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European Conference on Games Based Learning (ECGBL)
DataDelta and Data Iceberg were distributed to build data literacy and social interaction among students.
The Delta i Data! Game Package study evaluates two analogue games, DataDelta and Data Iceberg, which were distributed to 42 Norwegian upper-secondary schools in 2024 to build data literacy and strengthen social interaction among students. Its central claim is that these low-tech games can effectively support both social connection and discussion of digital data, although the outcomes depend largely on how teachers adapt and frame the activities. The evidence is drawn from a survey of 20 teachers across 14 schools, covering 628 students, and situates the games within broader research on game-based learning, data literacy frameworks such as the EU DigComp 2.2, and digital well-being.
Teachers rated the games highly for ease of use (4.6 out of 5), student comprehension (4.4), relationship building (4.4), and engagement (4.3). They were less convinced that the games advanced learning about digital data, with that item scoring 3.6. Usage patterns varied considerably: 60 percent of teachers used only DataDelta, 40 percent used both games, and sessions averaged 72 minutes. Two-thirds of teachers used the games for both learning and relationship building, while one-third used them solely as icebreakers.
Qualitative responses pointed to increased student awareness of data sharing as a notable benefit. Teachers also reported challenges, most prominently that the games could overshadow reflective discussion if not carefully structured. The authors conclude that the analogue format is a promising tool for fostering social interaction and conversations about data, but that its educational value rests heavily on teacher facilitation. The study's scope is limited to a single national context and a modest teacher sample, which the findings themselves acknowledge as a constraint on generalization.
DiGRA · 2026