3 seconds.
o C. The user should be able to reset their password.
o D. The system must display error messages for invalid input.
Answer: B
5. In Scrum, requirements are often captured as:
o A. Use cases
o B. User stories
o C. Functional specifications
o D. Flowcharts
Answer: B

User Stories
6. What are the three components of a user story?
o A. Who, What, and Why
o B. Title, Description, and Acceptance Criteria
o C. Actor, Goal, and Condition
o D. User, Task, and Scenario
Answer: A
7. Which format is commonly used for writing user stories?
o A. "As a [role], I want [feature] so that [benefit]."
o B. "The system shall [action]."
o C. "If [condition], then [result]."
o D. "We need to implement [feature]."
Answer: A
8. What is an acceptance criterion in a user story?
o A. A measure of the user’s satisfaction
o B. A checklist that defines when the story is complete
o C. A summary of system requirements
o D. A test script for validation
Answer: B
9. Which of the following is an INVEST principle for user stories?
o A. Non-technical
o B. Scalable
o C. Valuable
o D. Time-bound
Answer: C
10.A good user story should be:
o A. Broad and high-level
o B. Specific and testable
o C. Technical and system-focused
o D. Rigid and fixed
Answer: B

Backlog Management
11.What is the Product Backlog?
o A. A list of system defects
o B. A prioritized list of work for the Scrum Team
o C. A schedule of Sprint reviews
o D. A project management tool
Answer: B
12.Who is responsible for maintaining the Product Backlog?
o A. Scrum Master
o B. Product Owner
o C. Development Team
o D. Project Manager
Answer: B
13.What is backlog refinement?
o A. Finalizing tasks before a Sprint
o B. Removing items from the backlog
o C. Breaking down and prioritizing backlog items
o D. Archiving old Sprint tasks
Answer: C
14.What is a good practice for prioritizing the Product Backlog?
o A. Using a weighted scoring system
o B. Completing all user stories equally
o C. Assigning tasks randomly
o D. Focusing only on technical tasks first
Answer: A
15.What is the difference between a Product Backlog and a Sprint
Backlog?
o A. Product Backlog focuses on tasks; Sprint Backlog focuses on
goals.
o B. Sprint Backlog contains a subset of the Product Backlog items for
the Sprint.
o C. Product Backlog is for developers; Sprint Backlog is for
stakeholders.
o D. There is no difference; they are interchangeable terms.
Answer: B

Prioritization Techniques
16.Which of the following is NOT a common prioritization technique?
o A. MoSCoW
o B. Weighted Shortest Job First (WSJF)
o C. Waterfall Analysis
o D. Kano Model
Answer: C
17.What does MoSCoW stand for in prioritization?
o A. Must-have, Should-have, Could-have, Won’t-have
o B. Mandatory, Optional, Scalable, Worthwhile
o C. Milestone, Objective, Scope, Workflow
o D. Main, Optional, Significant, Weak
Answer: A
18.Which prioritization technique focuses on the ratio of cost to benefit?
o A. WSJF
o B. MoSCoW
o C. 100-point method
o D. Risk-based prioritization
Answer: A
19.Which approach helps visualize workflow and backlog items?
o A. Flowchart
o B. Gantt Chart
o C. Kanban Board
o D. Sprint Velocity Chart
Answer: C
20.In a weighted scoring model, which factor typically receives the highest
weight?
o A. Complexity
o B. Cost
o C. Business Value
o D. Deadline
Answer: C

Technical Tasks and Estimation


21.What is story pointing used for?
o A. Assigning tasks to developers
o B. Estimating the relative effort of backlog items
o C. Calculating project cost
o D. Tracking team velocity
Answer: B
22.What unit is commonly used for story points?
o A. Hours
o B. Days
o C. Fibonacci Sequence
o D. Percentages
Answer: C
23.Which of the following describes “Definition of Ready”?
o A. A checklist ensuring a story is ready to start
o B. A test to validate backlog items
o C. A document for release approval
o D. A Sprint goal summary
Answer: A
24.What is team velocity?
o A. The speed of task completion in a Sprint
o B. The average story points completed in a Sprint
o C. The number of backlog items completed daily
o D. The time taken for release planning
Answer: B
25.What is the purpose of a spike?
o A. To track unresolved defects
o B. To investigate or reduce uncertainty in a backlog item
o C. To break down tasks into subtasks
o D. To increase Sprint velocity
Answer: B

26. What is software design?


a) Writing the program code
b) Translating system requirements into a detailed blueprint
c) Debugging the software
d) Managing hardware components
Answer: b
27. Which of these is the first step in software design?
a) Architectural design
b) Interface design
c) Coding
d) Deployment
Answer: a
28. Modularity in design means:
a) Dividing the system into manageable components
b) Using one large function
c) Avoiding interaction between components
d) Having no structure in the system
Answer: a
29. Which principle ensures each module performs a single task?
a) Low coupling
b) High cohesion
c) High coupling
d) Redundancy
Answer: b
30. The term "coupling" refers to:
a) Dependency between modules
b) The complexity of individual modules
c) The cost of development
d) The internal structure of a module
Answer: a
31. Which of the following is NOT a software design principle?
a) Reusability
b) Scalability
c) Hardware compatibility
d) Cohesion
Answer: c
32. What is the purpose of an interface design?
a) To design user-friendly system interfaces
b) To implement code modules
c) To debug software
d) To create test cases
Answer: a
33. What is abstraction in software design?
a) Hiding unnecessary details while focusing on essential features
b) Writing multiple lines of redundant code
c) Direct hardware interaction
d) Minimizing user inputs
Answer: a
34. Which diagram is commonly used in architectural design?
a) Use case diagram
b) Class diagram
c) Deployment diagram
d) Entity-relationship diagram
Answer: c
35. What does UML stand for?
a) Unified Module Language
b) Universal Markup Language
c) Unified Modeling Language
d) User Management Logic
Answer: c
36. High cohesion in a module means:
a) The module performs closely related tasks
b) The module relies heavily on other modules
c) The module performs unrelated tasks
d) The module is difficult to test
Answer: a
37. What is the output of the design phase in SDLC?
a) A detailed design document
b) User manuals
c) Software code
d) Hardware specifications
Answer: a
38. Which design pattern focuses on object creation?
a) Structural patterns
b) Creational patterns
c) Behavioral patterns
d) Procedural patterns
Answer: b
39. Which is NOT a benefit of modular design?
a) Simplified debugging and testing
b) Reusability of components
c) Independent development of modules
d) Redundant code in each module
Answer: d
40. What is the primary goal of architectural design?
a) Define the system’s high-level structure and behavior
b) Write detailed code for modules
c) Test the software
d) Design databases
Answer: a
41. What is a class diagram?
a) A representation of the relationships and structure of classes in a system
b) A physical layout of the system hardware
c) A diagram of network topology
d) A flowchart for project management
Answer: a
42. What is a design pattern?
a) A reusable solution to a common design problem
b) A testing strategy
c) A data storage technique
d) A debugging methodology
Answer: a
43. Which of the following is NOT a design activity?
a) Architectural design
b) Component design
c) Testing design
d) Requirements analysis
Answer: d
44. What is encapsulation in object-oriented design?
a) Combining data and functions into a single entity
b) Allowing global access to variables
c) Hiding module interactions
d) Creating redundant code
Answer: a
45. Which diagram represents system interactions over time?
a) Sequence diagram
b) Component diagram
c) Deployment diagram
d) Class diagram
Answer: a
46. Why is reusability important in design?
a) To reduce development time and costs
b) To increase system size
c) To make testing more complex
d) To ensure compatibility with outdated systems
Answer: a
47. What does design validation ensure?
a) The design meets software requirements
b) The software code is efficient
c) The user interface is intuitive
d) The system is installed on time
Answer: a
48. What is a major advantage of low coupling?
a) Easier to understand and maintain modules
b) More dependency between modules
c) Improved user interface
d) Reduced testing time
Answer: a
49. What is a deployment diagram used for?
a) Representing the physical deployment of system components
b) Designing user workflows
c) Showing system processes
d) Creating the UI layout
Answer: a
50. Behavioral design patterns focus on:
a) Relationships between objects and how they interact
b) Physical layout of modules
c) User interface design
d) Object creation techniques
Answer: a
51. Which of the following is a structural design pattern?
a) Singleton
b) Decorator
c) Observer
d) Factory
Answer: b
52. What is software prototyping?
a) Building an early model of the system for testing ideas
b) Writing the final code
c) Debugging system errors
d) Creating user manuals
Answer: a
53. What does “separation of concerns” mean in design?
a) Dividing a system into modules with distinct responsibilities
b) Mixing unrelated functions into a single module
c) Ignoring dependencies between modules
d) Writing global functions for all modules
Answer: a
54. Which design phase focuses on database structure?
a) Interface design
b) Data design
c) Behavioral design
d) Architectural design
Answer: b
55. What is a state diagram?
a) A representation of system states and transitions
b) A physical system layout
c) A diagram for hardware connections
d) A user interface flowchart
Answer: a

You might also like