Data Literacy for Citizenry Through Game-based Learning: Adult perceptions of Fun and Learning with the DALI Toolkit

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    Abstract

    In post-digital society, data literacy is an essential skill for navigating the vast amounts of data generated in everyday life and data-driven decision making are necessary skills for social innovation and justice. Game-based learning offers adults an engaging approach to developing these skills. This article describes a study that examines adult participants' perceptions of the DALI (Data Literacy) Toolkit, a set of educational games designed to promote data literacy through fun and interactive gameplay. Focusing on eleven (n=11) non-digital games, t he study explored the relationship between perceived enjoyment and learning outcomes, considering factors such as age, game experience, and the clarity and ease of use of the games. Results indicate that well-designed educational games can effectively engage and educate adult learners, regardless of their age or previous gaming experience. Significant positive correlations were found between perceived fun and learning, and between the clarity of game elements and perceptions of both fun and learning. These findings highlight the potential of games to support lifelong learning and skill development, making complex concepts more accessible and enjoyable. The DALI Toolkit exemplifies how integrating playful values into educational game design can create dynamic, learner-centered environments that foster intrinsic motivation, active participation, and meaningful learning experiences.
    Original languageEnglish
    Pages (from-to)(In-Press)
    Number of pages23
    JournalFirst Monday
    Volume30
    Issue number9
    Early online date17 Sept 2025
    DOIs
    Publication statusE-pub ahead of print - 17 Sept 2025

    Bibliographical note

    This is an Open Access article CC-BY

    Funding

    This research has been supported by the Project DALI “Data Literacy for Citizenship,” an ERASMUS+ Strategic Partnership (KA204-076492) funded by the European Union. Gemma Tur, Bàrbara de Benito and Linda Castañeda acknowledge the support of the Grant PID2020-113101RB-I00 funded by MCIN/AEI/10.13039/501100011033.

    FundersFunder number
    European Commission Erasmus+KA204-076492
    European CommissionMCIN/AEI/10.13039/501100011033, PID2020-113101RB-I00

    UN SDGs

    This output contributes to the following UN Sustainable Development Goals (SDGs)

    1. SDG 4 - Quality Education
      SDG 4 Quality Education

    Keywords

    • adult education
    • adult literacy
    • citizenry
    • game-based learning

    ASJC Scopus subject areas

    • Human-Computer Interaction
    • Computer Networks and Communications
    • Law

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