Create a big scale (i.e. a long line) on the floor with masking tape. Mark one end as 'Great' and the other as 'Bad'. Let participants stand on the scale according to their satisfaction with the last iteration. Ask people what they notice.
Psychologically, taking a stand physically is different from just saying something. It's more 'real'.
You can reuse the scale if you close with activity #44.
Discuss the 12 agile principles and pick one to work on Source:
Print the principles of the Agile Manifesto onto cards, one principle per card. If the group is large, split it and provide each smaller group with their own set of the principles.
Explain that you want to order the principles according to the following question: 'How much do we need to improve regarding this principle?'. In the end the principle that is the team's weakest spot should be on top of the list.
Start with a random principle, discuss what it means and how much need for improvement you see, then place it in the middle. Pick the next principle, discuss what it means and sort it relatively to the other principles. You can propose a position depending on the previous discussion and move from there by comparison. Repeat this until all cards are sorted.
Now consider the card on top: This is presumeably the most needed and most urgent principle you should work on. How does the team feel about it? Does everyone still agree? What are the reasons there is the biggest demand for change here? Should you compare to the second or third most important issue again? If someone would now rather choose the second position, why?
Find the source of problems whose origins are hard to pinpoint and lead to endless discussion Source:
Write the problem you want to explore on a sticky note and put it in the middle of a whiteboard. Find out why that is a problem by repeatedly asking 'So what?'. Find out the root causes by repeatedly asking 'Why (does this happen)?' Document your findings by writing more stickies and showing causal relations with arrows. Each sticky can have more than one reason and more than one consequence Vicious circles are usually good starting points for actions. If you can break their bad influence, you can gain a lot.
Ideas for actions compete for 2 available 'Will do'-slots Source:
[Caution: This game creates 'winners' and 'losers'. Don't use it if the team has power imbalances.]
Ask everyone to think of 2 changes they'd like to implement and write them down on separate index cards. Draw 2 slots on the board. The first team member puts their favorite change idea into the first slot. His neighbor puts their favorite into the second slot. The third member has to pitch her favorite idea against the one already hanging that she favors less. If the team prefers her idea, it's swapped against the hanging one. This continues until everyone has presented both their cards.
Try not to start the circle with dominant team members.
Recognize the efforts of teammates and self-improve a little Source:
Put up 2 columns on a white board: 'Thank you!' and 'My action'. Ask everybody to write one sticky per column: Something they want to thank another teammate for doing; and something they want to change about their own behavior in the next iteration. It can be something really small. Once everyone is finished, do a round for each person to present their stickies and post them to the board.