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European Conference on Games Based Learning (ECGBL)
The authors argue that engagement leads to social interaction, which in turn supports innovative thinking and deeper understanding of course content.
This study examines whether analogue, non-digital games can strengthen creative learning in data literacy among adult continuing-education students. Drawing on qualitative data from 43 Norwegian students enrolled in a data literacy course, the authors argue that analogue games foster active engagement, social interaction, and the exchange of diverse perspectives, which in turn support innovative thinking and deeper understanding of course content. The work is grounded in game-based learning research and sociocultural learning theory, positioning analogue games as pedagogical tools rather than mere diversions.
The central finding is that these benefits are conditional. Students reported that analogue games were most effective when the learning setting felt fun and psychologically safe, and when winning was deemphasized in favor of collaborative exploration. The authors conclude that skilled educator facilitation and psychological safety are essential preconditions, not optional enhancements. Their proposed framework links engagement, social interaction, and innovative thinking as sequential mechanisms leading to deeper learning.
The evidence base is qualitative and drawn from student quotes and observations within a single course in one national context, which limits the generalizability of the conclusions to other populations, disciplines, or educational systems. The scope is confined to continuing education in data literacy, and the work does not report quantitative outcome measures. The authors recommend further research on integrating analogue games into continuing education curricula, particularly studies that test these mechanisms across broader settings and more rigorous measures of learning.
DiGRA · 2026