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 language | English |
|---|---|
| Pages (from-to) | (In-Press) |
| Number of pages | 23 |
| Journal | First Monday |
| Volume | 30 |
| Issue number | 9 |
| Early online date | 17 Sept 2025 |
| DOIs | |
| Publication status | E-pub ahead of print - 17 Sept 2025 |
Bibliographical note
This is an Open Access article CC-BYFunding
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.
| Funders | Funder number |
|---|---|
| European Commission Erasmus+ | KA204-076492 |
| European Commission | MCIN/AEI/10.13039/501100011033, PID2020-113101RB-I00 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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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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Lameras, P., Arnab, S. & Lewis, M., 2024, Smart Mobile Communication & Artificial Intelligence: Proceedings of the 15th IMCL Conference– Volume 2. Auer, M. . & Tsiatsos, T. (eds.). Springer, Cham , p. 277–286 10 p. (Lecture Notes in Networks and Systems; vol. 937 LNNS).Research output: Chapter in Book/Report/Conference proceeding › Conference proceeding › peer-review
Open AccessFile3 Link opens in a new tab Citations (Scopus)32 Downloads (Pure)
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