Learning about Research Ethics and Integrity Games

From The Embassy of Good Science

Learning about Research Ethics and Integrity Games

Instructions for:TraineeTrainer
Related Initiative
Goal
This module explores a collection of different research ethics and integrity games that can be used to deepen engagement and reflection.
Duration (hours)
1
Part of
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BEYOND
Steps

What is this about?

This module introduces a collection of research ethics and integrity games developed by EU funded initiatives to deepen engagement with and reflection on research ethics and integrity topics. Research ethics and integrity games provide a dynamic approach to teaching responsible conduct of research. By simulating real-world challenges and dilemmas, these games encourage active participation and critical thinking in a gamified way. They create an engaging learning environment where players can explore complex questions in a safe, informal and interactive setting.

The games presented here can be used within and/or outside of the academic environment. The games presented here have been developed by the following EU-funded initiatives: INTEGRITY, BRIDGE, and VIRT2UE.

For each game developed by each project the target audience is indicated.

Practical Tips

We recommend that trainers and teachers define the needs and skill level of the group to be trained before selecting the game to be used. This is due to the fact that the career stage often does not reflect the level of skills and competences in terms of research ethics and integrity.
1
INTEGRITY

Target Audience: undergraduate students, early career researchers.


The INTEGRITY project aims to empower students and early career researchers by developing the capacity of participants to identify, consider, and address integrity concerns in research procedures. Empowerment stimulates a pro-active attitude in participants of the courses, helping them to actively address and deal with integrity issues they encounter in their studies or research. The project developed a specific training tool for undergraduate students, which poses a series of dilemmas about academic integrity.

2
BRIDGE

Target Audience: undergraduate and graduate students.


The training games developed by the BRIDGE project use the “gamification” approach to raise awareness and provide very basic knowledge on research integrity for university students. Online, board, role-play and scenario games can be found here.

3
VIRT2UE

Target Audience: undergraduate and graduate students, early career researchers, prospective research integrity trainers.


The Modified Dilemma Game developed by the VIRT2UE project presents a modified version of the Dilemma Game developed by Erasmus University Rotterdam. This exercise supports participants in identifying research integrity principles, virtues and questionable research practices in a hypothetical case. It provides a framework to consider, choose and defend alternative courses of action regarding realistic research integrity dilemmas.

Remarks

This project has received funding from the European Union's Horizon Europe research and innovation programme under GA No 101094714 (University of Oslo). UK participants in BEYOND are supported by UKRI grant number 10062742 (Trilateral Research) and by UKRI grant number 10067440 (Heriot-Watt University). Views and opinions expressed are, however, those of the author(s) only and do not necessarily reflect those of the European Union, Research Executive Agency, or UKRI. Neither the European Union nor the granting authority nor UKRI can be held responsible for them.)

Other information

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