EGU25-4274, updated on 14 Mar 2025
https://doi.org/10.5194/egusphere-egu25-4274
EGU General Assembly 2025
© Author(s) 2025. This work is distributed under
the Creative Commons Attribution 4.0 License.
Oral | Wednesday, 30 Apr, 17:30–17:40 (CEST)
 
Room -2.41/42
Making Research more Tangible through Role-Playing: A Game-Based Approach to Understanding Large Scientific Collaborations
Cornelis Schwenk and Adrienne Jeske
Cornelis Schwenk and Adrienne Jeske
  • Johannes Gutenberg University, Mainz, Institute for Atmospheric Physics, Germany (c.schwenk@uni-mainz.de)

A vital aspect often missing in science communication for young adults and university students is the opportunity to make the concept of research tangible early in their studies. Scientific findings are frequently presented in a 'top-down' manner, leaving the methods and realities of research projects as abstract concepts. To address this gap, we have developed a role-playing game that places participants in the shoes of researchers planning a large-scale scientific collaboration. This approach aims to provide participants with a clear and practical understanding of how contemporary research operates, particularly within the context of large-scale collaborations.

In this game, participants first receive an introduction to the subject matter, such as climate science or atmospheric research. They are then provided with a "toolbox" of methods specific to the topic, each with associated costs in money and personnel. Each method can yield "research points," determined later by rolling dice. Working in teams of 3–5, participants select from a list of research questions and collaboratively devise a plan to allocate their resources effectively to answer their chosen question.

The game concludes with dice rolls determining the research points for each team, simulating the role of chance in scientific outcomes. This approach engages participants with the challenges of finite resources, the importance of strategic planning, and the realities of uncertainty in research.

The game has been successfully implemented at the LCOY 2024 Conference in Berlin and with a smaller group of students at the University of Mainz. Participants reported gaining valuable insights into the intricacies of active, cutting-edge research while finding the experience both engaging and educational. This game demonstrates the power of gamification in communicating the complexities of science in an interactive and impactful way.

How to cite: Schwenk, C. and Jeske, A.: Making Research more Tangible through Role-Playing: A Game-Based Approach to Understanding Large Scientific Collaborations, EGU General Assembly 2025, Vienna, Austria, 27 Apr–2 May 2025, EGU25-4274, https://doi.org/10.5194/egusphere-egu25-4274, 2025.