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Games and Gamification in Research Data Management: Engaging methods to foster better data practices

Authors: Dockhorn, Ron; Engelhardt, Claudia; Petersen, Britta; Manske, Antje;

Games and Gamification in Research Data Management: Engaging methods to foster better data practices

Abstract

Gamification ๐ŸŽฎ โ€” the use of game elements in non-game contexts โ€” offers promising ways to raise data literacy ๐Ÿ“Š and promote more mindful research data management (RDM) ๐Ÿ—‚๏ธ. By incorporating playful elements ๐Ÿงฉ, training participants can engage in active learning ๐Ÿง  and receive immediate feedback โœ… that strengthens reflection and long-term retention ๐Ÿ”. Researchers can benefit from gamification by turning routine activities โ€” such as documenting datasets ๐Ÿ“, curating metadata ๐Ÿท๏ธ, or checking file completeness ๐Ÿ“ โ€” into engaging challenges ๐Ÿ† that encourage consistency, collaboration ๐Ÿค, and a culture of continuous improvement ๐ŸŒฑ. In this hands-on workshop, participants will: ๐ŸŽฏ Learn about the differences between games and gamification ๐Ÿ“š Explore concrete examples of games that can be reused in research data management training, based on a collection of the Sub-WG Training/Further Education of the DINI/nestor WG Research Data ๐Ÿ’ก Brainstorm how RDM tasks could be gamified to inspire behavioural change โ€” for example, better metadata ๐Ÿท๏ธ, more complete documentation ๐Ÿ—ƒ๏ธ, or data publication ๐Ÿš€. The session targets RDM professionals (such as data stewards) and RDM trainers. It provides a space to exchange experiences ๐Ÿ’ฌ, to explore playful approaches ๐ŸŽฒ, and to discuss how game elements could support behavior change in research data management ๐Ÿ”„.Max Participants: 20 ๐Ÿ‘ฅLanguage: English ๐Ÿ‡ฌ๐Ÿ‡ง

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