Diamond the Board Game - engaging students in the science of Diamond Light Source and the process of being a scientist

Lead Research Organisation: Diamond Light Source
Department Name: Diamond Light Source Ltd

Abstract

Rising costs of public engagement mean that it is harder to deliver activities inclusively across the country. This is set against rising pressure on teachers and a massive STEM skills shortage. We seek to address this through the development and distribution of 'Diamond the Board Game' ('DTBG'), which aims to provide a cheap, reusable and entertaining way to directly engage students in STEM careers and the underpinning scientific experiments (all of which highlight the cutting-edge science carried out at Diamond). DTBG is currently at the final prototype stage, and ready for larger scale and more cost effective production. The aim of this grant is to bulk manufacture 1000 copies of the game, which can then be distributed primarily to the schools aligned to the Wonder Initiative. We therefore aim to prioritise schools with a high proportion of free school meals, and will also charge for postage on a case by case basis as we will consider requests for postage costs from those schools who cannot afford postage.

The introduction of 12 distinct careers and 36 interdisciplinary scientific projects during the game directly links to the mandatory careers guidance provision under the Gatsby Foundation recommendations that have been adopted by the government and specifically complies with benchmarks 1,2 and 4 for good career guidance. We therefore want to support schools to achieve their mandatory provision goals through the use of DTBG, which would be beneficial to many schools who are currently struggling to hit their targets for this. There are also benefits to Diamond as nurturing interests in STEM from an early age could be an opportunity for recruitment in later years.

Planned Impact

The board game will be distributed by post from Diamond Light Source, together with three copies of the resource pack per school. The resource pack will also be made available on the game website to facilitate reprints etc as required by teachers.

Communication of the design process and the evaluation of the board game success will be communicated via multiple channels. Given the intentional design of the game to address colour-blindness, to engage people who are mildly visually impaired and the intention that players can project their preferred gender onto the characters rather than being forced to select a particular gender, from an inclusion perspective there are already lots of lessons learnt that we would like to communicate. From the preliminary evaluation we have already carried out (available in the attachments) highlighted that students learn how to engage with failure as a scientist and also discover that collaboration is a fundamental part of modern science that should be embraced. Accordingly we intend to use a variety of formal and informal channels to reach the wide range of scientists, educators and communicators who will be interested in our findings.

1. Publication - we would like to report our design process and our evaluation results to facilitate further discussion in the community
2. Science Communication Conferences - Conferences like the BIG Event and PARI would enable us to share our findings with science communicators nationally and internationally who may be considering the use of board games or who may be interested in using our board game as part of their outreach offerings.
3. Social Media and Science Forums - we will use social media and science forums to make people aware of the game and to generate conversation around the topic of gaming as a method for science communication.
4. Secondary Teachers and Careers Advisers Conferences and Networks - Attending these events will provide both an opportunity to promote the game as a means of identifying distribution networks, but also an opportunity to stimulate discussion around the understanding of science careers and the options available for students.

Publications

10 25 50
 
Description The effectiveness of using Board games for engaging with students about STEM careers.
Exploitation Route The paper shown describes how such a game can be created, and all of the lessons learnt throughout the project, as well as metrics for effectivness.
Sectors Education

URL https://uclpress.scienceopen.com/hosted-document?doi=10.14324/RFA.06.1.14
 
Description A by product of the grant, when we pivoted to a print and play version of the game allowed us to engage with 11500 members of the general public in over 40 countries around the world.
First Year Of Impact 2020
Sector Education,Leisure Activities, including Sports, Recreation and Tourism
Impact Types Policy & public services

 
Title Analysis of the data collected as part of the Diamond Game print and play downloads 
Description This is the data collected when we released the print and play version of diamond the game, to be used in publication. 
Type Of Material Data analysis technique 
Year Produced 2020 
Provided To Others? Yes  
Impact It has been easier to see the impact of the game, and the CEO pf Diamond Light Source was very interested in the outcome. 
URL https://github.com/markbasham/DiamondTheGamePrintAndPlayGraphs
 
Description Diamond the Game: Print and Play version 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Science communication during the COVID-19 pandemic presents many challenges but also opportunities. The numerous lockdowns around the world presented a situation where many families would be open to explore and have time for new activities like board games at home together. We therefore took the content for 'Diamond: the Game' which was targeted for students and during the pandemic we converted it to a print and play version which has been downloaded and played by over 11,500 people in 40+ countries around the world.
Year(s) Of Engagement Activity 2020,2021
URL https://www.diamond.ac.uk/Public/DiamondTheGame
 
Description Distribution of 100 school packs of Diamond the game 
Form Of Engagement Activity A magazine, newsletter or online publication
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Schools
Results and Impact This is the final activity for the Project which was to disseminate 100 school packs of the board game : Diamond the Game to schools around the UK, targeting Wonder schools preferentially. Each class pack was 8 copies of the game, which is enough for a class of 40 to use, or for a more normal class of 30 to have 2 spare copies for parts or replacements. Currently sets of the game have lasted well for around 10 uses of the game, with no significant issues, so the aim is that the classroom set should be usable by the school for many years, and for many classroom groups.
Year(s) Of Engagement Activity 2021,2022
URL https://www.diamond.ac.uk/Public/For-School/Resources/diamond-the-game.html
 
Description Using Diamond print and play game at the "Reading School for Girls" for year groups 8 and 9 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Schools
Results and Impact Working in partnership with Sophie Palmer from STFC, Reading School for Girls was provided with enough copies of the print and play gam for them to all play the game a year group at a time. With Covid restrictions, our team was able to deliver this engagement activity twice, once for each year group, covering around 150 students each time.
Year(s) Of Engagement Activity 2020
URL https://www.diamond.ac.uk/Public/DiamondTheGame