datahorror

Research Data Management Escape Room
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Author
Tobias Bengfort <tobias.bengfort@posteo.de>
Date
2025-08-08 08:49
rework facilitators guide

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

diff --git a/layouts/_default/baseof.html b/layouts/_default/baseof.html

@@ -18,7 +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>
   21    -1                 <a href="{{ "guide" | relURL }}">Facilitator guide</a>
   -1    21                 <a href="{{ "guide" | relURL }}">Facilitator's guide</a>
   22    22                 <a href="{{ "about" | relURL }}">About this website</a>
   23    23             </nav>
   24    24         </div>