
Gamification ๐ฎ โ the use of game elements in non-game contexts โ offers promising ways to raise data literacy ๐ and promote more mindful research data management (RDM) ๐๏ธ. By incorporating playful elements ๐งฉ, training participants can engage in active learning ๐ง and receive immediate feedback โ that strengthens reflection and long-term retention ๐. Researchers can benefit from gamification by turning routine activities โ such as documenting datasets ๐, curating metadata ๐ท๏ธ, or checking file completeness ๐ โ into engaging challenges ๐ that encourage consistency, collaboration ๐ค, and a culture of continuous improvement ๐ฑ. In this hands-on workshop, participants will: ๐ฏ Learn about the differences between games and gamification ๐ 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 ๐ก Brainstorm how RDM tasks could be gamified to inspire behavioural change โ for example, better metadata ๐ท๏ธ, more complete documentation ๐๏ธ, or data publication ๐. The session targets RDM professionals (such as data stewards) and RDM trainers. It provides a space to exchange experiences ๐ฌ, to explore playful approaches ๐ฒ, and to discuss how game elements could support behavior change in research data management ๐.Max Participants: 20 ๐ฅLanguage: English ๐ฌ๐ง
