Horror Research Data Management: 4 Best Practice Examples for Successful Gamifications

by Elisa Rodenburg, Samuel Simango, Nadine Neute and Markus Herklotz
 

Online escape game: raising awareness of data horror

By Elisa Rodenburg

2020 was a tough year for event organisers, and a colleague and I were hoping to create a fun activity online. Together with a few colleagues from other Dutch University Libraries, we organised the Data Horror Week around Halloween. We used the “horror” theme to highlight the importance of good data management and things that can go wrong in research and built an online escape room.

The players (researchers and others) are “locked” in a room (on a website), and have to “escape” by solving six puzzles about Research Data Management (RDM). While doing so, they learn aspects of RDM that are part of writing a Data Management Plan. Our Data Horror Escape Room is freely available as an Open Educational Resource (OER).

Since then, we have used the escape room for training, awareness campaigns, team building events, and just for fun. We presented the escape room during the Session “Level up! Building the skills” at the LIBER Conference 2021 as an example of gamification in research skills training. We received such useful and generous feedback, that we decided to continue the fun and create a follow-up game in the form of an „Open Science escape room“, for Data Horror Week 2022.
 

Research Data Management Adventure Game: on the trail of Indiana Jones

By Samuel Simango

The Research Data Management Adventure Game, which was developed by the libraries of the Universities of Bath (England) and Stellenbosch (South Africa), is an online text-based role-playing interactive fiction serious game, based on the data management challenges of a research project. The game play takes players through different stages of the research data lifecycle, presents them with a data management challenge and allows them to make decisions that affect the success of their research projects. The game is freely available online and can be accessed via an internet connection and a web browser. As such, the game can be used as part of asynchronous virtual training or synchronous interactive training. For optimal learning experience, the Research Data Management Adventure Game works best as a single-player game. However, the game can also be used in group settings.

The idea to develop the game emerged from a lack of educational games focusing specifically on research data management. The game was developed from 2017 to 2020. The RDM Adventure Game is aimed primarily at postgraduate students as well as early career researchers and academics. Game players can opt to play the entire game or they may select to only play specific stages of the research data management lifecycle. On average the entire game takes 60 minutes to complete – although this depends on the specific paths and decisions that are taken by game players. So far, the game has been played by 1,520 people in 71 countries; and there are more every day …
 

Research Data Scarytales: an eerie journey

By Nadine Neute

With its Research Data Scarytales, the TKFDM wants to take you on an eerie journey and show you in short stories what scary consequences mistakes in data management can have. We are showcasing a wide range of scenarios, ranging from minor inconveniences to a single person to permanent consequences for humankind, all based on real events. Readers have the opportunity to find out for themselves what went wrong in each story. Each scenario begins with a brief summary of the facts. Then it’s time to figure it out! The game and instructions how to play it can be found on our overview page.

The game is meant for all data users: researchers, teachers and lecturers and those working in libraries and research infrastructures. It addresses itself to simply everyone who could be a victim of the mishaps presented. Order the cardboard game at TKFDM via e-mail to info (at) forschungsdaten-thueringen.de and deal with the topic in a relaxed atmosphere during coffee breaks, or use it in your training courses. For better integration into existing materials and searchability by topic and source, a text-only version of the stories is also available on Zenodo. The flexibly configurable duration, the wide range of content and the different examples make it easy to integrate a game round in workshops. Along the way, the trainers learn a lot about the working environment, prior knowledge and concrete concerns of their workshop participants and “nudge” them to actively participate in the session.
 

BERD Data Literacy Snacks: Research data management for your lunch break

By Markus Herklotz

With the amount and variety of data generated, there is an increasing demand for trained experts. At the same time, people managing data can come from very different professional backgrounds between research and infrastructure, looking for possibilities to enhance their skills for this fast-changing digital world. Yet, finding entry points for this type of education fitting into your professional time schedule can be challenging.

To reduce these barriers, we developed the Data Literacy Snacks within the initiative BERD (Business, Economic and Related Data). Building on the coffee lecture format, the Data Literacy Snacks are a free online series to provide a compact input of a maximum of 60 minutes fitting right into your lunch break. This includes a 30 to 45 minute presentation and a 15 minute discussion led by a moderator who addresses your questions via chat. The topics of the first biweekly series in 2021 provided a general introduction to research data management and covered topics of reproducibility, privacy law and Wikibase knowledge graphs in more detail.

We were delighted by how well the Snacks were received with up to 65 participants (per session) from both research and infrastructure. It gave us the opportunity to get directly in touch with the community, raise awareness for research data management issues and to identify the demand for information on it. Based on these experiences, the Data Literacy Snacks will return 2022 and we invite everyone to enter suggestions for your favourite topics on our website
 

Background and INCONECSS

This round-up post emerged from a digital community meeting on „Trainings & Games related to Research Data“ of the INCONECSS community (International Conference on Economics and Business Information). INCONECSS is actually a triennial international conference for librarians and information specialists who support researchers in business and economics in their daily work.

Sketchnotes of the INCONNECS Community Meeting #3 & #4: „Trainings & Games related to Research Data“

Main topics are for example: research data management, the transformation of competences and structures, the support of research and Open Access. To bridge the long breaks between the conferences, the Community Meetings were created. Most recently, RDM experts exchanged views on alternative approaches.

Event Tip: The next INCONECSS will take place from 17 – 19 May 2022. Information on the event can be found on the website.
 

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About the Authors:

Elisa Rodenburg is a Research Data Steward at the University Library of Vrije Universiteit Amsterdam. In that role, she supports researchers with several aspects of Research Data Management and Open Science.
Portrait, photographer: René Knoop

Samuel Simango is the manager of research data services at Stellenbosch University’s Library and Information Service in South Africa. He is interested in the conceptualisation and implementation of research data management systems – particularly insofar as this relates to the integration of lifecycle models, governance frameworks, technological infrastructure and services that apply to the management of research data.
Portrait: Samuel Simango©

Nadine Neute is the subject librarian for economics at Erfurt University Library , works for the Service Point Research Data Management at the University of Erfurt and in this function she is part of the Thuringian Competence Network for Research Data Management (TKFDM). The TKFDM is the point of contact for researchers from all Thuringian universities in the field of research data management. Among other things it provides consultations and carries out workshops and training courses.
Portrait: Nadine Neute© [CC BY 4.0]

Markus Herklotz is a higher education researcher working at the Professorship for Statistics and Social Scientific Methodology (University of Mannheim), responsible for developing and facilitating workshops and other educational resources within BERD. BERD@NFDI is a consortium within the National Research Data Infrastructure Germany (NFDI), building a platform for collecting, processing, analyzing, and preserviwng Business, Economic and Related Data. Markus Herklotz can also be found on ResearchGate and LinkedIn.
Portrait: Markus Herklotz©

The post Horror Research Data Management: 4 Best Practice Examples for Successful Gamifications first appeared on ZBW MediaTalk.

Digital Trends 2021: Collective Displacement Leads to Relocation and Rethinking of Activities

by Birgit Fingerle

The COVID-19 pandemic has turned major parts of our life upside down, leading to new trends and new uses of technology. The feeling of collective displacement is a trend overshadowing all these. Due to the COVID-19 pandemic, 2020 altered, where und how we experience activities. A lot of our tasks were relocated to other places in order to still be able to fulfil them. New ways and new places to attend our duties as well as our hobbies are needed. Accordingly, organisations need to figure out new ways to shape the relationship with their patrons. In order to do so, they must be aware of how information-gathering has changed and they must also replicate or replace physical touch in a digital way. Shopping for instance has become an atomised activity, split into many micro moments spread across devices, platforms and across the day. In addition, brands have to find new ways to deliver joy to the home shopping experience.

Retail Trends as a potential Role Model for Libraries: Liquid, Virtual and by Appointment

Because of the collective displacement trend mentioned above, the place where we buy products or use services has also changed. Thus, organisations have to rethink their supply chain and their whole physical infrastructure. This trend is called Liquid Infrastructure. In order to be able to quickly react to changing conditions organisations need to develop more agility and resilience which will also make them futureproof for instance for answering challenges arising from climate change. While working on new supply chains and physical infrastructures, organisations should also consider sustainable alternatives to become more sustainable at the same time. In addition, they should explore new business models and value propositions like subscription models and personalisation.

Traditional marketplaces have been transferred to the digital world because of the pandemic too and are now taking place virtually. As ecommerce is booming, marketplaces are included in this shift, transforming everything from farmers’ to Christmas markets into virtual marketplaces. This way, consumers can at least keep a little bit of the normalcy that they have lost since the pandemic started.

Another growing trend is robot retail (see TrendHunter‘s 2021 Trend Report) as robots help to limit contacts between employees and customers. Examples are: Robots acting as bookstore assistances like the “AROUND B” Robot that carries books for browsing and purchasing, or contactless delivery robots brought to new cities like the delivery robots of Starship Technologies.

Contactless lockers are being installed in the retail world to reduce person-to-person contact and to enhance the safety of shopping. Shopping lockers (see TrendHunter‘s 2021 Trend Report) are being used as food pickups as well as for in-store returns for instance.

With respect to personal contacts, the trend “Appointment Retail” (see TrendHunter‘s 2021 Trend Report) means that shopping is offered by appointment only. This ensures safe in-person shopping experiences as it contributes to maintaining distance. Might, for instance, offering lockers and more services on appointment also be meaningful for libraries to better address patron anxiety of health risks?

Events and new touchpoints: Virtual crowds and in-game experiences

The trend of collective displacement also shines through events and exhibitions. Companies are creating technologically-integrated solutions that allow the public to take part in live events, for instance live concerts. This virtual crowd (see TrendHunter‘s 2021 Trend Report) is now made possible by using video conference technology as well as virtual reality technology. Attending a live event as part of a virtual crowd also brings viewers a degree of normalcy into their lives.

Gaming is an increasingly popular form of entertainment and consumers now expect brands to integrate seamlessly into their habits, like gaming and social media. As brands outside of gaming are looking for new possibilities to participate in these developments, more and more are marketing their products and offerings with in-game experiences (see TrendHunter‘s 2021 Trend Report). One example are In-Game Art Galleries like the one offered by the Getty Museum. This tool lets players import art in the game Animal Crossing. Furthermore, in an In-Game Museum Tour the Monterey Bay Aquarium is offering virtual tours of Animal Crossing’s museum.

Training and tools for librarians and patrons: Gamification and fostering wellbeing

Several trends have the potential to influence the tools and the training offered for library staff on the one hand and patrons on the other hand. Because of the experience of collective displacement and work from home, mental wellness becomes a new focal point when rethinking products and services. For example, Microsoft Teams will integrate new features in order to improve users’ work/life balance while working from home.

Training and onboarding employees is increasingly being accelerated through gamified technology. This trend named gamified profession (see TrendHunter‘s 2021 Trend Report) where platforms are used to enhance skills and engagement in the process of training may become more common as working from home becomes the norm and managers are trying new ways to enhance engagement and interactions among new employees. The training needed for individuals transitioning into new roles requires interactivity to learn skills and policies effectively. Thus, gamification is an interesting approach for training.

To build meaningful connections between remote employees, organisations are turning to new tools, which help them to facilitate team-building exercises and rewards. By fostering remote engagement (see TrendHunter‘s 2021 Trend Report) they contribute to reducing feelings of social isolation, which might otherwise negatively affect the collaboration. Innovative tools are needed to ensure that employees working from home feel connected and valued and this way also more encourages toward sharing ideas and working together.

Signs of Open Science: Digital parity, subscription sharing and do-it-yourself-innovation

The COVID-19 pandemic has fostered trends towards Open Science. In addition to the obvious greater attention for preprint papers there are also several other trends outside the academic systems, which are interesting in the context of Open Science.

Equal access continues to be a dream, as we still live in a world characterised by digital inequality. A WhatsApp und Facebook chatbot like Foonda Mate shows us how the inequality due to the lack of a stable internet connection can be bridged in order to give South African students access to educational materials. Thus, they were and are able to keep up with their schoolwork when schools are closed. This example is part of the trend providing online access to all, called Digital Parity.

Another interesting trend: Brands in the technology space are helping users to share subscriptions by creating platforms that enable sharing subscription passwords in a safe and controlled way. These platforms (see TrendHunter‘s 2021 Trend Report) for safe subscription sharing to digital goods range from web extensions to password-managing.

As innovation increasingly is a product of talented people acting in challenging circumstances, organisations should find ways to joint this Do-it-yourself-Innovation revolution and rethink how they approach innovation. The emphasis of organisations should switch from co-creation with the people to giving the people the tools and platforms to innovate for themselves in order to create better products and services.

Members of the generation Z (Gen Z) , born between 1997 and 2012 approximately, are also increasingly aiming to develop new skills outside of the traditional school system. They do so by turning to platforms, services and spaces that help them expand their worldviews and skills without the constraints of traditional schooling. The Gen Z Creative trend (see TrendHunter‘s 2021 Trend Report) also allows them to develop skills that often are not part of the education system. This willingness to qualify outside of the traditional educational system stems from two main sources. First, exposure to political and social issues from young age on has made them critical thinkers that are more likely to explore alternative learning options. Second, their social media habits are giving Gen Z more motivation to develop skills and practice hobbies just for enjoyment and sharing.

More than downsides: New opportunities and glimmers of hope in the crisis

The pandemic has disrupted a lot of our plans and the way we live and work. Looking at the trends emerging from this crisis reveals some of the opportunities implied in this forced transformation. Among these glimmers of hope is that Open Science, especially Open Access, seems to be a winner of the crisis. Furthermore, studying current trends in retail or gaming can trigger new impulses for further change in libraries.

Further information on important trends und technologies for 2021:

References Portrait:
Photo Birgit Fingerle© – Photographer Ole Sindt.

The post Digital Trends 2021: Collective Displacement Leads to Relocation and Rethinking of Activities first appeared on ZBW MediaTalk.The post Digital Trends 2021: Collective Displacement Leads to Relocation and Rethinking of Activities first appeared on Leibniz Research Alliance Open Science.