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Learning Hour MCP

by SDiamante13
DOMAIN_VOCABULARY.md3.44 kB
# Learning Hours Domain Vocabulary ## Core Concepts ### Learning Hour A structured 60-minute session where teams practice technical skills using the 4C Learning Model. Sessions focus on one micro-skill to avoid overwhelming participants. ### Deliberate Practice Focused, structured practice aimed at improvement. Includes immediate feedback, repetition of challenging elements, and progressive skill building. ### Technical Excellence The continuous pursuit of high-quality software development practices that enhance team agility and software maintainability. ### Micro-skill A small, focused technical ability that can be learned and practiced in a single Learning Hour session (e.g., "Extract Method" refactoring). ## 4C Learning Model Components ### Connect The opening phase where participants activate prior knowledge and assess current understanding of the topic. ### Concept The teaching phase where the facilitator introduces the main idea through explanation, demonstration, and examples. ### Concrete The practice phase where participants apply the concept through hands-on coding exercises, typically in pairs or ensembles. ### Conclusion The reflection phase where participants consolidate learning and identify key takeaways for future application. ## Technical Practices ### Test Driven Development (TDD) Writing tests before implementation code, following the Red-Green-Refactor cycle. ### Refactoring Improving code structure without changing external behavior. Common refactorings include Extract Method, Rename Variable, and Inline Function. ### Clean Code Code that is readable, maintainable, and expressive. Achieved through good naming, small functions, and clear structure. ### Evolutionary Design Allowing software architecture to emerge and evolve through iterative development and refactoring. ### Ensemble Programming Collaborative programming approach where the entire team works together on the same code at the same time. ### Pair Programming Two developers working together at one workstation, with one writing code (driver) and the other reviewing (navigator). ## Learning Session Components ### Learning Goals Specific, measurable objectives that define what participants will achieve by the end of the session. ### Facilitator The person guiding the Learning Hour, typically a technical coach or experienced team member. ### Code Kata A coding exercise designed to practice specific programming techniques through repetition. ### Retrospective Structured reflection on the learning session to identify insights and improvement opportunities. ## Quality Metrics ### Technical Debt The implied cost of future reworking required when choosing quick solutions over better approaches. ### Deployment Frequency How often the team releases software to production, indicating delivery capability. ### Defect Rate The frequency of bugs or issues in delivered software, measuring quality. ### Cycle Time The time from starting work on a feature to delivering it to users. ## Team Dynamics ### Psychological Safety An environment where team members feel safe to take risks, make mistakes, and learn without fear of negative consequences. ### Collective Ownership Shared responsibility for all code in the system, enabling any team member to modify any part. ### Continuous Improvement The ongoing practice of identifying and implementing small enhancements to processes and skills.

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