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- cc87f8462812966f5a95ca2801d813a14d67d2af
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- 78eabd3c24d575a750b4f2d6302ef4e3e4645e2e
- Author
- Tobias Bengfort <tobias.bengfort@posteo.de>
- Date
- 2025-08-08 08:49
rework facilitators guide
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@@ -1,223 +1,214 @@1 -1 # Data Horror Escape Room: facilitator’s guide and cheat sheet*2 -13 -1 Licensed with CC0 1.04 -15 -1 *WARNING: contains answers!!!6 -17 -1 The Data Horror Escape Room is an online game primarily designed to be played by8 -1 university staff (both researchers and research support staff) and students. It introduces and9 -1 enables discussion around research data management (RDM) concepts in a fun way. It was10 -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 -113 -1 The game was designed to be played in small groups, with a facilitator supporting and14 -1 helping the groups when needed, and then stimulating reflection and discussion between15 -1 the groups. The facilitator should ideally, therefore, have some knowledge about RDM and16 -1 be able to answer questions. The following notes are intended to help you prepare to host17 -1 and facilitate an interactive session using the Data Horror Escape Room.18 -119 -1 The Data Horror Escape Room is an open website and can be found at20 -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 order22 -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 the24 -1 game.25 -126 -1 This guide contains the following sections:27 -128 -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 2240 -1 We highly recommend that you complete the game yourself before facilitating a session for41 -1 others, and of course, you might like to recruit some friends or colleagues to play with you42 -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 2744 -1 To give you the same experience that your gamers will have, we recommend playing the45 -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 3047 -1 We advise you not to give away any information in advance that will enable your48 -1 participants to find and play the game before your session. Once the game is completed, it is49 -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 3753 -1 - The Data Horror Escape Room takes a minimum of 40 minutes with fast work and54 -1 excellent team collaboration; more commonly, it takes around one hour or slightly55 -1 longer.56 -1 - We recommend a session of 1 hour 30 minutes for introduction, game, and57 -1 post-game discussion.58 -1 - If you have a session of less than an hour, you can start the game during the session59 -1 and invite participants to complete it together, or alone, after the session. Because60 -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 which62 -1 puzzles have been solved because the website does not track, or record any63 -1 information from individual players.64 -1 - If your session isn't long enough to play the game to the end, participants will still65 -1 have encountered aspects of research data management that can be discussed and66 -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 the68 -1 participants to discover for themselves how the game works. It's likely that some of69 -1 your participants will have played an escape room before, and they will be able to get70 -1 going very quickly. For those less experienced, offer individual support to help them71 -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 they77 -1 have pens and paper, or you can suggest they make notes on their computer or78 -1 mobile phone.79 -1 - At one point during the game, participants will encounter a video that they need to80 -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 playing82 -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 7687 -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 (for92 -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 still94 -1 playing.95 -1 - If using Zoom, it is easiest to use the Breakout Rooms with the self-assign96 -1 functionality, then participants can sort themselves into the breakout rooms of their97 -1 choice. Sorting a large number of participants into breakout rooms as a facilitator is98 -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 94102 -1 - Consider whether, and therefore how, you would like participants to confirm they103 -1 have completed the game. If they complete it during the session they might just104 -1 shout out, if they complete it afterwards, you could ask them to make a screenshot105 -1 when they escape, with or without timestamp.106 -1 - Make plans to keep players busy after completing the game whilst they wait for the107 -1 other teams to finish. For example, you could provide prompts for each team to108 -1 discuss among themselves topics raised in the game, or you could provide other109 -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 they111 -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 110115 -1 Some participants might not have previously encountered an escape room game. If so, a116 -1 small amount of explanation is useful. Sometimes, other participants are keen to explain117 -1 their own experiences of escape rooms to the group.118 -1119 -1 A digital escape room is a series of puzzles that must be solved in order to ‘unlock’ a door120 -1 that allows the participants to 'escape' and therefore complete the game. The game will121 -1 guide you, and there are hints, but you should be able to figure out what to do and how to122 -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 -1125 -1 - It's usual in an escape room to have little or no explanation about the kinds of126 -1 puzzles that need to be solved, or how to escape. Participants have to figure that out127 -1 for themselves as part of the fun. So don't give too much away when explaining how128 -1 an escape room works129 -1 - The room is designed to prompt discussion both during and after play, so encourage130 -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 experience133 -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 the135 -1 game.136 -1 - Explain to participants what they should do if they need help whilst playing the137 -1 game. Note that on some puzzle pages there is a link to a hint that will help complete138 -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 140142 -1 Regardless of the audience, the game usually generates excitement and so it is worth making143 -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 146147 -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? How152 -1 do these issues vary for different research areas? What issues have you personally153 -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 to156 -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 organised158 -1 your team and the different roles in the research process?159 -1160 -1 Of course, as a facilitator, you may want to focus on certain discussion areas, add questions161 -1 that are relevant to your participants, or leave out discussion points that are not relevant.162 -1163 -1 ## ⚠The sections below contain spoilers ⚠164 -1165 -1 *Do not read these sections if you want to play the game without knowing the answers.*166 -1167 -1 ## How to play the Escape Room (⚠contains small spoilers)168 -1169 -1 - There are 6 code puzzles, which can be solved in any order. All pages allow players to170 -1 return to the central page from which they navigate to the puzzles. Each code puzzle171 -1 delivers one word upon completion. The six words must be put into the correct order172 -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 data174 -1 management plan. The full computer code is obtained by completing the 6 code175 -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 been177 -1 completed or record a team's progress.178 -1 - Hints are included at the bottom of pages where people have traditionally struggled179 -1 (see the answers section below). You might need to give extra tips, or help players180 -1 understand an answer.181 -1 - Players have finished the game when they see the page with the open door that tells182 -1 them they have escaped. It is possible that a team might believe they have183 -1 completed the game before this point, so if a prize is involved, verify that they have184 -1 reached the open door.185 -1 - There is no formal record of when a team completes the game (but see the note186 -1 below about the team-registration version). In a live event, a team can shout out187 -1 when they have finished. Facilitators can, however, give more specific instructions to188 -1 provide proof that the game was completed, and a time-stamp if that is relevant: tell189 -1 participants in advance that they should take a screenshot when they escape so that190 -1 they can prove that they have completed the game. If you are awarding a prize for191 -1 the fastest team, the file will include a timestamp in the metadata, or you can ask192 -1 them to make sure that the computer screen's clock is on the screenshot to prove193 -1 the moment of escape.194 -1195 -1 NOTE on the team-registration version of the game:196 -1197 -1 There is a duplicate version of the Escape Room that is only available when facilitated by one198 -1 of the game’s creators and which allows teams to identify themselves and register their199 -1 completion time. In this team-registration version, players have to indicate their team name200 -1 at the last moment before they escape and a timestamp is recorded for that team. The201 -1 facilitators at VU have access to the environment where the team names and timestamps202 -1 are collected and can then identify the winning team. If interested, reach out to <rdm@vu.nl>203 -1204 -1 ## Answers, and non-answers (⚠⚠contains MAJOR spoilers!)205 -1206 -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 data210 -1 - Solution211 -1 1. All answers are correct212 -1 2. D-B-E-C-A-1 206 - Solution: All answers are correct; D-B-E-C-A 213 207 - Code word: Good214 -1 - Wall map215 -1 - RDM challenge: ransferring data across borders216 -1 - Solution: All answers are correct217 -1 - Code word: Planning218 208 - Notice board 219 209 - RDM challenge: Persistent identifiers220 -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 data232 -1 - Solution233 -1 - All answers are correct -234 -1 - all answers are correct -235 -1 - True236 -1 - True237 -1 - CE238 -1 - ABE239 -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 234246 -1 ### Where people might get stuck..247 -1248 -1 - Looking at the posters outside the room gives no useful information for completing249 -1 the game, but is fun nonetheless!250 -1 - The pile of waste paper in the bin is a distraction but might prompt discussion about251 -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 the253 -1 puzzles, it is included merely for fun.254 -1 - The notice board game is the most difficult - see the section below for more255 -1 explanation. Players might find it better to come back to this puzzle after completing256 -1 some of the other puzzles.257 -1 - You are asked to read the data management plan (DMP) before submitting it - but258 -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) to260 -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 the262 -1 Submit button, and then click the final link to see the open door and the final263 -1 message: "Thank you for submitting your Data Management Plan. We are pleased to264 -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 the266 -1 Data Horror Escape Room.267 -1268 -1 ### Pablo's Orcid - the notice board puzzle269 -1270 -1 The notice board game is the most difficult and involves taking several steps to complete:271 -1272 -1 1. understanding that an Orcid is a unique number identifying a person, in this case273 -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 given276 -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, and278 -1 5. using the Orcid number to identify the right letters on the coded sheet back in the escape room.279 -1280 -1 Playing the game is an opportunity to encourage researchers to create their own Orcid, and281 -1 to explain why persistent identifiers are needed when archiving material on the web.282 -1283 -1 - The two flyers on the notice board explain Orcid and DOIs and can be downloaded284 -1 and printed out.285 -1 - The coded sheet can only be deciphered if you know the ORCID number for Pablo286 -1 Colunga-Salas. Pablo is a real researcher and is the first author of the (real) dataset287 -1 mentioned on the postcard.288 -1 - The DOI on the postcard can be googled to find the dataset, or the location can be289 -1 found using the instructions on the DOI flyer, or there is even a direct URL-link from290 -1 the example on the DOI flyer.291 -1 - The DOI leads directly to the dataset created by Pablo Colunga-Salas and his292 -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, so294 -1 it is possible that players could locate the dataset with a few words from the title295 -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 might297 -1 guess are relevant (metadata, ghosts, drives, means, etc.) but which are decoys. If298 -1 players try enough of these variations in the final sentence, they may eventually find299 -1 the right answer despite not having completed this puzzle.300 -1301 -1 ## Problems with the Data Horror Escape Room302 -1303 -1 We hope you enjoy playing the Data Horror Escape Room and find it useful to help raise304 -1 awareness about research data management. However, if you encounter problems, please305 -1 let us know: <rdm@vu.nl>306 -1307 -1 ## More information about the Data Horror Escape Room308 -1309 -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 by312 -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 -1319 -1 ## Inspiration and other games320 -1321 -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 of325 -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 here327 -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 -1330 -1 ## Acknowledgements331 -1332 -1 The Data Horror Escape Room was created by a collaborative team from Vrije Universiteit333 -1 Amsterdam (Lena Karvovskaya and Elisa Rodenburg), Leiden University Libraries (Joanne334 -1 Yeomans), and Eindhoven University of Technology (Anne Aarts and Bart Aben) in the335 -1 Netherlands.336 -1337 -1 If you need to use parts of this cheat sheet whilst facilitating a session using the Data Horror338 -1 Escape Room, we have given it a Creative Commons open licence, meaning you can do so339 -1 without needing to credit us. See <https://creativecommons.org/publicdomain/zero/1.0/>340 -1341 -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>.
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