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- 78eabd3c24d575a750b4f2d6302ef4e3e4645e2e
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- 4eba258eb221ba759ce598f46fc879059587edea
- Author
- Tobias Bengfort <tobias.bengfort@posteo.de>
- Date
- 2025-08-08 08:05
add facilitator guide from https://zenodo.org/records/10604005
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@@ -0,0 +1,341 @@ -1 1 # Data Horror Escape Room: facilitator’s guide and cheat sheet* -1 2 -1 3 Licensed with CC0 1.0 -1 4 -1 5 *WARNING: contains answers!!! -1 6 -1 7 The Data Horror Escape Room is an online game primarily designed to be played by -1 8 university staff (both researchers and research support staff) and students. It introduces and -1 9 enables discussion around research data management (RDM) concepts in a fun way. It was -1 10 created for an event that took place on Halloween during Data Horror Week, October 2020, -1 11 so it has a spooky, Halloween theme, but the game can be played at any time of the year. -1 12 -1 13 The game was designed to be played in small groups, with a facilitator supporting and -1 14 helping the groups when needed, and then stimulating reflection and discussion between -1 15 the groups. The facilitator should ideally, therefore, have some knowledge about RDM and -1 16 be able to answer questions. The following notes are intended to help you prepare to host -1 17 and facilitate an interactive session using the Data Horror Escape Room. -1 18 -1 19 The Data Horror Escape Room is an open website and can be found at -1 20 <https://sites.google.com/vu.nl/datahorror/home>. -1 21 An online escape room is a set of web pages containing puzzles that must be solved in order -1 22 to ‘unlock’ a door that allows the participants to 'escape' and therefore complete the game. -1 23 No prior knowledge of escape rooms or research data management is required to play the -1 24 game. -1 25 -1 26 This guide contains the following sections: -1 27 -1 28 - [Preparation](#) -1 29 - [Starting the session](#) -1 30 - [Discussion points](#) -1 31 - [How to play the Escape Room (⚠ contains small spoilers)](#) -1 32 - [Answers, and non-answers (⚠ ⚠ contains MAJOR spoilers!)](#) -1 33 - [Problems with the Data Horror Escape Room](#) -1 34 - [More information about the Data Horror Escape Room](#) -1 35 - [Inspiration and other games](#) -1 36 - [Acknowledgements](#) -1 37 -1 38 ## Preparation -1 39 -1 40 We highly recommend that you complete the game yourself before facilitating a session for -1 41 others, and of course, you might like to recruit some friends or colleagues to play with you -1 42 and help out as it is more fun to play the game with others. -1 43 -1 44 To give you the same experience that your gamers will have, we recommend playing the -1 45 game before reading the sections below containing spoilers (these are clearly indicated). -1 46 -1 47 We advise you not to give away any information in advance that will enable your -1 48 participants to find and play the game before your session. Once the game is completed, it is -1 49 very easy to play again, so if people have already tried it out, it will spoil the fun. -1 50 -1 51 ### How long does it take? -1 52 -1 53 - The Data Horror Escape Room takes a minimum of 40 minutes with fast work and -1 54 excellent team collaboration; more commonly, it takes around one hour or slightly -1 55 longer. -1 56 - We recommend a session of 1 hour 30 minutes for introduction, game, and -1 57 post-game discussion. -1 58 - If you have a session of less than an hour, you can start the game during the session -1 59 and invite participants to complete it together, or alone, after the session. Because -1 60 the room is an open website, participants can access it at any time. -1 61 - To continue the game at a later date, participants should make a note of which -1 62 puzzles have been solved because the website does not track, or record any -1 63 information from individual players. -1 64 - If your session isn't long enough to play the game to the end, participants will still -1 65 have encountered aspects of research data management that can be discussed and -1 66 you can focus on these, avoiding discussing how the puzzles are actually solved. -1 67 - Try to keep the introduction brief to maximize time for completion and allow the -1 68 participants to discover for themselves how the game works. It's likely that some of -1 69 your participants will have played an escape room before, and they will be able to get -1 70 going very quickly. For those less experienced, offer individual support to help them -1 71 on their way. -1 72 -1 73 ### How do I set things up? -1 74 -1 75 - Every team needs at least one computer and an internet connection. -1 76 - Participants will also need to make a few small notes so either you can ensure they -1 77 have pens and paper, or you can suggest they make notes on their computer or -1 78 mobile phone. -1 79 - At one point during the game, participants will encounter a video that they need to -1 80 watch. It has sound, but can be played on mute with subtitles. -1 81 - The ideal team size is 2-6 people. You can have as many teams as you wish playing -1 82 simultaneously. -1 83 - You can consider having a prize for the fastest team to complete the game. -1 84 -1 85 ### Notes for playing during a virtual/online event -1 86 -1 87 - If playing the game during an online event, plan the following in advance: -1 88 - how to divide the group into teams, -1 89 - how to answer questions from the teams whilst playing the game, -1 90 - how to send information, if needed, to all teams during the game, -1 91 - what instructions to give teams who are not physically co-located (for -1 92 example, one person will need to share their screen and control the mouse), -1 93 - what to do when some teams have finished the game and others are still -1 94 playing. -1 95 - If using Zoom, it is easiest to use the Breakout Rooms with the self-assign -1 96 functionality, then participants can sort themselves into the breakout rooms of their -1 97 choice. Sorting a large number of participants into breakout rooms as a facilitator is -1 98 overwhelming and takes some time. -1 99 -1 100 ### What happens when people finish? -1 101 -1 102 - Consider whether, and therefore how, you would like participants to confirm they -1 103 have completed the game. If they complete it during the session they might just -1 104 shout out, if they complete it afterwards, you could ask them to make a screenshot -1 105 when they escape, with or without timestamp. -1 106 - Make plans to keep players busy after completing the game whilst they wait for the -1 107 other teams to finish. For example, you could provide prompts for each team to -1 108 discuss among themselves topics raised in the game, or you could provide other -1 109 RDM materials to look at and discuss. -1 110 - When all teams have finished the game, or you decide that the time is over (and they -1 111 can complete the game after the session), take a look at the discussion points below. -1 112 -1 113 ## Starting the session -1 114 -1 115 Some participants might not have previously encountered an escape room game. If so, a -1 116 small amount of explanation is useful. Sometimes, other participants are keen to explain -1 117 their own experiences of escape rooms to the group. -1 118 -1 119 A digital escape room is a series of puzzles that must be solved in order to ‘unlock’ a door -1 120 that allows the participants to 'escape' and therefore complete the game. The game will -1 121 guide you, and there are hints, but you should be able to figure out what to do and how to -1 122 do it whilst playing the game. It should be clear to you when you have completed the game: -1 123 you will be told when you have escaped. -1 124 -1 125 - It's usual in an escape room to have little or no explanation about the kinds of -1 126 puzzles that need to be solved, or how to escape. Participants have to figure that out -1 127 for themselves as part of the fun. So don't give too much away when explaining how -1 128 an escape room works -1 129 - The room is designed to prompt discussion both during and after play, so encourage -1 130 people to talk. -1 131 - You don't need to know anything about RDM before playing the game: it is not a test. -1 132 But some puzzles are harder than others! A little RDM knowledge, or experience -1 133 playing escape rooms, might help you complete it faster. -1 134 - Explain to participants what they should do to signal that they have completed the -1 135 game. -1 136 - Explain to participants what they should do if they need help whilst playing the -1 137 game. Note that on some puzzle pages there is a link to a hint that will help complete -1 138 the puzzle. -1 139 -1 140 ## Discussion points -1 141 -1 142 Regardless of the audience, the game usually generates excitement and so it is worth making -1 143 some time immediately after playing to reflect, de-brief, and discuss the game together. -1 144 -1 145 Possible discussion points include: -1 146 -1 147 - Did you like playing the game? Why (or why not!)? -1 148 - Did anything surprise you when you played the game? -1 149 - Did you learn anything, from the game itself or from your teammates? -1 150 - Which question did you find most difficult to answer? -1 151 - Do you think the Escape Room represents common issues in data management? How -1 152 do these issues vary for different research areas? What issues have you personally -1 153 encountered? -1 154 - Did you have discussions with your teammates? What did you discuss? -1 155 - Did anything during the game (including your struggles or mistakes) prompt you to -1 156 think about why or how we should do research data management? -1 157 - Whilst playing the game, did you see any parallels between the way you organised -1 158 your team and the different roles in the research process? -1 159 -1 160 Of course, as a facilitator, you may want to focus on certain discussion areas, add questions -1 161 that are relevant to your participants, or leave out discussion points that are not relevant. -1 162 -1 163 ## ⚠The sections below contain spoilers ⚠ -1 164 -1 165 *Do not read these sections if you want to play the game without knowing the answers.* -1 166 -1 167 ## How to play the Escape Room (⚠contains small spoilers) -1 168 -1 169 - There are 6 code puzzles, which can be solved in any order. All pages allow players to -1 170 return to the central page from which they navigate to the puzzles. Each code puzzle -1 171 delivers one word upon completion. The six words must be put into the correct order -1 172 to unlock the final part of the game and escape. -1 173 - The 'final' puzzle is to unlock the Professor's computer and submit the data -1 174 management plan. The full computer code is obtained by completing the 6 code -1 175 puzzles and working out the order of the words that makes most sense. -1 176 - The game is a static website; it does not remember which puzzles have been -1 177 completed or record a team's progress. -1 178 - Hints are included at the bottom of pages where people have traditionally struggled -1 179 (see the answers section below). You might need to give extra tips, or help players -1 180 understand an answer. -1 181 - Players have finished the game when they see the page with the open door that tells -1 182 them they have escaped. It is possible that a team might believe they have -1 183 completed the game before this point, so if a prize is involved, verify that they have -1 184 reached the open door. -1 185 - There is no formal record of when a team completes the game (but see the note -1 186 below about the team-registration version). In a live event, a team can shout out -1 187 when they have finished. Facilitators can, however, give more specific instructions to -1 188 provide proof that the game was completed, and a time-stamp if that is relevant: tell -1 189 participants in advance that they should take a screenshot when they escape so that -1 190 they can prove that they have completed the game. If you are awarding a prize for -1 191 the fastest team, the file will include a timestamp in the metadata, or you can ask -1 192 them to make sure that the computer screen's clock is on the screenshot to prove -1 193 the moment of escape. -1 194 -1 195 NOTE on the team-registration version of the game: -1 196 -1 197 There is a duplicate version of the Escape Room that is only available when facilitated by one -1 198 of the game’s creators and which allows teams to identify themselves and register their -1 199 completion time. In this team-registration version, players have to indicate their team name -1 200 at the last moment before they escape and a timestamp is recorded for that team. The -1 201 facilitators at VU have access to the environment where the team names and timestamps -1 202 are collected and can then identify the winning team. If interested, reach out to <rdm@vu.nl> -1 203 -1 204 ## Answers, and non-answers (⚠⚠contains MAJOR spoilers!) -1 205 -1 206 These are the puzzles and resulting code words that are delivered in the game: -1 207 -1 208 - Address book -1 209 - RDM challenge: What constitutes personal data -1 210 - Solution -1 211 1. All answers are correct -1 212 2. D-B-E-C-A -1 213 - Code word: Good -1 214 - Wall map -1 215 - RDM challenge: ransferring data across borders -1 216 - Solution: All answers are correct -1 217 - Code word: Planning -1 218 - Notice board -1 219 - RDM challenge: Persistent identifiers -1 220 - Solution: Pablo Colunga-Salas's Orcid is: 0000-0002-1355-0939. This Orcid code identifies the letters on the coded sheet: HELPS. See below for more information on this puzzle. -1 221 - Code word: Helps -1 222 - Filing cabinet -1 223 - RDM challenge: Metadata -1 224 - Solution: 1-2-4-6-8-10-12 -1 225 - Code word: Horror -1 226 - Camera -1 227 - RDM challenge: FAIR -1 228 - Solution: C-D-E-G -1 229 - Code word: Data -1 230 - Waste paper bin -1 231 - RDM challenge: Preserving data -1 232 - Solution -1 233 - All answers are correct - -1 234 - all answers are correct - -1 235 - True -1 236 - True -1 237 - CE -1 238 - ABE -1 239 - False -1 240 - Code word: Avoid -1 241 -1 242 ### Complete solution for unlocking the computer -1 243 -1 244 `GOOD PLANNING HELPS AVOID DATA HORROR` -1 245 -1 246 ### Where people might get stuck.. -1 247 -1 248 - Looking at the posters outside the room gives no useful information for completing -1 249 the game, but is fun nonetheless! -1 250 - The pile of waste paper in the bin is a distraction but might prompt discussion about -1 251 how, and whether, data should be destroyed. -1 252 - The map on the wall with numbers is a distraction that does not help with solving the -1 253 puzzles, it is included merely for fun. -1 254 - The notice board game is the most difficult - see the section below for more -1 255 explanation. Players might find it better to come back to this puzzle after completing -1 256 some of the other puzzles. -1 257 - You are asked to read the data management plan (DMP) before submitting it - but -1 258 this is not necessary to complete the game. All you have to do is to click 'Submit'. -1 259 During discussion, you might like to return to the DMP (or your own institution's) to -1 260 discuss data management planning in more detail. -1 261 - Opening the data management plan is not quite the end… You have to click on the -1 262 Submit button, and then click the final link to see the open door and the final -1 263 message: "Thank you for submitting your Data Management Plan. We are pleased to -1 264 inform you that your DMP has been accepted. You are free now to leave the office". -1 265 - At the bottom of the final page, it's possible to leave feedback for the creators of the -1 266 Data Horror Escape Room. -1 267 -1 268 ### Pablo's Orcid - the notice board puzzle -1 269 -1 270 The notice board game is the most difficult and involves taking several steps to complete: -1 271 -1 272 1. understanding that an Orcid is a unique number identifying a person, in this case -1 273 someone called " Pablo", -1 274 2. realising that the instruction on the postcard to look at a dataset will lead to Pablo, -1 275 3. working out how to find this dataset from the DOI (digital object identifier) that is given -1 276 or spotting that there's a direct link on the DOI flyer), -1 277 4. recognizing where to find Pablo's Orcid in the metadata of the dataset, and -1 278 5. using the Orcid number to identify the right letters on the coded sheet back in the escape room. -1 279 -1 280 Playing the game is an opportunity to encourage researchers to create their own Orcid, and -1 281 to explain why persistent identifiers are needed when archiving material on the web. -1 282 -1 283 - The two flyers on the notice board explain Orcid and DOIs and can be downloaded -1 284 and printed out. -1 285 - The coded sheet can only be deciphered if you know the ORCID number for Pablo -1 286 Colunga-Salas. Pablo is a real researcher and is the first author of the (real) dataset -1 287 mentioned on the postcard. -1 288 - The DOI on the postcard can be googled to find the dataset, or the location can be -1 289 found using the instructions on the DOI flyer, or there is even a direct URL-link from -1 290 the example on the DOI flyer. -1 291 - The DOI leads directly to the dataset created by Pablo Colunga-Salas and his -1 292 colleagues, and from where the Orcid for Pablo can be found. -1 293 - The dataset is called ‘Unicellular endoparasites of bats’ and is archived in Zenodo, so -1 294 it is possible that players could locate the dataset with a few words from the title -1 295 mentioned on the postcard, the name "Pablo", and the word "Zenodo". -1 296 - The coded sheet also contains the word "PABLO" and other words that players might -1 297 guess are relevant (metadata, ghosts, drives, means, etc.) but which are decoys. If -1 298 players try enough of these variations in the final sentence, they may eventually find -1 299 the right answer despite not having completed this puzzle. -1 300 -1 301 ## Problems with the Data Horror Escape Room -1 302 -1 303 We hope you enjoy playing the Data Horror Escape Room and find it useful to help raise -1 304 awareness about research data management. However, if you encounter problems, please -1 305 let us know: <rdm@vu.nl> -1 306 -1 307 ## More information about the Data Horror Escape Room -1 308 -1 309 - A blog post about the Data Horror Escape Room after it was initially launched: -1 310 <https://www.digitalscholarshipleiden.nl/articles/learn-about-data-management-concepts-in-this-online-data-horror-escape-room> -1 311 - The Escape Room was included at the 2020 Research Support Games Day hosted by -1 312 Robert Gordon University in the UK: -1 313 <https://rgu-repository.worktribe.com/output/1005411/proceedings-of-the-2nd-research-support-games-day-rsgd-2> -1 314 - A presentation about the Data Horror Escape Room from the LIBER Conference 2021: -1 315 <https://doi.org/10.5281/zenodo.5045311> (download the pdf "Play games with me experiences using gamification for online research skills training.pdf") -1 316 - The Data Horror Escape Room won a prize at iPres 2022: -1 317 <https://www.dpconline.org/news/celebrating-outstanding-contributions-to-ipres-2022> -1 318 -1 319 ## Inspiration and other games -1 320 -1 321 - Create your own escape room using Google Forms: -1 322 <https://www.bespokeclassroom.com/blog/2019/10/4/how-to-build-a-digital-escape-room-using-google-forms> -1 323 - There is a list of Research Support games (including the Data Horror Escape Room) at: -1 324 <https://doi.org/10.6084/m9.figshare.16652701.v5>. This includes games about all sorts of -1 325 topics within the larger umbrella of Research Support and is not restricted to RDM games. -1 326 - Our GHOST collective created more Escape Rooms which you can find here -1 327 <https://vu.nl/en/stories/making-research-data-management-fun>. -1 328 We also have a card game about Open Science <https://zenodo.org/records/10058056> -1 329 -1 330 ## Acknowledgements -1 331 -1 332 The Data Horror Escape Room was created by a collaborative team from Vrije Universiteit -1 333 Amsterdam (Lena Karvovskaya and Elisa Rodenburg), Leiden University Libraries (Joanne -1 334 Yeomans), and Eindhoven University of Technology (Anne Aarts and Bart Aben) in the -1 335 Netherlands. -1 336 -1 337 If you need to use parts of this cheat sheet whilst facilitating a session using the Data Horror -1 338 Escape Room, we have given it a Creative Commons open licence, meaning you can do so -1 339 without needing to credit us. See <https://creativecommons.org/publicdomain/zero/1.0/> -1 340 -1 341 We hope you enjoy playing and using the game as much as we have.
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@@ -18,6 +18,7 @@ 18 18 <a class="brand" href="{{ "" | relURL }}" rel="home">Data Horror Escape Room</a> 19 19 <nav> 20 20 <a href="{{ "" | relURL }}">Home</a> -1 21 <a href="{{ "guide" | relURL }}">Facilitator guide</a> 21 22 <a href="{{ "about" | relURL }}">About this website</a> 22 23 </nav> 23 24 </div>