Daily Scrum

The Daily Scrum is a short round at the start of every work session in a project: the team stands in a circle, and in turn everyone answers three questions. What have I done since last time, what am I going to do now, and where am I stuck? Everyone has one minute, the turn goes round, and nobody is skipped. Whoever is stuck says so; solving it happens after the circle, with the two it concerns. That way the whole team knows within a few minutes what is finished, what is happening now and where someone needs help. The structure comes from Scrum, the way software teams work, and in the classroom it fits any project that runs over several lessons: a project week, an extended research project, a school musical. It is not meant for a single lesson on its own; its value comes from last time.

4 turns · ± 7 min

Put it on the board

One screen: the team's goal, the team size and the time per turn. Only you see it; the class sees it only when you press Start.

This exact screen goes on your board. The timer gives everyone the same time in turn and you stay in control: pause, add time or move on to the next person. The three questions are ready; type the team's goal yourself.

What the class sees on the board

Each team member in turn · ± 1 min per person · three questions

Daily Scrum
0s in · ± 4 min to go
Turn 1 of 4
step 1/1 · In turn, one minute each
A working first version by Friday
Your turn: three short answers.
1:00
one person speaking
Turn · 1 min
← Previous
Next step →

For you: The three questions are the structure. Keep it to naming; solving comes after the circle. You don't take part.

Group size

teams of 2–8 · several teams at once

Duration

± 7 min

incl. briefing and look-back

Level

from age 8 to adults

Materials

nothing, standing helps

Format

the team in a circle, in turn

Goal

coordinate in a few minutes

Check two things before the first run. Does the project run over several lessons, with fixed teams? A Daily Scrum without a last time has nothing to look back on. And does everyone know that nothing gets solved in the circle? Say it out loud: naming a problem is fine, the conversation about the solution comes afterwards.

Step-by-step instructions

3 steps

Stand in a circle as a team

Standing keeps it short: nobody makes a speech on their feet. You do not take part: you keep the time.

In turn, one minute each

Everyone answers the same three questions within their own minute: what have I done since last time, what am I going to do now, and where am I stuck? The turn goes round and nobody is skipped.

Name it, do not solve it

If someone is stuck, it gets said and noted. The conversation about the solution happens after the circle, with the two it concerns, not with the whole team standing there.

Everyone gets their own turn, so the length follows the team size: four one-minute turns, with standing up and the reflection, come to about seven minutes. Above eight people, split into two circles running at the same time.

Why does this work?

A team working on a project together rarely loses time on the work itself, but often on what nobody knew: that something was already finished, that two people were doing the same thing, that someone had been stuck for two lessons. The Daily Scrum makes that visible in a few minutes. Three things do the work: the three questions, the turn that goes round, and the agreement that nothing gets solved in the circle.

Three questions, three things made visible

The first question makes visible what is finished, the second what is happening now, and the third where someone is stuck. That third one is the reason the team is standing together: it is where they can help each other. Take it out and the circle becomes a round of progress reports. You may change the questions for your own project (the structure allows it), but know what you are giving up.

The turn goes round

Everyone gets a turn, in order, with one minute. That is the second half of the method: without that order the two who were talking anyway do the talking, and the last one says "same as him". A minute is long enough for three short answers and too short to start solving anything. That is why "Advance automatically" is on by default here: at 0:00 the clock hands on the turn, and you do not have to cut anyone off.

Name it, do not solve it

If someone is stuck, it gets said and noted, and that is where it stops. The conversation about the solution comes after the circle, with the two it concerns, not with the whole team standing there. That keeps the round short, and everyone still hears who needs help. A circle that solves every problem on the spot has become a twenty-minute meeting by the third time.

When it fits, when to pick something else

When it fits

  • For a project that runs over several lessons. A project week, an extended research project, an investigation, a school musical: every lesson starts with a few minutes in which the team knows where it stands.
  • When everyone in the team has a part of their own. Once the work is divided up, nobody sees what the others are doing. The second question (what am I going to do now?) stops two people making the same thing.
  • When you want to know where it is stuck. The third question brings to light what would otherwise only show up at the deadline. You hear it in the circle, and afterwards you help exactly where it is needed.
  • To teach students to report concisely. Saying in one minute what is finished, what you are going to do and where you are stuck is a skill that is useful well beyond the project.
  • With colleagues, in a busy period. A department in exam week, a working group organising the open day: a few minutes standing, and everyone knows who is doing what.

When to pick something else

  • As a one-off structure in a single lesson. The questions are about what you did since last time and what you are going to do now; without a last time there is little to report. If you want to hear something brief from everyone in one lesson, take Taking Turns.
  • To solve a problem together. In the circle things get named, not solved. If the whole team is stuck, make time for that after the circle, with The worst plan when the group is getting in its own way, or with Five Whys when one problem keeps coming back.
  • With more than eight people in one circle. Then the round lasts longer than it promises, and the last person is no longer listening to the first. Split into two circles standing at the same time.

Examples by context

Homeroom · Project Week
  • By Friday, a working first version of our project
Open ready-made· 7 minOther structures for Homeroom, also ready-made →
Extended research project: A pair working on one investigation for months: two turns, and the third question matters most.
Design and technology: A build assignment over four lessons: what have I built, what am I building now, what isn't working yet?
School musical: Teams for set, costumes and script, each in its own circle, at the same time.
Science: An investigation in groups: what have I measured, what am I measuring now, where am I stuck?
Staff meeting · A Shared Test
  • Before winter break, one common assessment for all sixth-grade classes
Open ready-made· 9 minOther structures for Staff meeting, also ready-made →

Variants

Your own questions the three questions are the structure, but they are yours. Under "Ask different questions" you put them in your own words, and they travel with your preparation. Keep the third ("where am I stuck?") in whatever form.
With a goal on the screen fill in what the team is working towards this week. That sentence is on the screen for every turn, so the answers have something to be measured against. Without a goal the answers are about today instead of the week.
Shorter or longer turns a minute is the default. Half a minute is enough for a quick check; a class still learning it first gets a minute and a half per turn, and goes back to one minute as soon as it works.
A parking lot write on the board where someone is stuck, and pick it up straight after the circle, with only the people involved.
With a task board combine the circle with a board of three columns (to do, doing, done) so the answers point at real tasks.

By age

Ages 4–8. Not for this age. The structure asks for a project that runs over several lessons, fixed teams, and being able to say in one minute what you did, what you are going to do and where you are stuck. If you want everyone to say something briefly, take Taking Turns: with the youngest in a circle that you lead, from age 6 in groups.
Ages 8–10. Possible, in a project week and with teams of three or four. Put the questions in their own words ("what did I do, what will I do, what isn't working?") and give them a minute and a half the first time. Model it once first with one team while the class watches.
Ages 10–12. Works well with a research project, the school musical or a project over several weeks. The trap is the third question: "nowhere" is the easiest answer. Follow it up after the circle: where did it go slower than you wanted?
Lower secondary (12–15). Works well with projects and practical assignments that run over several lessons, in fixed teams. Keep the minute tight; the player hands on the turn by itself.
Upper secondary, college and adults. This is where the structure really comes into its own: an extended research project, a work placement assignment, a team in a busy period. With adults the trap is a third question that turns into a chance to complain; keep it to naming.

Common mistakes

Joining in yourself. If you stand in the circle, everyone reports to you instead of to the team. You do not take part: you keep the time.
Solving in the circle. Naming is fine; solving happens afterwards, with the two it concerns. Otherwise the circle is a meeting by the third time.
Skipping the third question. Without "where am I stuck?" it is a round of progress reports. That question is the reason the team is standing together.
Turns without a limit. Then the first person talks for four minutes and the last one says "same as him". Let the clock hand on the turn.
Doing it once. The value is in the repetition: every time starts from the last. A Daily Scrum that happens once is just a round.

Frequently asked questions

What is a Daily Scrum?

A short, regular round at the start of every work session in a project. The team stands in a circle, and in turn everyone answers three questions in one minute: what have I done since last time, what am I going to do now, and where am I stuck? Whoever is stuck says so; solving it happens after the circle, with those it concerns. The structure comes from Scrum, a way of working for teams that work in short cycles; in many teams it is simply called the stand-up.

How long does a Daily Scrum take?

With the default settings the whole structure takes ± 7 minutes: 4 rounds, briefing and look-back included.

One minute per person. A team of four therefore has four minutes of turns; the preparation adds a minute for standing up and forming a circle, and two minutes of reflection at the end: about seven minutes in all. With a team of eight it takes about eleven minutes. You set the time per turn yourself, in steps of fifteen seconds, and the player hands the turn on to the next person by itself. Above eight the round lasts longer than it promises; split the team into two circles then.

Which three questions, and can you change them?

The default questions are: what have I done since last time, what am I going to do now, and where am I stuck? They are not worded that way by accident: the first makes visible what is finished, the second what is happening now, the third where someone is stuck. You may change them, in the preparation under "Ask different questions", for example into words younger students use. Do keep the third question, in whatever form: it is the reason the team is standing together. Without it, the circle becomes a round of progress reports.

Why does the team stand?

Because nobody makes a speech on their feet. Whoever stands says what they have to say and is done; whoever sits leans back and tells a story. So standing is an aid, not a rule: if it cannot be done, because the room is full or someone cannot stand, it works seated too, but then watch the minute all the more closely.

What do you do with what is stuck?

You note it, and you pick it up after the circle. In the circle someone only says where they are stuck; the conversation about the solution comes afterwards, with the two or three it concerns. A board with a "parking lot" helps: that is where you write what needs discussing after the circle. For you as the teacher this is the most valuable minute of the lesson: you hear exactly where help is needed.

How do you do it with a whole class?

Each team stands in its own circle, and all the circles stand at the same time. The screen counts the turns ("Turn 3 of 4") and hands on the turn for all circles at once. If the teams are not the same size, set the size of the largest team; a smaller team then finishes first and waits. You walk round the circles and listen above all to the answers to the third question.

Do you take part as the teacher?

No. You keep the time, and you listen. A teacher in the circle turns it into a progress interview in which everyone reports to you instead of to the team. What you hear in the circle, especially at the third question, you use afterwards: that is how you know whom to help first.

Is this the same as Scrum?

It is one part of it. Scrum is a way of working for teams that work in short cycles, described by Ken Schwaber and Jeff Sutherland in the Scrum Guide; in it the Daily Scrum is the short, daily moment in which the team coordinates. The three questions are no longer in that guide (since 2020 the team chooses its own format), but they are its classic shape. eduScrum, which started in the Netherlands, brought the way of working into the classroom, with a short stand-up at the start of the lesson. LudensFlow borrows only the Daily Scrum, and puts it in the language of a class: no sprints and no jargon, just the three questions and the agreement that solving happens after the circle.

How is it different from Taking Turns?

Taking Turns collects many short answers to one open question, in groups of two to six, in any lesson and on any topic. The Daily Scrum always asks the same three questions about your own work, in a fixed project team, at the start of every work session. The first is a way to give everyone a say; the second is a way to keep a project on course.

How do you facilitate a Daily Scrum?

Beforehand: fixed teams, and if you like a goal for the week on the screen. At the start: have the teams stand up and form a circle, and say that nothing gets solved in the circle. During the turns: keep the time, do not take part, and note what is stuck. After the circle: first pick up what was stuck, with only those involved. And do it again every lesson: the third time already goes quicker than the first.

Working together on a project: which structure fits?

StructureGoalGroupDurationWhen it fits
Daily Scrumcoordinate briefly at the start of a work sessionteams of 2–8± 7 mina project that runs over several lessons
Taking Turnscollect many short answers2–6± 12 minopen question, fast, no material
Pomodoro: get to workfocused work in blocks, with a real breakalone, whole class at once± 40 minwork that needs attention, not discussion
Gallery Walkcollect feedback on each other's work2–8 teams± 30 minhalfway through a project or design
1 goes, 3 staycollect what the other teams foundteams of 4± 20 mineach team has something the others lack
The worst plansee what you're doing to yourselfalone or in groups± 19 minthe project is stuck

Sources

  • Ken Schwaber & Jeff Sutherland, The Scrum Guide (2020). The Daily Scrum: a short, fixed moment in which the team coordinates itself.
  • Arno Delhij, Rini van Solingen & Willy Wijnands, The eduScrum Guide (2015). Scrum in the classroom: fixed teams, a task board and a short stand-up at the start of the lesson.

Compiled by Oksana Oliinyk · Last updated 25 September 2026

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